Peter Cooper Jr. on Wed, 7 Feb 2007 11:12:50 -0700 (MST)


[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]

Re: [s-d] era 2 ruleset


Antonio Dolcetta wrote:
> the link peter posted is ok.
> now what about the era 1 ruleset, anyone have that one ?

Attached is the copy I've got, which I think is from near the end of the
First Era. I'm almost sure that it's not the last ruleset from the First
era, however.

-- 
Peter C.
   Rule 0/4
   Emergency Management
   Last Revision: nweek 76. [1]Revision History
   Keywords: [2]Administrator [3]Emergency [4]Forum [5]Paradox [6]Time
   Attributes: Chutzpah 8
   There exists, in the context of the game that contains this rule (hereafter
   in  this  rule  known as "The Game"), a procedure called the Emergency
   Management procedure. The Emergency Management procedure (hereafter in this
   rule  known  as  "The  Procedure") will be followed in the event of an
   Emergency, as recognized by the majority of the most recently formally
   recognized body of outsiders in The Game.
   An Emergency, in the context of this rule, is any event or circumstance, not
   already provided for in the rules of the Game, that prevents the continuance
   of the Game. Emergencies include, but are not limited to, the following:
   -  The  failure  of, or lack of access to, the hosting services and/or
   equipment used to administer the Game (hereafter in this rule known as "The
   Host") for a period of seven days.
   - The failure of, or absence of, enough Ministers that the Game cannot
   continue, for a period of seven days.
   - The existence of a paradoxical condition that cannot be resolved under the
   current set of rules.
   The Procedure is as follows:
   1. Game time is stopped. Whatever means used in the Game to track time is
   stopped as of the beginning of the Emergency. Pending events and deadlines
   relative to Game time, with the exception of those specified in this rule,
   are postponed until Game time resumes. Pending events and deadlines with
   absolute dates and times do not occur.
   2. A Forum is established. The Procedure depends upon the availability of a
   means for Outsiders and an Emergency Co-Ordinator to communicate (hereafter
   in this rule known as "The Forum"). If a Forum does not exist or is not
   available, players will establish one by contacting one another and agreeing
   upon a new Forum. If a new Forum cannot be agreed upon, the Game ends.
   3. An Emergency Co-Ordinator is established. Any Player may be established
   as the Emergency Co-Ordinator. If an Emergency Co-Ordinator cannot be agreed
   upon, the Game ends.
   4. The Pause is initialized. The Procedure tracks time spent using the
   Pause. When the Procedure is begun, the Pause is zero; thereafter, until the
   completion of the Procedure, the Pause is increased by one each day at
   00:00:00 UTC.
   5.  Refresh Proposals are submitted. The Forum will be used to submit,
   discuss, select and implement proposed changes to the state of the Game
   (hereafter in this rule known as "Refresh Proposals") for the purpose of
   either  resuming or ending the Game. Players may each submit a Refresh
   Proposal. Refresh Proposals may affect any aspect of the Game or the state
   of the Game, including, but not limited to: rules, scores or other player
   attributes,  the  valid list of players, the identity of the Host, the
   legitimacy and/or actuality of any action taken in the context of the Game,
   etc.
   6. A first-round Ballot is formed. When the value of the Pause is 5, the
   Emergency Co-ordinator will gather all submitted Refresh Proposals into a
   Ballot on which players will vote.
   7.  First-round  votes  are cast. Each player (including the Emergency
   Co-Ordinator) may cast a single vote to select one of the Refresh Proposals
   in the Ballot. Votes are cast by announcing them via the Forum.
   8. First-round votes are counted. When the value of the Pause is 7, the
   Emergency Co-Ordinator will count all the submitted votes and announce to
   the Forum which Refresh Proposal received the largest number of votes. If
   only  one  Refresh Proposal received the largest number of votes it is
   selected for implementation and the procedure moves directly to step 12;
   otherwise the Procedure continues to Step 9.
   9. A second-round Ballot is formed. Refresh Proposals that tied for the
   largest number of votes received in the prior Ballot will be gathered into a
   second Ballot on which players will vote.
   10.  Second-round votes are cast. Each player (including the Emergency
   Co-Ordinator casts a single vote to select one of the Refresh Proposals in
   the second Ballot. Votes are cast by announcing them via the Forum.
   11. Second-round votes are counted. When the value of the Pause is 9, the
   Emergency Co-Ordinator will count all the submitted votes and announce to
   the Forum which Refresh Proposal in the second Ballot received the largest
   number of votes. If only one Refresh Proposal received the largest number of
   votes,  it  is  selected  for  implementation; otherwise the Emergency
   Co-ordinator selects one of the Refresh Proposals.
   12.  The  Refresh  Proposal  selected  is implemented by the Emergency
   Co-ordinator.  The  Emergency  Co-Ordinator ceases to be the Emergency
   Co-Ordinator. The Procedure ends. The value of the Pause is returned to zero
   and no longer increments. The standard timekeeping method restarts. Normal
   [[?!?]] Play resumes.
   If, during an emergency, a majority of the most recently recognized body of
   players recognizes that there is no longer an emergency, the Procedure
   immediately ends, if it is currently happening, and the Emergency ends with
   no change to the state of the game.
   [[  Created  by  [7]367/1. Chutzpah 8 (assigned in Refresh 3). Layer 3
   (assigned by [8]1294/2). Revised by Refresh-4, [9]1753/0, p1909, p1927. ]]
     _________________________________________________________________

   Rule 1/3
   The Game of B
   Last Revision: nweek 66. [10]Revision History
   Keywords: Uncategorized
   The name of this game is B Nomic.

   The national motto of B Nomic is 'B Nomic: It's better than sex.'

   [[ Revised by [11]966/1, [12]1597/1, [13]1867/1. ]]
     _________________________________________________________________

   Rule 2/4
   Names
   Last Revision: nweek 54. [14]Revision History
   Keywords: [15]Abstract [16]Definitions [17]Names [18]Objects
   Attributes: Chutzpah 2
   All distinguishable Game Objects should have unique identifiers. Objects
   indistinguishable from each other need not have separate identifiers [[So a
   player's points don't need to be named separately, but different players
   do]].

   An  abbreviation or nickname for an object may be used in place of its
   identifier provided that the context makes it unambiguous which object is
   being referred to.

   [[ Revised by [19]245/0, [20]1107/0, Refresh-3, [21]1699/0. Chutzpah 2. ]]
     _________________________________________________________________

   Rule 3/11
   On the Nature of Ntime
   Last Revision: nweek 89. [22]Revision History
   Keywords: [23]Clock [24]Time [25]Watch
   A. The Clock and the Watch
   There exist two entities known as The Clock and The Watch. The Clock shall
   consist of two numbers, representing nweeks and ndays. The Watch shall
   consist of two numbers, representing wweeks and wdays. The Clock shall
   always be either On or Off.
   If The Clock is On, then at 00:00:00 UTC, the number of ndays on The Clock
   shall increase by one, unless the number of ndays on The Clock is equal to
   nine, in which case it shall become equal to 0 and the number of nweeks on
   The Clock shall increase by one.
   If The Clock is Off, then at 00:00:00 UTC, the number of wdays on The Watch
   shall increase by one, unless the number of wdays on The Watch is equal to
   nine, in which case it shall become equal to 0 and the number of wweeks on
   The Watch shall increase by one.
   One nday shall be defined as the time between two consecutive changes in the
   number of ndays on The Clock. One nweek shall be defined to be 10 ndays, or
   the time between two consecutive changes in the number of nweeks on The
   Clock.
   One wday shall be defined as the time between two consecutive changes in the
   number of wdays on The Watch. One wweek shall be defined to be 10 wdays, or
   the time between two consecutive changes in the number of wweeks on The
   Clock.
   Whenever any rule other than this one specifies a certain amount of time,
   that  time  shall be measured according to The Clock, unless that rule
   specifies  otherwise.  [[Thus,  if  a rule gives someone 1 nweek to do
   something, and The Clock is turned Off when the person has 6 days left, then
   the person still has 6 days left once The Clock is turned back on]]
   The Clock may not be changed from On to Off or from Off to On except in ways
   explicitly permitted by the rules. When the Clock is turned Off, the number
   of wdays and wweeks on The Watch shall be set to zero.
   Whenever the current value of The Clock is displayed or referred to, it
   shall be displayed or referred to with the number of nweeks increased by one
   and  the  number  of  ndays  increased  by one. [[because The Clock is
   zero-based]].
   A period of 10 nweeks is known as an nyear. A period of 10 wweeks is known
   as a wyear. Hence the first 10 nweeks (0-9 on the Clock) comprise nyear 0,
   the second (10-19 on the Clock) comprise nyear 1 and so on.
   The end of the third, seventh, and tenth ndays of each nweek are called
   Checkpoints. The period between two Checkpoints is called a Checking Period.
   B. Timing of Actions
   Actions posted to a Public Forum occur when they reach the forum. Non-action
   events occur at exactly the times specified in the Rules.
   However, while the Clock is Off, actions taken by players aren't implemented
   until the Clock is turned back on, except when the rules specify otherwise.
   Actions related to the submitting and judging of CFIs, as well as those
   related to States of Emergency, happen upon reaching the forum regardless of
   the state of the Clock.
   No  two  actions  may take place simultaneously, except when the rules
   explicitly state otherwise.
   See also: Rule 1896 (Game Actions)
   C. Timing of Events
   When multiple rules specify that an event takes place at a certain time [[
   i.e. "at the beginning of an nweek" ]], those events occur in order of rule
   precedence, with higher precedence events happening before lower precedence
   events. The previous sentence defers to all rules which contradict it.
   D. Thou Shalt Not Screw With Time
   Events and Actions may occur only in the present, and may not alter the
   past. However, this does not forbid changing the gamestate to match what it
   would be had things gone differently, provided that the state being changed
   to can be easily calculated (for example, a proposal might say "change the
   gamestate to what it would have been had X happened", and that's ok as long
   as it's fairly easy to see what would have happened after X).
   [[  Revised  by [26]158/1, [27]158/1, [28]225/1, [29]247/0, [30]489/0,
   [31]645/0, [32]707/1, [33]866/0, [34]928/1, [35]1814/0, p2034. ]]
     _________________________________________________________________

   Rule 4/5
   Revisions
   Last Revision: nweek 85. [36]Revision History
   Keywords: [37]Revision [38]Rules
   Game Documents may be specified as revisable. Every revisable document has a
   revision  number, which serves to differentiate versions of it. When a
   revisable  document  is  nontrivially modified, its revision number is
   increased by one. For the purposes of this rule, no modification to a Game
   Document is trivial except the results of Executive Tidiness.
   Each revisable object of a Serializable type has an id string, which is the
   string "n/r" where n is replaced by the objects serial number and r is
   replaced by its revision number.
   Note: It may still be possible to revise Documents that aren't revisable;
   revisable only means "has a revision number".
   [[ Revised by [39]103/0, [40]104/0, [41]108/0, [42]1107/0, p1990. ]]
     _________________________________________________________________

   Rule 5/6
   Serial Numbers
   Last Revision: nweek 85. [43]Revision History
   Keywords: [44]Revision [45]Rules
   Types of Game Objects may be Serializable. If a type is Serializable, then
   every object of that type has a serial number assigned to it. When a new
   object of a Serializable type is created, it is assigned the serial number
   one higher than the highest serial number ever used for an object of that
   type. If no Serial number was ever assigned to an object of that type, a new
   object  of that type gets serial number 100 instead. The preceding two
   sentences defer to any rules which contradict them.
   [[ Revised by [46]104/0, [47]461/1, [48]463/0, [49]1881/1, p1927, p1900. ]]
     _________________________________________________________________

   Rule 6/2
   Proponents
   Last Revision: nweek 54. [50]Revision History
   Keywords: [51]Definitions [52]Proposals:Making
   A  Proposing Entity, or PE, is an entity which is capable of issuing a
   Proposal. Any PE may make a Proposal at any time, subject to any and all
   restrictions laid out in the ruleset.

   An Unlimited PE is a PE that can issue proposals without paying proposal
   costs;  PEs that are not Unlimited are said to be Limited. All PEs are
   Limited unless the rules specify otherwise.

   [[ Created by [53]1026/0. Repealed by [54]1123/0. Recreated by [55]1699/0.
   ]]
     _________________________________________________________________

   Rule 7/2
   Spivak Pronouns
   Last Revision: nweek 76. [56]Revision History
   Keywords: Uncategorized
   The following table entries, known as Spivak pronouns, shall be understood
   to replace the standard English third person pronouns with which they are
   paired. The Spivak pronouns shall be understood to refer to either gender,
   as appropriate. [[Example: "e" may refer either to "he" or "she".]]

              Spivak   standard
   subject    e        he/she
   object     em       him/her
   possessive eir/eirs his/hers
   reflexive  emself   himself/herself

   Spivak pronouns are to be used in any case where the gender of the referred
   object is unknown, but if a pronoun refers to a specific object whose gender
   is  known,  explictly  stated in the game, and unlikely to change, the
   appropriate non-Spivak versions may be used, if the writer so wishes. (This
   still allows full use of Spivak, if desired). If any non-Spivak pronoun
   becomes unclear due to changes in game state, the conversion of that pronoun
   to a Spivak version is within the powers of Executive Tidiness.
   [[ Revised by [57]1093/0, p1927. ]]
     _________________________________________________________________

   Rule 8/2
   Comments
   Last Revision: nweek 28. [58]Revision History
   Keywords: Uncategorized
   Excepting any text in this Rule prior to and including this sentence, any
   text appearing within doubled square brackets ("[[" and "]]") shall be
   considered "comment" text. Comment text shall not have the force of Rule;
   its purpose is solely elucidative or demonstrative.
   [[ Revised by [59]108/0, [60]1212/0 (1). ]]
     _________________________________________________________________

   Rule 9/2
   Randomness and Dice
   Last Revision: nweek 90. [61]Revision History
   Keywords: [62]Random
   Whenever a Player is called upon to make a random determination, it shall be
   made among all the possible choices with equal probability, or as close to
   equal probability as is reasonably achievable, except when the rules specify
   otherwise.
   Dice rolls may be specified in the form xdy, where x is the number of dice,
   and y is the number of faces on each die.
   The B Nomic Dice Roller is a randomizing device. To use it, send email to
   dice@xxxxxxxxxx Instructions are at
   http://www.bnomic.org/cgi-bin/moin.cgi/HowToRollDice.
   [[Modified by p1983, p2036.]]
     _________________________________________________________________

   Rule 10/5
   Follow The Rules
   Last Revision: nweek 84. [63]Revision History
   Keywords: [64]Rules
   Attributes: Chutzpah 10
   The Game Documents known as Rules govern this game, and only these Rules
   control how this game is played.
   [[ Revised by [65]375/1, [66]461/1, [67]1813/1, p1927, p1979. Chutzpah 10.
   ]]
     _________________________________________________________________

   Rule 11/6
   Rules and Rulebooks
   Last Revision: nweek 85. [68]Revision History
   Keywords:
   [69]Gameplay:Rules [70]Gameplay:Rules:Rulebooks [71]Gameplay:Rules:Rulebooks
   :Ruleset [72]Rules
   Rules are revisable, Serializable Game Documents. Rules may only be altered
   as outlined in the Ruleset.
   A Rulebook is a collection of Rules. Every Rule must be in a Rulebook; no
   rule may be in more than one Rulebook.
   The Ruleset is a Rulebook; all rules that are not in other Rulebooks are in
   the Ruleset.
   [[ Revised by [73]103/0, [74]108/0, [75]1705/0, [76]1792/1, [77]1867/1,
   p1900. ]]
     _________________________________________________________________

   Rule 12/0
   Self-Reference and Self-Application in Rules
   Last Revision: nweek 0.
   Keywords: [78]Players [79]Rules
   Rule Changes that affect Rules needed to allow or apply Rule Changes are
   permissible. Even Rule Changes that amend or repeal their own authority are
   permissible.  No Rule Change is impermissible solely on account of its
   self-reference or self-application.
     _________________________________________________________________

   Rule 13/6
   Abstract Objects
   Last Revision: nweek 75. [80]Revision History
   Keywords: [81]Abstract [82]Definitions [83]Objects [84]Players
   Attributes: Chutzpah 2
   A Game Object is anything which exists within the context of the game, that
   is, its existence must be specified by the current ruleset or by a different
   document that is granted the power to specify objects by the ruleset; the
   term Object shall be an unambiguous synonym for Game Object in all game
   documents  except where specified otherwise. [[Note that this does not
   require the object's definition to be in the ruleset; an object could be
   defined by reference to an outside Document]]

   An External Force is anything which exists independantly of the game.

   An Outsider is an External Force which is also an Object. [[ i.e., something
   that exists outside of the game but is also acknowledge by the rules as
   influencing the gamestate, and thus exists within the game as well, such as
   a player]]

   A Game Document is a body of text specified as a Game Document by the Rules.
   Game Documents are Game Objects. [[ which is true by definition, but we
   might as well be safe and state it.]]

   Unless otherwise stated, Players are capable of possessing any Object and of
   transferring any Object they possess to any entity that can possess that
   Object. Unless otherwise stated, when a Player transfers an Object to an
   entity, the player is no longer in possession of that Object, and the entity
   becomes in possession of it.

   [[ Revised by [85]308/0, [86]730/0, [87]1649/0, [88]1699/0, [89]1880/2,
   p1925. Chutzpah 2. ]]
     _________________________________________________________________

   Rule 14/7
   Players
   Last Revision: nweek 86. [90]Revision History
   Keywords:
   [91]Definitions [92]Forfeit [93]LostSoul [94]Player [95]Players [96]Proposin
   gEntity
   Attributes: Chutzpah 2
   A Player is an Outsider who consents to be governed by the Rules, fulfills
   all requirements for playerhood specified by the Rules, and has become a
   player in a manner specified by the Rules.

   An External Force may 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. It may do this if and only if it fulfills the
   following requirements:
     * It is capable of passing the Turing Test.
     * Either it is a Lost Soul, or it is not already a Game Object at all.
     * It has a working e-mail address.

   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 e
   may notify the Minister of the Roster privately instead. The Minister of the
   Roster must report the Forfeiture as soon as possible if this happens.

   No restrictions may be placed on when a player may forfeit; any player may
   forfeit the game at any time (regardless of the clock, the watch, etc.)

   When a Player ceases to be a player for any reason, e loses all game defined
   properties and attributes except for eir Name, and becomes a Lost Soul. Lost
   Souls are game objects.

   Players are Limited PEs.
   When a new Player enters the game, that Player receives 1 Point. This Point
   is referred to as a Welcome Point.
   [[Historical  Note:  The  custom of Players giving new Players welcome
   originated with a scam where Players had stocks worth 1/10 their Score,
   rounded up. If a Player's score were 0, one could buy arbitrarily many
   shares of their stock.]]
   [[ Revised by [97]1449/1, [98]1699/0, p1927, p1929, p1978, p1979, p1999. ]]
     _________________________________________________________________

   Rule 15/20
   Voting Procedure
   Last Revision: nweek 76. [99]Revision History
   Keywords: [100]Voting [101]Voting
   A  Poll  is an event used to make a decision. A Poll has three primary
   attributes:  a list of Eligible Voters, a Duration, and an Issue to be
   decided.

   The Eligible Voters set is the set of all Game Objects who are allowed to
   cast votes in the Poll. Each Voter may cast a single vote on the Poll; this
   vote may be Yes, No, or Abstain (or some obvious variant on one of these
   words, so 'sure','nay',etc. work; but if it's not obvious what the vote
   means, it should be interpreted as an Abstain vote). If a Voter submits more
   than one vote, the *last* one submitted is their actual vote. (so votes can
   be changed by resubmitting them). The Duration of a Poll is an amount of
   time signifying how long voting will continue. When the Duration of the Poll
   Concludes, the Issue is resolved. The Issue is said to have Passed if more
   Yes votes than No votes were cast on the Poll; otherwise, it Fails.

   Polls are only called when specified by the rules. If a poll is called, but
   no list of Eligible Voters is specified for it, it is assumed that all
   Players are Eligible Voters, and nothing else is. If a Poll is called, but
   no Duration is specified, it is assumed that the Duration is until the end
   of the current nweek.

   A. Types of Durations

   The Duration of a Poll may be any of the following:
     * An absolute point in ntime, such as "nweek 212, nday 6". In this case,
       the Duration Concludes at that point in ntime, or, if it has not elapsed
       but that time has already passed, immediately.
     * A relative point in ntime, such as "three ndays from the calling of the
       Poll". In this case, the Duration Concludes at the end of the specified
       period. A Poll, where is a unit of ntime, is a Poll with as its Duration
       (for example, a 3-nday Poll)
     * Either of the above, with a point/amount in real time/wtime substituted
       for the point in ntime. This use is strongly discouraged except in cases
       where ntime would be unsuitable.
     * Indeterminate. An Indeterminate Duration does not Conclude based on
       time. Indeterminate Polls should generally be Short-Circuited (see
       below), but don't have to be...

   B. Special Polls

   A Poll may have any of the following optional flags:
     * Short-Circuited: The Duration of a Short-Circuited Poll Concludes as
       soon as every Eligible Voter has cast a vote.
     * Very Badly Wired (VBW): A VBW Poll's Duration Concludes as soon as
       enough Eligible Voters have cast votes that the outcome of the Poll
       could not be changed by the votes cast by the rest of the Voters.
     * Strict:  In  a Strict poll, each Voter gets exactly one Vote; this
       sentence takes precedence over any rule other than Rule 33 that would
       allow players to cast multiple votes on a Poll.
     * Concealable: votes may be sent to the Chairman privately; when the
       Duration Concludes, the Chairman must post publicly the private votes.
     * Democratic: In a Democratic poll, the Issue Fails if at least half of
       all active players (as defined at the start of voting) vote against it.
       This is known as a legislative veto.

   [[ Revised by [102]157/1, [103]158/1, [104]928/1, [105]1066/0, [106]1087/0,
   [107]1100/0,   [108]1274/0,   [109]1281/1,  [110]1320/0,  [111]1337/0,
   [112]1437/0,   [113]1461/0,   [114]1466/0,  [115]1608/4,  [116]1695/0,
   [117]1699/0, [118]1813/1, [119]1864/0, p1909, p1927. ]]
     _________________________________________________________________

   Rule 16/6
   Fora
   Last Revision: nweek 67. [120]Revision History
   Keywords: [121]Forum
   A Forum is a means by which Outsiders can communicate. Fora may be Private
   or Public; all Fora are Private until a rule makes them otherwise.

   An Outsider using a Forum is considered to be "in" that Forum at the time of
   its use. Actions may only be taken in appropriate public fora, but if taken
   in private fora by mistake, they may be recognized by the entity responsible
   for recognizing it at eir discretion.

   If there are no Public Fora, then a majority vote of all Off Leave players
   shall be sufficient to designate any forum as Public.

   The FCC may designate a Public Forum to be only valid for certain specific
   game actions. Said designation, however, cannot leave any valid game actions
   with no Public Forum in which they can be taken.
   [[ Revised by [122]1381/0, [123]1644/0, [124]1684/0, [125]1814/0, p1882,
   p1890. ]]
     _________________________________________________________________

   Rule 18/4
   Permissibility of the Unprohibited
   Last Revision: nweek 90. [126]Revision History
   Keywords: [127]Rules
   Whatever is not prohibited or regulated by the Ruleset is permitted and
   unregulated, with the exception of changing the rules, which is permitted
   only when the rules explicitly permit it.

   [[ Revised by [128]111/0, player Wild Card (loophole), [129]1815/0, p2036.
   ]]
     _________________________________________________________________

   Rule 19/23
   Proposals
   Last Revision: nweek 85. [130]Revision History
   Keywords:
   [131]Proposal [132]Proposals [133]Proposals:General [134]Proposals:Unauthore
   d
   Attributes: Chutzpah 5
   Proposals, or Props, are revisable, Serializable Game Documents each of
   which consists primarily of a list of changes to the gamestate.
   There exist different types of props. Each type has the following attributes
   associated with it:
   A proposal cost: Limited PEs must pay this cost in order to issue a prop of
   this type.
   A passage bonus: When a prop of this type passes, its proponent, if one
   exists, receives this bonus.
   A failure penalty: When a prop of this type fails, its proponent, if one
   exists, receives this penalty.
   Content Restrictions: A set of restrictions, which may be empty, governing
   what sorts of changes or texts may be included in the text of a prop of this
   type, which entities may submit props of this type, and when they may do so.
   General Props are Proposals with a prop cost of 2BW, a passage bonus of 3d6
   points and 1 Temporary Honor, and a failure penalty of 1d6 points. Any PE
   may issue General Props. General Props have no Content Restrictions.
   An Anonymous Proposal is submitted by a proposing entity privately to the
   Chairman. The identity of the proposing entity is not revealed until the
   conclusion of voting on the proposal. Anonymous Proposals have a proposal
   cost of 2BW, a passage bonus of (3d6)/2 points, and a failure penalty of 1d6
   points.
   An Unauthored Proposal is a Proposal whose prop cost, passage bonus, and
   failure penalty are all 0. Unauthored Props may not be issued simply as
   Unauthored Props; only as types of props that derive from Unauthored Props.
   Proposals  may only be revised by the Player who proposed them, if one
   exists. They may be revised by the Player who proposed them at any time
   between when they were first proposed and the next beginning of a voting
   period.
   When a proposal Passes, the gamestate changes listed within it are made.
   [[ Revised by [135]104/0, [136]106/0, [137]111/0, [138]119/0, [139]652/0,
   [140]843/1, [141]877/0, [142]1202/1, [143]1276/0, [144]1285/0, [145]1465/0,
   [146]1528/1,   [147]1699/0,   [148]1813/1,  [149]1832/0,  [150]1848/0,
   [151]1881/1, p1887, p1909, p1910, p1928, p1988, p1990. Chutzpah 5. ]]
     _________________________________________________________________

   Rule 21/21
   Capital Resources
   Last Revision: nweek 90. [152]Revision History
   Keywords: [153]Points [154]Score
   A. Types
   A.1. Points

   The number of points in the posession of a player shall be known as eir
   score.

   Whenever a rule states that a player receives points, the number of points
   in eir possession shall be increased accordingly; whenever a rule states
   that a player loses points, the number of points in eir possession shall be
   lowered accordingly, but it shall never become less than zero. New players
   initially do not possess any points.

   A.2. Tildex
   There exists a unit of currency called the Tilde. "Tildex" is a plural of
   "Tilde". A number of Tildex may be referred to as Y~, ~Y, ~ Y, or Y ~, where
   Y is the number. [[Y not??]]
   There exists an entity known as "the Great Tilde Basin and Punctuation
   Exchange, Somewhat Limited", which may be referred to as the Basin. The
   Basin may create or destroy Tildex, but only as specified by the Rules, and
   under no circumstances may it create more than 10000 Tildex each nweek. When
   the rules dictate that a player shall receive Tildex without specifying a
   source, the Basin creates them and gives them to the Player. When the rules
   dictate  that  a  player  loses  or has Tildex taken from em without a
   destination, the Basin takes them and destroys them.
   10000~ may be referred to as a Myriad. (G* 10000)~ may be denoted "G??",
   where G is a real number.
   All Players should be able to easily find out the amount of Tildex any game
   entity possesses by consulting an available public display.
   On entering the game, a Player receives 500~.
   [[ Revised by [155]105/0, [156]140/0, [157]184/0, [158]984/0, [159]1013/0,
   [160]1096/0  (1),  [161]1201/0, [162]1208/1, [163]1311/1, [164]1312/1,
   [165]1370/0,   [166]1386/0,   [167]1410/0,  [168]1468/0,  [169]1584/1,
   [170]1840/1, p1908, p1910, p1980, p1987, p2037. ]]
     _________________________________________________________________

   Rule 23/14
   Proposal Voting
   Last Revision: nweek 85. [171]Revision History
   Keywords:
   [172]CheckingPeriod:Third [173]Clock:Stopping [174]OnNweek [175]Proposals:Vo
   ting [176]Voting [177]Voting
   The third Checking period of each nweek is the Voting Period of that nweek.
   At the beginning of a Voting Period, a Concealable Democratic Poll with a
   Duration  lasting 'til the end of the Voting Period is called on every
   proposal  issued since the beginning of the previous Voting Period; on
   Unauthored Proposals, the Polls called this way are also strict.

   The collection of these Polls in each nweek is called that nweek's Ballot.

   The polls on a Ballot have an additional voting option: Shelve. Shelve votes
   are treated as No votes; however, if a Ballot poll fails, but it would not
   have failed if the Shelve votes had been Yes votes, then the proposal of
   that poll is Shelved - it neither passes nor fails.

   A Shelved proposal automatically appears on the next nweek's ballot. It may
   be revised by the entity that proposed it between the end of a voting period
   that it is Shelved and the next beginning of a voting period.

   At the end of each nweek, the Clock Stops until the GM recognizes, on a
   public forum, the rule changes brought about by that nweek's proposals. The
   GM is responsible for restarting the Clock when e submits eir recognizer. At
   the end of the second Checking Period of each nweek, the Clock Stops until
   the Chairman posts the nweek's ballot. The Chairman is responsible for
   restarting the Clock after this stop.

   The  effects  of the proposals on a Ballot are considered to happen in
   "simultaneous sequential order"; that is, they are processed in increasing
   order by serial number, and the effects of their passage/failure occur in
   this order, but the entire process is considered to happen instantaneously.

   [[ Revised by [178]653/0, [179]884/0. Repealed by [180]928/1. Recreated by
   [181]1699/0. Revised by [182]1768/1, [183]1835/0, [184]1864/0, p1887, p1909,
   p1927, p1952, p1961, p1981, p1988. ]]
     _________________________________________________________________

   Rule 25/5
   Automation
   Last Revision: nweek 76. [185]Revision History
   Keywords:
   [186]Admin [187]Administrator [188]Definitions [189]GremlinFund [190]Proposi
   ngEntity
   Any action which is required to be performed by a Minister may also be
   performed by an automated script, program or webpage, or collection of same
   (otherwise known as a "software system"), acting on the Minister's behalf.
   If the action that such a software system would perform is the acceptance of
   submitted player actions, then for the purpose of that specific action, said
   software system will be considered a public forum.
   [[ Revised by [191]1233/0, [192]1699/0, p1887, p1895, p1927. ]]
     _________________________________________________________________

   Rule 27/8
   Victory
   Last Revision: nweek 80. [193]Revision History
   Keywords: [194]Win
   If a player's score ever exceeds 1000 points, e receives 1 Permanent Glory,
   all points are destroyed, and this rule becomes Deactivated. That Player is
   said to have won.
   [[ Revised by [195]113/0, [196]710/0, [197]1327/0, [198]1741/1, [199]1867/1,
   p1908, p1910, p1953. ]]
     _________________________________________________________________

   Rule 33/9
   Chutzpah
   Last Revision: nweek 60. [200]Revision History
   Keywords: [201]Chutzpah
   Attributes: Chutzpah 2
   'X  takes precedence over F' shall mean that if X and F cannot both be
   followed in a particular instance, X shall be followed. 'X defers to F'
   shall mean that if X and F cannot both be followed in a particular instance,
   F shall be followed.

   Each Rule has an attribute called Chutzpah, which is a positive integer. In
   the event of a conflict between two or more rules, the rule with the highest
   Chutzpah takes precedence.

   If  two  or  more  rules have equal Chutzpah, the rule with the lowest
   identification number takes precedence.

   If at least one of the rules in conflict explicitly says of itself that it
   defers to or takes precedence over another rule (or type of rule), then such
   provisions shall supersede the Chutzpah method for determining precedence.

   If two or more rules claim to take precedence over each other or to defer to
   one another, or due to the previous paragraph another such unresolvable
   conflict occurs [[e.g. a loop of 3 or more rules]] , then the Chutzpah
   method again governs.

   Whenever one section of a rule conflicts with another section of the same
   rule, the section which appears later in the rule takes precedence over the
   earlier  section;  however,  if a subsection of a subsection of a rule
   conflicts  with  the  subsection it is nested within, the higher-level
   subsection takes precedence.

   If sentences that have identical sets of containing sections and subsections
   conflict so that they may not be followed, the one appearing later in the
   rule must be followed if any of them are followed. If because of this Rule a
   sentence may not be followed without contradiction, that sentence has no
   effect on the gamestate.

   If  the Chutzpah of a rule is not otherwise indicated, its Chutzpah is
   assumed to be 1.

   The unconditional permitting of an action is a Blanket Permission. The
   conditional prohibiting of an action is a Specific Restriction. A Specific
   Restriction for an action is not considered to be in conflict with a Blanket
   Permission  for that action, unless the implementation of the Specific
   Restriction eliminates any possible circumstance in which the action can be
   performed.

   Any proposal or Game Action that attempts to change a rule to make it take
   precedence  over  rule  33  has no effect at any time. This Rule takes
   precedence over all other rules and any other regulatory items in the game,
   and may not be deactivated or renumbered, nor may any word occurring in it
   be reinterpreted, nor may it be modified or repealed without a three-fourths
   vote of all Players.

   [[ Created by [202]139/0. Revised by [203]172/0, [204]312/2, [205]962/0,
   [206]1025/0,   [207]1067/0,   [208]1182/0,  [209]1238/0,  [210]1351/0,
   [211]1813/1. ]]
     _________________________________________________________________

   Rule 125/6
   Calling For Inquiry
   Last Revision: nweek 91. [212]Revision History
   Keywords: [213]Administrator
   If players disagree about the legality of an action, the interpretation or
   application of a rule or set of rules, or the current state of the game, any
   player  may  invoke the Second Highly Exalted Network for Active Nomic
   Interpration and General Analysis of Nomic States, or SHENANIGANS. This is
   done  by submitting a Call For Inquiry, or CFI; this is called Calling
   Shenanigans. A CFI may also be referred to as a CFJ, for antique [[and
   Roman]] reference.
   CFIs  are Serializable Game Documents which each consist of a Title, a
   Plaintiff, a Defendant (optionally), a Plantiff's Argument, a Defendant's
   Argument (optional), and a Resolution (which is a list of changes to the
   game state).
   A player may create a CFI as a Game Action by specifying the contents of it
   except  for the Plaintiff and the Defendant's Argument. This is called
   submitting the CFI. The Plaintiff of a CFI is the player who submitted it.
   When a CFI is submitted, a Poll for the CFI is created. Its Eligible Voters
   are all Players that are not On Leave as of the creation of the Poll and are
   also not the CFI's Plaintiff or Defendant. Its duration is until the 4th
   Midnight  UTC  that  occurs  after  the  Poll was created. The Poll is
   Short-Circuited and Strict. This poll has an additional voting option of
   Refused. A voter may use the word "True" to mean Yes and the word "False" to
   mean No.
   The Defendant may Submit an Argument between the creation of the CFI and the
   closing of its Poll. If e does so, that Argument becomes the Defendant's
   Argument in the CFI.
   A voter on a CFI should vote Yes if e believes the Plaintiff's Argument is
   correct and that the CFI's Resolution is a correct way to resolve the issue.
   The voter should vote No if e does not believe the Plaintiff's Argument is
   correct or that the CFI's Resolution is not a correct way to resolve the
   issue. The voter should vote Refused if the CFI is unclear, nonsensical, or
   irrelevant to the game, or otherwise should not be judged.
   At the conclusion of the CFI's Poll, if there were more Yes votes than the
   sum of No and Refused votes, then the CFI is said to be ruled In Favor of
   the Plaintiff. If there were more No votes than the sum of the Yes and
   Refused  votes, the the CFI is said to be ruled Against the Plaintiff.
   Otherwise, the CFI is said to be ruled Refused. Regardless of the ruling of
   the CFI, each player who voted something besides Abstain in the CFI receives
   5 tildex and 1 Temporary Wisdom.
   If the CFI is ruled In Favor of the Plantiff, the list of changes in the
   Resolution part of the CFI occur.
   [[ Created by [214]101/0. Revised by [215]709/1, p1895, p1943, p1990, p2037,
   p2041. ]]
     _________________________________________________________________

   Rule 129/7
   Statute of Limitations
   Last Revision: nweek 76. [216]Revision History
   Keywords: [217]CFJ
   10 days after any Minister, in a message to all players, announces that the
   Public Displays for which e is responsible are up to date, the rules and
   gamestate shall be altered to what they now would be had that statement been
   true at the time it was made, unless in the intervening time any player
   objects to the statement in a message to all players, in which case the
   usual methods for determining the current rules and game state shall apply.
   [[Ministers, when you update the Wiki, tell everyone.]]
   This rule takes precedence over all other rules except rule 33 and rule 699.
   [[ Created by [218]117/0. Revised by [219]375/1, [220]377/1, [221]413/0,
   [222]841/0, [223]1813/1, [224]1816/0, p1927. ]]
     _________________________________________________________________

   Rule 151/1
   Name Changes
   Last Revision: nweek 21. [225]Revision History
   Keywords: [226]Roster
   A player may change eir own name at any time by a post to the public forum.
   No player may change eir name to that of an entity defined in a current
   proposal.
   [[ Created by [227]122/1. Revised by [228]885/0. ]]
     _________________________________________________________________

   Rule 205/8
   Leaves of Absence
   Last Revision: nweek 90. [229]Revision History
   Keywords: [230]Leave
   Each player, at any given time, shall be either On Leave or Off Leave. Any
   player who is Off Leave may, by posting a message on a public forum, declare
   emself to be On Leave. Any player who is On Leave may, by posting a message
   on a public forum, declare emself to be Off Leave. By taking any game action
   on a public forum, a player who is On Leave automatically, by implication,
   declares emself to be Off Leave.
   A player who is On Leave cannot be selected by any process which randomly
   selects a player. If more than 2/3 of all players are On Leave, The Clock
   shall become Off until such time as at least 1/3 of all players are Off
   Leave. Players may place emselves On Leave or Off Leave while The Clock is
   Off.
   [[ Created by [231]159/0. Revised by [232]220/0, [233]1191/0, [234]1284/0,
   [235]1687/0, Refresh-4, [236]1862/0, p2036. ]]
     _________________________________________________________________

   Rule 206/4
   Garbage Collection
   Last Revision: nweek 65. [237]Revision History
   Keywords: [238]Leave
   Attributes: Chutzpah 3
   There exists a collection of players called The Vat.

   If a player has made no posts to a public forum in over four nweeks, any
   player may pay three points to put em in The Vat. In order to do this, the
   player must send a message to the public forum announcing which player they
   are putting in The Vat, and must send a copy of that message to the player
   in question.

   A Player who is put in The Vat is automatically put On Leave, if e is not On
   Leave already. A Player who ceases to be On Leave also ceases to be in The
   Vat.

   If a player has been in The Vat for three consecutive nweeks or longer, any
   player may Smite them with the Mighty Fist of Oblivion. This removes the
   targeted player from the Vat, and causes em to cease to be a player.

   Any player may, as a Game Action, make emself be Hiding Under A Rock. When a
   player becomes Hiding Under A Rock, e must specify a period of time, either
   in ndays and nweeks or in standard days/weeks/months, with a limit of two
   nyears or one year. If the player remains Hiding Under A Rock from the time
   of that message until the specified period has elapsed, then the player
   ceases to be Hiding Under A Rock once that period has elapsed. When a player
   becomes Hiding Under A Rock, e is automatically placed On Leave; if a player
   comes Off Leave, e ceases to be Hiding Under A Rock.

   A Player who is Hiding Under A Rock may not be put in The Vat.

   [[ Created by [239]160/0. Revised by [240]1191/0, [241]1210/1, [242]1842/1,
   [243]1862/0. Chutzpah 3. ]]
     _________________________________________________________________

   Rule 212/9
   Bandwidth
   Last Revision: nweek 76. [244]Revision History
   Keywords:
   [245]Admin:Properties [246]Player:Properties [247]Proposal [248]Proposals:Ba
   ndwidth
   There exist Game Objects known as Bandwidth Chits. Any object can possess
   Bandwidth Chits. X Bandwidth Chits, where X is a number, may be written as
   XBW.
   At the beginning of each nweek, the number of Chits held by each player
   becomes 10 unless another rule specifies otherwise.
   When an External Force becomes a Player, the number of Chits held by that
   Player becomes 4. If the External Force was a Player previously during the
   current nweek, the number of Chits held by that Player instead becomes 0.
   [[ Created by [249]178/0. Revised by [250]281/1, [251]907/0, [252]991/1,
   [253]1101/0 (1), [254]1202/1, [255]1348/1 (1-3), [256]1699/0, [257]1872/2,
   p1927. Layer 2. ]]
     _________________________________________________________________

   Rule 216/1
   Elimination of Boilerplate
   Last Revision: nweek 12. [258]Revision History
   Keywords: [259]Proposal
   To "propose a rule" is defined to mean making a proposal which contains one
   Action, which is to create a Rule. The Proposal is given the same title as
   the Rule. The Proposal and the Rule need not be introduced separately.
   When  proposing multiple rules, it is only necessary that the rules be
   clearly delimited. The Standard Delimiters may serve this purpose.
   [[ Created by [260]196/0. Revised by [261]506/1. ]]
     _________________________________________________________________

   Rule 217/4
   Standard Delimiters
   Last Revision: nweek 38. [262]Revision History
   Keywords: [263]Proposal
   The character sequences '{{' and '}}' (without the single quotes) may be
   used in the text of any Action, Proposal, or Rule [[ yay recursion ]] to
   mark the beginning and end, respectively, of text that should be set apart,
   such as the text of a Proposal or Rule, or an amendment to either one. If it
   is not explicitly specified that these character sequences mean something
   else, they are considered to delimit text in that way.

   However,  these standard delimiters are not required to be used in any
   circumstance; any method of delimiting text in which it is reasonably clear
   where the text begins and ends is sufficient.

   The character sequence '__' (again without the single quotes) delimits the
   title of a Rule or Proposal; the title begins after the first '__' and ends
   before the second one. The title is applied to whatever Rule or Proposal has
   most recently been introduced in the text of the message. If it appears
   after the opening delimiter for the Rule or Proposal it should be applied
   to, it is removed from the text of that Rule or Proposal and made to be its
   title.

   When these delimiters are used to delimit a rule, they may be followed by a
   string  of  the  form  {*keywordlist,  Layer X, Chutzpahvalue*}, where
   keywordlist is a list of words, X is the layer the rule wll be placed in,
   and Chutzpahvalue is a number. A rule defined this way shall automatically
   be assigned all keywords in the keywordlist, will be placed in layer X, and
   has  a  Chutzpah  of Chutzpahvalue. The keywordlist, 'Layer X' and the
   Chutzpahvalue are optional and can be omitted. If {* and *} are not used in
   this way, the rule is assigned the keyword uncategorized, is placed in the
   default layer, and gets the default Chutzpah. Also, omitted options will get
   the default value.

   [[ Created by [264]197/0. Revised by [265]291/0, [266]291/0, [267]312/2,
   [268]1390/0. ]]
     _________________________________________________________________

   Rule 257/7
   Powers of Executive Tidiness
   Last Revision: nweek 76. [269]Revision History
   Keywords: [270]Administrator
   If  a game document contains an error in grammar, spelling, format, or
   content;  or  system errors, system downtime, program errors, or other
   unanticipated system events have altered the game state in a manner not
   explicitly permitted by the rules, the Minister responsible for producing,
   maintaining, or listing the document shall be permitted to Rectify it by
   posting a Rectification to a public forum stating what is being changed and
   correcting the faulty text. This power is referred to as Executive Tidiness.
   Any Player may, if e thinks the Rectification did anything other than fix an
   error, object to the Rectification via a post to a public forum, in which
   case the Rectification shall be anulled, and the document shall revert to
   its  original  text.  Objections  posted  more  than 3 ndays after the
   Rectification they object to shall have no effect.
   Executive  Tidiness  also  includes the power of Ministers to make the
   following corrections in documents for which they are responsible:
   1. Removing mentions of an object or type of object which no longer exists.
   2. Adding, in comments, a note of clarification indicating the result of a
   CFI pertaining to the interpretation of that document.
   3. Removing irrelevant, colorless, and uninteresting comments that lack
   aesthetic, literary, scientific, or historical value.
   4. Clarifying an ambiguity in such a way as to enforce a Judge's decision
   regarding a CFI.
     _________________________________________________________________

   Rule 263/1
   Titles
   Last Revision: nweek 5. [271]Revision History
   Keywords: [272]Titles
   Titles are names that are defined to be titles by the rules.
   A player holds a title when it has been awarded to em as specified by the
   rules, e ceases to hold the title when the rules specify that e loses it.
   Unless otherwise specified by the rules, it is possible that no player holds
   a certain title or that the same title is held by multiple players at the
   same time.
   Players have an attribute named Nobility which is a list of all titles the
   player currently holds.
   New players initially hold no titles.
   [[ Created by [273]244/0. Revised by [274]263/0. ]]
     _________________________________________________________________

   Rule 393/1
   The All-Important Default Case
   Last Revision: nweek 84. [275]Revision History
   Keywords: Uncategorized
   Game Objects may not change the game state.
   This rule defers to all other rules.
   [[ Created by [276]339/2. Layer 0 (assigned by [277]1294/2). Modified by
   p1986. ]]
     _________________________________________________________________

   Rule 396/5
   Quotes
   Last Revision: nweek 54. [278]Revision History
   Keywords:
   [279]Administrator [280]Proposal [281]Proposals:Unauthored:Types [282]Quotes

   Quotation Props are Proposals with prop cost 0, passage bonus 3 points,
   failure  bonus  1  point.  A  Quotation Prop has the following Content
   Restriction: It must consist of exactly one change to the gamestate, which
   must be to Modify the Quote Book to add:
     * A quote made by a game entity, past or present, other than the prop's
       Proponent.
     * The name of the entity that made the quote
     * The date that the quotation was made, and/or the URL of an archived copy
       of the message containing the quote.

   When a Quote Prop passes, the entity Quoted gains 2d5 Score Points.

   [[ Created by [283]361/0. Revised by [284]529/0, [285]740/0, [286]885/0,
   [287]1107/0, [288]1699/0. ]]
     _________________________________________________________________

   Rule 437/7
   Literary Forms
   Last Revision: nweek 76. [289]Revision History
   Keywords: [290]Literature [291]Poetry
   Proposals  may be submitted in Literary Forms -- forms whose structure
   enhances but does not interfere with the rules and actions being presented.
   A Literary Form must allow the rules and actions being presented to be
   clearly understood by all players. Literary Forms include Prose Forms and
   Poetic Forms.

   A. Poetic Forms

   Poetic Forms are sets of restrictions that are defined to be such by the
   ruleset. If a proposal confroming to a Poetic Form passes, its proponent
   recieves 5 points, and e earns the Form Bonus of any forms the proposal
   conformed to.

   A.1. Haiku Form

   [[
   Players submitting
   Proposals in haiku form
   Earn 5 extra points
   ]]

   Haiku Form is a Poetic Form. The Form Bonus for Haiku Form is 5 points.

   To be considered haiku form, a proposal must meet one of the following
   restrictions:

   1) The proposal, not including the title and comments, has 3 lines of text
   having 5 syllables, 7 syllables, and 5 syllables respectively.
   2) The proposal, including the title, but not the comments, has 3 lines of
   text having 5 syllables, 7 syllables, and 5 syllables respectively.
   3) The proposal, not including the title and comments, has 3 lines of text
   having 2 poetic feet, 3 poetic feet, and 2 poetic feet respectively.
   4) The proposal, including the title, but not the comments, has 3 lines of
   text having 2 poetic feet, 3 poetic feet, and 2 poetic feet respectively.

   "Zen Master of Nomic" is a Title. If 3 or more of a player's haiku proposals
   have been adopted, that player receives this Title.

   A.2. The Limerick

   A Limerick is a Poetic Form. To be a Limerick, a Proposal must conform to
   all the following restrictions:

   1) It must be 5 lines in length, including or excluding the title.
   2) Lines 1, 2, and 5 must rhyme, and each be three poetic feet in length.
   3) Lines 3 and 4 must rhyme, and each be two poetic feet in length.
   4) Comments are excluded from all the above restrictions.
   5) This pattern can be repeated multiple times.

   The Form Bonus for a Limerick is 4 points.

   A.3. The Cinquain

   A Cinquain is a Poetic Form. To be a Cinquain, a Proposal must conform to
   all the following restrictions:

   1) It must be 5 lines in length, including or excluding the title.
   2) Line 1 must be two syllables in length.
   3) Line 2 must be four syllables in length.
   4) Line 3 must be six syllables in length.
   5) Line 4 must be eight syllables in length.
   6) Line 5 must be two syllables in length.
   7) Comments are excluded from all the above restrictions.
   8) This pattern can be repeated multiple times.

   The Form Bonus for a Cinquain is 3 points.

   A.4. Song Proposals

   There's a Poetic form,
   It's called the Song proposal; to be one props must conform
   to these rules for Song Form:
   All the words must match the rhythm and the rhyme scheme of a song,
   So if the song were playing, we could all just sing along,
   What's more, the song in question must at least be twelve lines long,
   or the prop is not Song Form!
   If this seems like quite an Onus,
   Or it seems too monotonous,
   This form's got a nifty Bonus:
   Ten score-points is the norm!
   If a question should arise whether a song is bonafide,
   Or if to the rhyme and rhythm of the song the prop complies,
   then the Chairman's word is final, it is e who shall decide,
   If a prop is in Song Form!

   A.5. Void Form
   Void Form is such a form; a proposal is in Void Form if and only if it has
   30+ words, and fails to contain any char. which, in our standard list of
   chars, occurs 'twixt d and f. Void Form has a prop bonus of 15 points.

   A prop in Void Form with 200+ words gains its author 40 additional points
   upon its passing, but only if its author asks for said points upon its
   passing. [[That's a lot of points, but that's a lot of words, too; and if
   you don't notify us of your prop's status as a 200+ word void prop, you
   don't gain all that bonus.]]

   B. Prose Forms

   Prose Forms are Literary Forms, in which a proposal's rules and actions are
   presented  in  the context of a story (defined in Webster's Unabridged
   Dictionary as, 'a narrative, either true or fictitious, in prose or verse,
   designed to interest, amuse or instruct the hearer or reader; a tale'). The
   rules  and  actions presented must be clearly delimited from the story
   component, and at the same time must be reflected in the story component.

   When a player votes on a proposal which is in Prose Form, e may also give
   that proposal a rating, which is an integer between 0 and 15. If e does not,
   e is assumed to have given that proposal a rating of 7. If a proposal in
   Prose Form passes, its proponent recieves a number of points equal to the
   average of all ratings given to that proposal by players other than the
   proponent who voted for the proposal.

   C. Form Creation Bonus
   If a proposal passes which creates a new literary form, and that proposal is
   itself  written  in that literary form, the proponent of said proposal
   receives whatever reward players will get for creating the new form, unless
   the proposal explicitly states that this doesn't happen, or if the rewards
   cannot be given to the proponent [[for example, if the reward is bonus Charm
   and the Scoring Gremlin made the prop]]. The proponent also receives 1d10
   score points.

   [[ Created by [292]414/0. Revised by [293]680/1, [294]734/0, [295]1375/0,
   [296]1377/0, [297]1692/2, p1887, p1927. ]]
     _________________________________________________________________

   Rule 578/21
   Societies
   Last Revision: nweek 76. [298]Revision History
   Keywords: [299]Society
   I. Definition
   There may exist entities called Societies. Each society has any number of
   other entities associated with it; these entities are called its members.
   II. Actions
   Societies may only take actions which the rules permit them to.
   III. Membership
   Each Society is permitted to make any entity a member of itself, if and only
   if that entity has Applied for membership with that society. Any entity may
   Apply for membership in a society. Each Society is permitted to make any
   member of itself cease to be a member. This is referred to as Ousting that
   member. Any member of a Society may Quit that society; this causes that
   society to Oust em automatically.
   If a Society has no members, it is destroyed.
   IV. Possessions
   A Society may transfer any object it possesses to any other entity which can
   possess that object. Societies may possess any objects that players can
   legally possess.
   V. Charters
   Each Society may have a Charter. A Charter consists of the following things:
   1. A list of conditions, and Actions (called Auto Actions) that the Society
   takes when those conditions are met. If it is legal to do so, when the
   conditions for Auto Actions are met, the Society takes those Auto Actions.
   Auto Actions do not take place at the same time that other Actions are
   taking place or pending (like the actions that happen at the end of an
   nweek), they instead become pending until all other actions (except other
   Auto  Actions that became pending afterwards) and their results finish
   resolving.
   2. A list of restrictions on its members. Its members may not perform any
   actions that the society forbids them from doing. No Society's Charter may
   outright  forbid  a member from leaving the society, nor may it impose
   unreasonable  restrictions  on  leaving.  [[  Whether a restriction is
   unreasonable is left to the Courts, but common sense is advised - giving
   back the Speeder given out by the society is reasonable, but listing the
   last ten names in the Siberian Yellow Pages is not. ]] If such a restriction
   is judged unreasonable by a CFI, members may ignore that restriction.
   A Society may change the text of its Charter at any time, except while the
   Clock is Off. Charters may only be changed as specified in the rules. The
   Minister of a Society may choose to refuse any change to its Charter (other
   than one that removes all contents of it) or any Auto Action for any reason,
   including but not limited to its causing confusion, its putting an undue
   burden on em, its breaking the game, its causing a paradox or unknown state
   of the game, or its having unintended consequences.
   VI. Proposals
   Societies may make proposals, subject to any and all restrictions laid forth
   in the rules.
   Societies  may  possess  Bandwidth. Each society initially possesses 0
   bandwidth. When a society makes a proposal, its bandwidth decreases by the
   amount  a  player's  bandwidth would decrease if that player made that
   proposal. A society may not make a proposal if doing so would reduce its
   Bandwidth below zero. Any player may transfer a point of Bandwidth from
   emself to any society.
   VII. Creation
   Once per nweek, each player may create a new society whose only member is
   that player. Upon creation of a society, it has a charter.
   VIII. Penalties
   If a society is required by the rules to lose a quantity of objects [[for
   example, if one of its proposals fails and it thus loses 1d6 points]], and
   it does not possess objects enough such objects [[for example, it can't
   afford to pay 1d6 points]], then the society is said to have Incurred a Debt
   of that many of those objects [[for example, a Debt of 6 Points]]. Any
   Auto-Actions triggerred by this incursion then take place; if, after such
   actions take place, the society still doesn't have enough of such objects to
   fulfill its Debt, every Member of the society who has any such objects loses
   a number of them equal to however many the Society owes. If this results in
   more  objects  being  given than are necessary, any excess objects are
   destroyed.
   IX. Compulsion
   A Society may force its members to perform actions. It may not force a
   member to perform an action that member could not perform otherwise. It also
   may not force a member to forfeit the game or to destroy itself.
   [[ Created by [300]553/0. Revised by [301]595/0, [302]713/1, [303]722/1,
   [304]741/0, [305]784/0, [306]826/1, [307]835/0, [308]863/0, [309]1133/0,
   Refresh-3, [310]1156/2, [311]1157/0, [312]1170/4, [313]1192/0, [314]1203/2,
   [315]1452/1, [316]1473/1, [317]1565/1, p1927. ]]
     _________________________________________________________________

   Rule 625/39
   Ministers
   Last Revision: nweek 91. [318]Revision History
   Keywords:
   [319]Force [320]Gremlin [321]Grid [322]Insta-Rule [323]Minister [324]Weather

   Attributes: Chutzpah 2
   A. General Stuff
   A Ministry is a set of powers and responsibilities. Each Ministry may be
   held by a single player (the Minister); a Ministry that is not held by any
   player is said to be Open.
   When a player holds a Ministry, e is expected to perform all duties required
   of that Ministry.
   A  Public Display is a listing easily accessible to all Players. It is
   recommended that Ministers keep a copy of all Public Displays on a game
   website; additional forms of Display are also encouraged.
   B. Ministerial Elections
   Any player may start an Election for any Open Ministry as a Game Action,
   provided that no player other than emself has held the Ministry for at least
   five ndays, and that there is not already an Election in progress for that
   Ministry; that player may also specify a Selection Method.
   Kurt Godel may call such elections regardless of how many ndays have passed
   since the Ministry became open.
   For five ndays following the start of an Election, players may Nominate
   other players or themselves to be Candidates in that Election. Players so
   Nominated may accept or reject their nominations; those that accept become
   candidates in the election. After these five ndays have passed, the Election
   enters the Voting phase, and an Election is called. This Elections has all
   players as Eligible Voters, four ndays as its Duration, the candidates as
   the choices, the Selection Method specified by the player who called the
   election  as its Selection Method (or Borda Count if the caller didn't
   specify), and the player who called the election as its Moderator.
   At  the beginning of each nweek, Godel must perform Ministry Rotation.
   Ministry Rotation consists of calling an election for each Open Ministry and
   each Ministry that has not experienced such Rotation in the last three
   nweeks.
   When an Election is called for an occupied Ministry, the player who was
   Minister at the time it became open is expected to continue eir duties until
   the end of the election, and may receive the usual payment at the end of
   that nweek if e does.
   C. Leaving a Ministry
   In order to leave a Ministry, a Minister must call an Election for eir
   Ministry as above. The Minister is expected to continue eir duties until the
   end of the Election, but need not Nominate emself in the Election.
   Additionally,  any Minister who gets put in The Vat ceases to hold eir
   Ministries.
   Votes of Non-Confidence are Unauthored Proposals, consisting of two actions:
   making an occupied Ministry open, and calling an Election, in which the
   previous occupier may not be a Candidate, for that Ministry.
   D. Current Ministries
   D.1. Generalities
   All Ministers are responsible for notifying the Minister of Forking Paths of
   the location on the Public Displays for which they are responsible.
   All Ministers are responsible for notifying the Minister of the Roster of
   any Roster changes necessary involving eir Ministry.
   All Ministers are responsible for, and have the power to, perform Executive
   Tidiness. [[See r257.]]
   D.2. The Meta-Ministry
   The Meta-Ministry is a Ministry; its Minister may be referred to as Kurt
   Godel. The duties of the Meta-Ministry are to maintain a list of which
   players hold which ministries and to oversee the elections for the Open
   Ministries.
   D.3. The Ministry of Justice
   The Ministry of Justice is a Ministry; its Minister may be referred to as
   the Attorney Generalist. The duty of the Attorney Generalist is to maintain
   a Public Display of all pending CFIs and their status.
   D.4. The Ministry of Forking Paths
   The Ministry of Forking Paths is a Ministry; its Minister may be referred to
   as Chauncey. The duties of the Minister of Forking Paths are to maintain the
   Big Ol' Book of Quotes, a Public Display of quotations [[See r396, Quotes]],
   to maintain the Meta-Public Display, a Public Display of all existing Public
   Fora and Public Displays, and to maintain a Public Display of all existing
   Gardens, Plants, and Fruit, including their attributes and owners.
   E is also empowered to designate new Public Fora; when e does so, e must
   notify all players of the new Forum, either by posting to a previously
   existing Public Forum, or by sending a message to every player.
   D.5. The Ministry of Twiddles
   The Ministry of Twiddles is a Ministry; the Minister of Twiddles may be
   referred to as The Twiddler. The duty of The Twiddler is to maintain a
   Public Display of the current amount of Tildex held by each game entity.
   D.6. The Ministry of the Roster
   The Ministry of the Roster is a Ministry. The duty of the Minister of the
   Roster  is  to maintain the Roster, a Public Display showing necessary
   information unavailable elsewhere. The Roster must include the names and
   attributes of all Players. The Minister of the Roster is also responsible
   for recognizing new Players.
   It is the responsibility of all Ministers to notify the Minister of the
   Roster of any Roster changes necessary involving eir Ministry.
   D.7. The Ministry of the Rules
   The Ministry of the Rules is a Ministry. The Minister of the Rules may be
   referred to as the GM. The duty of the GM is to maintain a Public Display
   showing the Ruleset and any other Rulebooks for which no other Minister is
   responsible. The GM has the power to assign serial numbers to Rules. The GM
   must indicate which rules are deactivated.
   D.8. The Webministry
   The Webministry is a Ministry whose Minister may be referred to as the
   Weaver. The duty of the Weaver is to maintain all websites e deems necessary
   for  the game. E must provide some way for the Ministers to put Public
   Displays on the Web and to automate their tasks if they so choose.
   D.9. The Ministry of Arcana
   The Ministry of Arcana is a Ministry; its Minister may be referred to as the
   Adept. The Adept is responsible for performing any necessary game task for
   which no other Player is responsible.
   The Adept has really got to know where eir towel is.
   D.10. The Ministry of Change
   The Ministry of Change is a Ministry; its Minister may be referred to as the
   Chairman. The Chairman is responsible for the following things:
   * E must maintain a Public Display of all current proposals.
   * E must publish the Ballot each nweek in a Public Display.
   * E must count the vote results on the Ballot each nweek.
   * E must publish a Public Display of which proposals passed, failed, were
   shelved,  etc.  each  nweek,  along with the points earned/lost by the
   proponents of said proposals.
   * E must assign serial numbers to Proposals.
   * E must maintain a Public Display showing the Clock and the Watch.
   D.11. The Ministry of Cards
   The Ministry of Cards is a Ministry; its Minister may be referred to as the
   Dealer.  The  Dealer is responsible for maintaining one or more Public
   Displays containing the following information:
   * The names, images, and full texts of all extant cards
   * The locations of all copies of every card (i.e., whose hand are they in,
   or are they in the deck, or in some sort of 'in play' state, etc.)
   D.12. The Ministry of the Board
   The Ministry of the Board is a Ministry. Its Minister may be referred to as
   the GameKeeper. The GameKeeper is responsible for the following things:
   * Maintaining a Public Display of the Book of Piece.
   * Assigning ID numbers to P-Specs and exercising Executive Tidiness on
   P-Specs.
   * Maintaining a Public Display of the Board for the Board Game.
   * Maintaining a Public Display of the Board for Political Go.
   D.13. The Ministry of the Arena.
   The Ministry of the Arena is a Ministry. Its Minister may be referred to as
   the Ref. The Ref is responsible for keeping track of the Arena and the
   contents of each of its Cubes in a Public Display. The Ref makes all the
   random dice rolls and must use the B Nomic Dice Roller.
   D.14. Society Ministries
   There exists a Ministry for every Society. Unless the Society's Charter says
   otherwise, the member of the Society who joined the Society first is the
   Minister of that Society. The Minister of a Society must be a member of that
   Society. Elections may not be called for Society Ministries. It is the
   responsibility  of  the  Minister of each Society to keep track of eir
   Society's Charter and its members in a Public Display. The minister of each
   society must announce any Auto Actions that that society takes on a Public
   Forum. Any Auto Action that is not so announced does not occur.
   E. Ministerial Payment
   At the end of each nweek, each Minister who has held eir Ministry for that
   entire nweek and performed all Duties required shall receive 20 points and 1
   Temporary Wisdom, except that Society Ministers do not recieve payment.
   [[ Created by [325]566/0. Revised by [326]679/0, [327]722/1, [328]871/0,
   [329]917/2, [330]959/0, [331]979/0, [332]1249/3, [333]1279/0, [334]1284/0,
   [335]1364/0  (2),  [336]1393/0, [337]1453/0, [338]1465/0, [339]1508/0,
   [340]1550/0,   [341]1578/0,   [342]1584/1,  [343]1601/0,  [344]1662/0,
   [345]1834/1, [346]1840/1, [347]1850/0, [348]1860/0, [349]1867/1, p1884,
   p1885, p1890, p1904, p1905, p1910, p1913, p1927, p1957, p1975, p1983, p2000,
   p1898. Chutzpah 2. ]]
     _________________________________________________________________

   Rule 636/1
   Keep your hands off!
   Last Revision: nweek 17. [350]Revision History
   Keywords: Uncategorized
   Attributes: Chutzpah 2
   Unless otherwise explicitly permitted by the rules, no player may modify the
   state of any object in possession of another player, without the other
   player's explicit permission in a public forum.
   [[ Created by [351]598/0. Revised by [352]722/1. Chutzpah 2. ]]
     _________________________________________________________________

   Rule 699/3
   The Slightly Less Important Not-So Default Case
   Last Revision: nweek 79. [353]Revision History
   Keywords: Uncategorized
   Attributes: Chutzpah 11
   If the legality of an attempted action cannot be determined with finality
   based on rules other than this one, it is assumed to be legal. This rule
   takes precedence over all other rules except rule 33.
   If it cannot be determined with finality whether or not the rest of this
   rule permits an attempted action, then this rule doesn't permit that action
   (but doesn't necessarily forbid it - other rules may make it legal).
   [[ This is an objective 'cannot be determined with finality', as opposed to
   the previous incarnation of this rule which referenced specific players. The
   difference is that even if individual players are not able at any given
   moment to determine the legality of an action, the legality may still be
   proveable one way or another.]]
   [[ Created by [354]673/0. Chutzpah 11. Revised by [355]1816/0, player Wonko
   (loophole), p1948. ]]
     _________________________________________________________________

   Rule 1085/3
   Rule Activation
   Last Revision: nweek 76. [356]Revision History
   Keywords: Uncategorized
   Rules have two states of activation: activated or deactivated. By default an
   existing or newly created rule is activated. A proposal that creates a new
   rule can specify the activation for it upon its creation. A proposal can
   change an activated rule to deactivated, or from deactivated to activated.
   Deactivated rules have no effect; however, they can be modified or repealed
   in the same way as other rules.
   The GM must indicate which rules are deactivated.
   [[ Created by [357]1051/0. Revised by [358]1133/0, [359]1260/0, p1927. ]]
     _________________________________________________________________

   Rule 1272/3
   Deputies
   Last Revision: nweek 76. [360]Revision History
   Keywords: Uncategorized
   A Minister may designate any player as eir Deputy. Deputies are empowered to
   fulfill duties assigned to Ministers, but only such duties as are explictly
   assigned to the Ministers who designate them.
   A Minister may revoke a Player's Deputyhood at any time for any reason,
   including  but not limited failure or refusal to do eir duties. If the
   Minister revokes a Player's Deputyhood, the Player ceases to be a Deputy. A
   Player may also cease to be a Deputy by stating in a Public Forum that he
   resigns the Deputy position.
   [[ Created by [361]1259/0. Revised by [362]1606/1, [363]1840/1, p1927. ]]
     _________________________________________________________________

   Rule 1440/0
   Rescinding props
   Last Revision: nweek 39.
   Keywords: Uncategorized
   A Player may at any time Rescind any prop that meets all of the following
   conditions:
     * It has not been Rescinded
     * It is not currently being voted on
     * It was proposed by the rescinding entity
     * It is not a previously shelved prop

   If all of those conditions are met, the proposal is Rescinded. After this,
   the proposal is treated as if it didn't exist except for:
     * Bandwidth calculations
     * Historical documentation

   [[ i.e. it's in the gamestate but dosen't do much. ]]

   [[ Created by [364]1404/3. ]]
     _________________________________________________________________

   Rule 1583/5
   Duties
   Last Revision: nweek 87. [365]Revision History
   Keywords: Uncategorized
   [[This rule is intended to reduce the workload caused by the excessive
   number  of things that need doing on the admin. The idea is to put the
   responsibility  for  doing things upon the players, but in a much more
   distributed fashion than the current Ministers system, which is prone to
   problems if a Minister just ups and disappears.]]

   A. There shall exist such things as Duties. A Duty is a process that alters
   gamestate in a way laid down in the rules and specified as a Duty. A Duty
   may have one of three states of being; Deactivated, Waiting, and Requiring
   Attention.

   A.1. Duties may come to Require Attention as laid down in the rules. When a
   Duty  Requires  Attention, any player who is not otherwise barred from
   performing that Duty may perform it. A Player who performs a Duty shall
   receive the reward specified for that Duty, which shall be refered to as a
   Perk. The Duty shall then cease to Require Attention.

   A.2. A Duty is waiting at any time it is not in any other state of being.
   Should a Duty enter any other state of being, it ceases to be waiting.

   A.3. A Duty may be deactivated. Duties may only come to be deactivated as
   laid down explicitly in the rules, or by direct proposition. A Deactivated
   Duty may not become Waiting, or Require Attention. Should any Deactivated
   Duties try to become Waiting, or Require Attention, they do not. Only a
   Proposal may alter the state of a Deactivated Proposal. This section of this
   rule takes precedence over all other rules except rule 33 that may change
   the state of Duties.

   A.4. If a Duty consists of performing one or more Actions, merely performing
   those Actions is not performing the Duty unless the entity performing the
   Actions states explicitly that e is performing the Duty. No player may
   perform a Duty more than once an nweek. To perform a Duty, a player must be
   able to perform the Actions it consists of regardless of whether or not e is
   performing the Duty, unless the Duty explicitly empowers Players to perform
   Actions.

   B. All Duties must be listed within the text of this rule, for ease of
   reference, and if a Duty is specifically related to another rule then a
   reference or link to that rule must be provided. Any Duty which is not
   listed within the text of this rule is not a Duty, even if it claims to be
   so. This rule takes precedence over all other rules except rule 33 for the
   purposes of defining Duties.

   [[Essentially,  this  rule  does nothing as yet - what it creates is a
   framework for us to hang further rules modifications on without needing to
   burden the admin. Things like weather can be quite easily performed by
   whoever - there is no secrecy involved, so no need for admin work]]

   C. The following is the current list of Duties;

   C.1. The Duty Duty.
   The Duty Duty shall Require Attention whenever a Duty has been Requiring
   Attention for 3 nweeks and no Player has performed that Duty. It shall be
   the responsibility of the Player carrying out the Duty Duty to recognize, on
   a public forum, that 'The Duty '' has not been performed in a timely fashion
   by the players of B Nomic, and has therefore become Deactivated'. The Perk
   for performing the Duty Duty shall be 25 points.

   [[So the admin doesn't have to keep track of things, and the loose ends tie
   themselves off]]

   C.2. The Election Duty
   The Election Duty shall Require Attention whenever a Ministry has been Free
   for at least five ndays in any one nweek. It shall be the responsibility of
   the  Player  carrying  out  the  Duty to call an Election for all Free
   Ministries. The Perk for performing the Election Duty shall be 20 points.

   C.3. The Backup Duty
   The Backup Duty becomes active whenever a Minister other than a Society
   Minister has failed to fulfill one of eir duties for four or more ndays, or
   two or more wdays. To fulfill the Backup Duty, a player must perform said
   duties; e is empowered to do so. The Perk for fulfilling the Backup Duty is
   nothing.

   [[ Created by [366]1574/0. Revised by [367]1813/1, p1898, p1903, p1907,
   p1998. ]]
     _________________________________________________________________

   Rule 1639/9
   Political Go
   Last Revision: nweek 85. [368]Revision History
   Keywords: Uncategorized
   A. The Game
   There exists a Subgame called Political Go.
   The game is played on a 9x9 board, which is initially empty. At any given
   time, every position on the board is either empty, or occupied by a Stone
   belonging to a certain player. The rows of the game board are numbered 1
   through 9 from bottom to top, and the columns are labeled A through I from
   left to right.
   Each player has a Go Score, which is a quantity of Go Points (possibly
   negative), which begins at 0. A player's Go Score may only be changed as
   defined in this rule. Go Score is a quantity independent from the "Score"
   and "Points" referred to elsewhere in the ruleset.
   Players may place Go Stones on the board in accordance with the rules of
   this subgame. To "place" a Go Stone means to create a Go Stone in a certain
   position on the board. Go Stones do not exist when they are not on the
   board.
   B. Alliances
   Every Player has a set of Allies, who are other Players.
   Anyone who is not an Ally to a given player is considered an Opponent of
   that player.
   Alliances are not necessarily transitive. Player A can be allied with player
   B, and player B with player C, while player A remains an opponent of player
   C.
   C. Moving
   A Move consists of doing one of the following:
    1. Placing a Stone on the board on an empty space.
    2. Forming or breaking an Alliance with another Player.
    3. Passing.

   Note that despite the name "Moving", Go Stones may not move to another
   location on the board once they have been placed.
   After any Move, some pieces may be Captured (as defined below).
   To form an Alliance, both players must publically consent to do so. (The
   first player consenting does not count as a move; the second player consents
   by actually forming the Alliance, which counts as a move.) The two players
   then add each other to their list of Allies.
   Anyone in an Alliance with another player can break the Alliance at any
   time. In that case, the two players remove each other from their list of
   Allies.
   A player may move at most once per Checking Period, and may not place a
   Stone if one of eir Allies has made the most recent move.
   D. Capturing
   Two positions on the board are considered adjacent to each other if their
   row or column, but not both, differs by 1. In other words, "adjacent" is
   taken to mean "horizontally or vertically adjacent", and diagonal adjacence
   does not count.
   A  set  of positions is considered adjacent if there is a path made of
   adjacent positions in that set from any position in the set to any other.
   When the following rules refer to Stones being adjacent, it means the same
   thing as the positions of those stones being adjacent.
   A Dragon is a set of adjacent Stones that belong to players who are all
   Allied  with each other, and that are not adjacent to any other stones
   belonging to a mutual ally of those players. [[This ensures that all Dragons
   are of maximal size.]] If alliances are not transitive, it is possible for a
   stone to be part of more than one Dragon. [[For example, if A is allied with
   B and B is allied with C, then in the formation AAABBCCC, the B stones are
   in both the AB dragon and the BC dragon.]]
   A  Liberty  is an empty position adjacent to a Dragon (possibly on the
   interior of it). If a Dragon has no Liberties, then it is Captured.
   In the event of a Dragon being Captured, the players having Stones directly
   adjacent  to  that  Dragon are considered the Capturers. The Capturers
   collectively receive one Go Point per stone Captured, as follows: as many of
   these Go Points as possible are divided equally among the Capturers, and the
   remaining Go Points are given to the Capturers with the most stones adjacent
   to the Dragon, with ties going to the player who played most recently. Each
   player whose Stones are being Captured loses one Go Point for each stone
   that e loses.
   Once a Dragon has been Captured, all the Stones in it are removed from the
   board, and therefore cease to exist.
   You  may  not play a piece in a position where it would be immediately
   Captured.
   Multiple dragons can be captured in the same turn, but one at a time. If, as
   a result of a stone being placed, there exists more than one Dragon with no
   liberties, then the player making the capturing move chooses in what order
   they are captured. If a capture creates Liberties for a Dragon that had
   none, then the Dragon with the newly-found Liberties is not captured.
   E. Ko
   Two states of the board are considered "equivalent" if the only difference
   between them is that, at any number of given positions, a stone belonging to
   one  player is replaced by a stone belonging to another, and those two
   players are allied in either state. Only the positions of pieces on the
   board are considered when checking for equivalence; differences in the state
   of alliances or in who made the most recent move are not considered.
   A player may not make a move that involves placing a Go Stone, if that move
   would change the board position so that it is equivalent to a previous board
   position.
   [[This is the political extension of Go's Ko rule. It really does apply to
   any previous board position, but since the total number of stones on the
   board tends to increase, it is generally not necessary to look back more
   than 2 or 4 moves.]]
   F. Ending the game
   The subgame of Political Go ends during a Checkpoint when the most recent
   move was to Pass, and nobody has placed a stone for more than an Nweek.
   When the subgame ends, the game is scored as in subsection G.
   G. Scoring
   A Territory is a set of adjacent empty board positions, none of which are
   adjacent  to  any other empty positions. [[Again, this makes sure that
   Territories  are  maximal.]]  Any player who has a stone adjacent to a
   Territory  at the end of the game is considered to own a share of that
   Territory.
   For each Territory, each player adjacent to that Territory receives a number
   of  Go  Points  equal to 2*M/N, rounded down, where M is the number of
   positions in that Territory, and N is the number of players with
   stones directly adjacent to the Territory.
   After the Go Points are totaled, any player with a positive number of Go
   Points receives that many actual Nomic points.
   The Go game is then reset; the Board is cleared of stones, all Alliances are
   broken, and all players' Go Scores return to 0.
   H. Displaying the Game
   When a player makes a Move, he does so by posting a message to a Public
   Forum  describing  the move and displaying the state of the game in an
   agreed-upon  format.  Such a message may look like the contents of the
   following comment.
[[
I place a stone at G3.

    A B C D E F G H I
  .-------------------.
 9| . . . . . . . . . |9
 8| . . . . . . . . . |8
 7| S . . . . . . . . |7
 6| . . . R . . . . . |6
 5| . . . . . S . . . |5
 4| . . . . . . . . . |4
 3| . . . . . . R . . |3
 2| . . . . . . . . . |2
 1| . . . . . . R . . |1
  '-------------------'
    A B C D E F G H I

[R] Rob                  0 points   Allies: S
[b] Bob the Voting Fish  0 points   Allies: none
[S] Someone Else         0 points   Allies: R
]]

   If a Move as posted is illegal, then it is not considered to occur. If the
   state of the game displayed in the message does not accurately reflect the
   result of making that Move - for example, because the board does not reflect
   another  Move  made  just  before that - then the described Move takes
   precedence.
   [[ Created by [369]1603/1. Revised by [370]1655/0, [371]1685/0, [372]1686/0,
   [373]1755/0, p1883, p1917, p1927, p1971, p1993. ]]
     _________________________________________________________________

   Rule 1673/1
   Underwriting
   Last Revision: nweek 67. [374]Revision History
   Keywords: Uncategorized
   A Society that provides a service to its members that involves the paying
   out of points may Apply for Underwriting. An Application for Underwriting is
   an unauthored proposal.

   To Apply for Underwriting, a Society must have defined in its charter the
   following properties:

     * a clear statement of the activity members of the Society participate in
       in order to gain points.
     * a  Moderator  (who can have a separate title in the context of the
       Society) who is responsible for basic administration of the Society, and
       who does not participate in the primary point-gaining activity.
     * a means of selecting a new Moderator, should the current Moderator cease
       to be a member of the society and/or a player in this game.
     * a budget, stating the most total points that can be paid out in a given
       nweek by the primary point-gaining activity.

   If an Application for Underwriting passes, the Society gains the property
   Underwritten. While a Society is Underwritten, its budget, its definition of
   its  primary  point-gaining  activity and its means of selecting a new
   Moderator cannot change except through a proposal made by the Society.

   An  Underwritten  Society  can  cease to be Underwritten by posting an
   announcement to that effect on the public forum.

   [[ Created by [375]1669/0. Modified by p1887.]]
     _________________________________________________________________

   Rule 1726/1
   Cards
   Last Revision: nweek 60. [376]Revision History
   Keywords: Uncategorized
   A. Cards
   There exist Game Objects called Cards. Each Card consists of a Name, an
   Image, and a Body.

   The Name is a string. The Image can be either a description of a picture, or
   a reference to an existing image outside the game of B Nomic.

   The Body is a Game Document; it should describe the card's direct effects on
   the gamestate, and may be empty. If not stated otherwise, all effects are
   assumed to occur when the card is played.

   No card may ever be created that has the same name as an existing Card but a
   different  body  or  image (however, this does not limit the number of
   identical copies of a given card that may exist). Rules and Card bodies may
   use the term 'Card' to refer to a copy of a Card, if the meaning is clear.

   B. Body Shorthand
   The term "you" in the body of a card designates the entity who played the
   card.

   [[ Created by [377]1709/0. Revised by [378]1820/0. ]]
     _________________________________________________________________

   Rule 1727/3
   All Hands On Deck
   Last Revision: nweek 89. [379]Revision History
   Keywords: Uncategorized
   A. Hands
   Each player has a Hand, which is a collection of Cards. Players may not
   transfer Cards from their Hands to any Game Objects except as permitted by
   the rules.
   B. The Deck
   The Deck is a collection of cards; if a card's location is not defined, it
   is moved to the Deck. When a player Draws a card, this means a card is
   chosen at random from the Deck an put in that player's hand. When a card is
   discarded, it is moved into the Deck.
   C. Keeping the Deck Full
   If a player would draw a card but cannot because there are no cards in the
   Deck, one copy of the following card is created in the deck and e draws it:
   {{
   __ Card of DOOM! __
   Image: A Card with glowing red eyes and big, gnashy teeth. It is foaming at
   the mouth; the foam is tinged red with blood. Other cards run wildly from it
   as it messily devours a four of spades. Fragments of other cards litter the
   ground around it.
   Body: You may attempt to choose any three cards held by players and one card
   you hold other than this one. If you do so and those cards exist, they are
   all discarded and you gain 15 points. Otherwise, five cards are chosen at
   random and all of them are discarded. The random choices will be made from
   cards in your hand until you have no unchosen cards left in your hand; the
   remaining choices will be made from cards in all player's hands.
   }}
   At the beginning of each nweek, before any cards are dealt out, all copies
   of the Card of DOOM! in the Deck are destroyed.
   [[ Created by [380]1709/0. Revised by p1906, p1937. ]]
     _________________________________________________________________

   Rule 1728/2
   Card Manipulation
   Last Revision: nweek 89. [381]Revision History
   Keywords: Uncategorized
   Each player may, no more than once per Checking Period, Play a card from eir
   hand. This causes the effects described in the Body of that card to take
   effect; the card is then put back into the deck.
   At the beginning of each nweek, each player with less than 7 cards in eir
   hand recieves a Card from the Deck. If a player has not yet played a card
   during a given nweek, e may Draw an additional card from the Deck. A player
   who does this may not play any cards for the rest of the nweek.
   [[ Created by [382]1709/0. Revised by [383]1739/0, p2031. ]]
     _________________________________________________________________

   Rule 1729/0
   The Cardlist
   Last Revision: nweek 55.
   Keywords: Uncategorized
   The Cardlist is the set of all card descriptions.
   [[ Created by [384]1709/0. ]]
     _________________________________________________________________

   Rule 1823/2
   Standard Election Procedure
   Last Revision: nweek 73. [385]Revision History
   Keywords: Uncategorized
   An Election is a type of event used to make a decision. An Election has five
   primary attributes: a list of Eligible Voters, a Duration, a Selection
   Algorithm, a list of choices, and a Moderator.

   The Moderator is an Outsider. E is responsible for counting the votes and
   announcing the results of the election.
   The Eligible Voters set is the set of all Game Objects who are allowed to
   cast votes in the Election.
   Each Eligible Voter may cast a single vote in the Election. If a Voter
   submits more than one vote, the *last* one submitted is their actual vote
   (so votes can be changed by resubmitting them). The Duration of a Election
   is an amount of time signifying how long voting will continue. When the
   Duration of the Election Concludes, a single choice from the list of choices
   is selected using the Selection Algorithm.
   A Selection Method is a means of choosing one of many choices through votes.
   A method is a valid Selection Method if and only if it specifies A) what
   constitutes a legal vote, and B) how to determine a winner based on legally
   cast votes.
   Only Selection Methods defined by the rules may be used in Elections.
   Elections are only called when specified by the rules. If a Election is
   called, but no list of Eligible Voters is specified for it, it is assumed
   that all Players are Eligible Voters, and nothing else is. If a Election is
   called, but no Duration is specified, it is assumed that the Duration is
   until the end of the current nweek.If an election is called by an Outsider,
   but  no  Moderator  is specified, it is assumed that the caller is the
   Moderator.
   A. Types of Durations
   The Duration of a Election may be any of the following:
   * An absolute point in ntime, such as "nweek 212, nday 6". In this case, the
   Duration Concludes at that point in ntime, or, if it has not elapsed but
   that time has already passed, immediately.
   * A relative point in ntime, such as "three ndays from the calling of the
   Election". In this case, the Duration Concludes at the end of the specified
   period. A Election, where is a unit of ntime, is a Election with as its
   Duration (for example, a 3-nday Election)
   * Either of the above, with a point/amount in real time/wtime substituted
   for the point in ntime. This use is strongly discouraged except in cases
   where ntime would be unsuitable.
   * Indeterminate. An Indeterminate Duration does not Conclude based on time.
   Indeterminate Elections should generally be Short-Circuited (see below), but
   don't have to be...
   B. Special Elections
   A Election may have any of the following optional flags:
   * Short-Circuited: The Duration of a Short-Circuited Election Concludes as
   soon as every Eligible Voter has cast a vote.
   * Very Badly Wired (VBW): A VBW Election's Duration Concludes as soon as
   enough Eligible Voters have cast votes that the outcome of the Election
   could not be changed by the votes cast by the rest of the Voters.
   * Strict: In a Strict Election, each Voter gets exactly one Vote; this
   sentence takes precedence over any rule that would allow players to cast
   multiple votes on a Election.
   * Concealable: In a Concealable Election, votes may be sent to the Moderator
   privately; when the Duration Concludes, the Moderator must post publicly the
   private votes.
   C. Selection Methods
   C.1. Borda Count
   The Borda Count is a Selection Method. In an election using a Borda Count, a
   legal vote consists of a list of all the choices, numbered one to n (where n
   is the number of choices), listed in the order of the Voter's choosing (so
   each Voter chooses one choice for First Place, one for Second, etc.).
   The approval rating of a choice in this case is xn-m, where x is the number
   of votes cast, n is the number of choices in the Election, and m is the sum
   of the ranks it received in all Voter's votes. [[ This is equivalent to
   giving each choice n points every time it was voted first, n-1 every time it
   was voted second, etc. ]]
   When a choice needs to be selected, a Choice Pool is made. The Choice Pool
   is intially the set of all choices.
   The following removals are then made from the Choice Pool, until only one
   choice remains; that choice is then selected. At each step, only those
   choices left in the Pool are considered.
   First, every choice that had a lower approval rating than any other choice
   is removed.
   Then, every choice that received fewer votes for First Place than any other
   choice is removed.
   Then the same is done for second place, then third, etc., until every place
   has been considered.
   If, after all of this, the Choice Pool still contains more than one choice,
   a choice is selected at random from the Choice Pool.
   If the Selection Method of an election is not specified, it is assumed to be
   using the Borda Count.

   C.2. Approval Voting

   Approval Voting is a Selection Method. In an election using Approval Voting,
   a legal vote consists of a list of any number of the choices.

   The choice selected by the Election is whichever choice appeared on the
   greatest  number of Eligible voters' votes; in the event of a tie, the
   Moderator picks one of the tied choices to be selected.

   C.3. Instant Runoff Voting (IRV)

   IRV is a Selection Method. In an election using IRV, a legal vote is a list
   of all the choices, ranked in an order of the Voter's choosing.

   The choices are then eliminated, one by one, by repeatedly eliminating the
   choice which ranked highest on the fewest number of votes, and then removing
   that choice from each of the votes (so that those who ranked it highest have
   their votes transferred to their second choice). If there are multiple such
   choices, and removing them would not remove all remaining choices, then all
   of them are eliminated simultaneously.

   If this results in all but one choice being eliminated, then that choice is
   Selected  by the election. Otherwise, the Moderator selects one of the
   winning choices to be Selected by the election.

   [[ Created by [386]1812/0. Modified by p1891, p1909.]]
     _________________________________________________________________

   Rule 1854/2
   Technology
   Last Revision: nweek 82. [387]Revision History
   Keywords: Uncategorized
   Attributes: Chutzpah 2 Chutzpah 3
   There can exist Technologies. A Technology represents the ability for an
   entity  that has the Technology to perform an action or set of actions
   specified by the Technology.

   A Player having a Technology shall mean that e has an attribute with the
   same name as that technology. If a Technology has Levels, a Player having
   the Technology at Level N shall mean that e has an attribute whose name is
   the technology with N appended. An entity can come to have a Technology by
   one of the following means:

     * a rule or passed proposal gives the Technology to the entity
     * another entity can give the Technology to the entity (this does not
       cause the giving entity to lose the Technology)
     * an entity can spend accumulated Research Points in the amount required
       by the Technology

   A Technology may have Levels. If so, a Player may have the Technology at any
   level N, provided N is a positive integer. If N>1, a Player may not have a
   Technology at Level N unless he previously had it at some Level < N In order
   to exist, a Technology must consist of the following:

     * a unique name
     * a number of Research Points necessary to spend in order to gain the
       Technology
     * a description of the action(s) the possessor of a Technology is entitled
       to perform

   Masonry is a Technology that costs 250 research points. An entity possessing
   Masonry may attempt to play one Political Go stone without Moving each
   nweek. The attempt succeeds with a probability of 1/4.

   Mining is a Technology that costs 500 research points. An entity possessing
   Mining may attempt to remove one Political Go stone each nweek. The attempt
   succeeds with a probability of 1/4.

   Theft is a Technology that costs 1000 research points. An entity possessing
   Theft may attempt to steal one Political Go stone each nweek. The attempt
   succeeds with a probability of 1/4. If the attempt succeeds, the stone now
   belongs to the player who attempted to steal it.

   Diplomacy  is  a  Technology that costs 500 research points. An entity
   possessing  Diplomacy  may attempt once each nweek to form or break an
   Alliance with another Player without Moving. The attempt succeeds with
   probability 1/4.

   The following Technologies have Levels:
   Playing the Board Game is a Technology that costs 600*N research points for
   Level N. A Player who possesses Playing the Board Game at Level N may make N
   moves each checking period instead of 1.
   Extra Bandwidth is a Technology that costs 600*N research points for Level
   N. A Player who possesses Extra Bandwidth at Level N receives 2N extra BW at
   the beginning of each week.
   Printing Tildex is a Technology that costs 800*N research points for Level
   N. A Player who possesses Printing Tildex at Level N receives 5N extra ~ at
   the beginning of each week.
   Drawing is a Technology that costs 400*N research points for Level N. A
   Player who possesses Drawing at Level N may draw N extra cards each week.
   [[ Created by [388]1841/1. Modified by p1899, p1971. ]]
     _________________________________________________________________

   Rule 1855/2
   Research Points
   Last Revision: nweek 89. [389]Revision History
   Keywords: Uncategorized
   An entity can have Research Points, as a result of having conducted research
   or being given Research Points by another entity.

   Research Points are either General (applicable to any Technology) or Applied
   (applicable only to a specific Technology). If a Technology ceases to exist,
   half of each entity's Applied Research Points specific to that Technology
   are converted to General Research Points; the other half are destroyed.

   Conducting research costs an entity five points; the entity must specify
   whether the research is General or Applied, and, if Applied, what Technology
   it is specific to. General research yields (3d10)-3 General Research Points;
   Applied research yields 3d10 Applied Research Points. If a roll < 0, that
   roll is 0.

   When Research Points are spent, those spent Research Points are destroyed.

   [[ Created by [390]1841/1. Modified by p2019, p2032. ]]
     _________________________________________________________________

   Rule 1896/0
   Game Actions
   Last Revision: nweek 67.
   Keywords: Uncategorized
   A Game Action is defined as any activity specified by the rules to be a Game
   Action. Any Outsider may take any Game Action at any time unless the rules
   say otherwise. To do this, e must specify to a Public Forum that e is taking
   that action. E must also specify any targets necessary for that action [[for
   example, you must specify a proposal in order to vote against a proposal]].
   E may list multiple actions that e wishes to take, in which case e takes
   them in the order e lists them. E may also state that e performs an action
   multiple times, in which case e performs the action that many times (if
   legal, of course) sequentially. The Rules also have the power to cause an
   Outsider to take Game Actions whether e posts or not.
   An Outsider does not take a game action if e states that e does something
   conditionally [[As in, if my score is higher 20, I do X]] or if the number
   of times the action is repeated is infinite or cannot be determined [[so "I
   do X until my score hits 100" is legal only if you can show that your score
   will hit 100 and that it is possible to figure out how many times you do X
   before it happens]].
   Game Actions occur upon reaching the appropriate fora, in the order they
   arrived, unless a rule states otherwise. A Game Action that is caused by a
   Rule instead of by a Forum Post takes place at the time specified by the
   rule.
   A 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).
   [[Created by p1889.]]
     _________________________________________________________________

   Rule 1897/0
   Submission
   Last Revision: nweek 67.
   Keywords: Uncategorized
   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.
   [[Created by p1889.]]
     _________________________________________________________________

   Rule 1899/1
   Renown
   Last Revision: nweek 80. [391]Revision History
   Keywords: Uncategorized
   Players may possess varying forms of Renown. Renown may not be given away,
   it must be earned.
   A given point of Renown must be either Temporary or Permanent, and must
   belong to a category of Renown. If a player has 10 points of Temporary
   Renown in a given category, that player loses all points of Temporary Renown
   in that category and gains one point of Permanent Renown in that category.
   [[Note  that  conversion the other way is not automatic--if you have 2
   Permanent Renown and 0 Temporary Renown and something causes you to lose 1
   Temporary Renown, you won't then have 1 PR and 9 TR.]]
   The  categories  of  Renown  are Glory [[intended for various forms of
   'winning'--one normal 1000-point win = 1 Permanent Glory]], Honor [[intended
   for  various  forms of playing by the Rules, such as getting proposals
   passed]], and Wisdom [[intended for performing additional duties beyond
   those required, such as working in a Ministry or Judging CFIs]].
   A point of [type] Renown in the [category] category may also be referred to
   as just [type] [category]. For instance, one could gain 1 Temporary Wisdom.
   A point of Permanent Glory is also called a Win.
   [[ Created by p1910. Modified by p1953.]]
     _________________________________________________________________

   Rule 1900/1
   The Board Game
   Last Revision: nweek 79. [392]Revision History
   Keywords: Uncategorized
   A. Board Stiff
   The Board is a Game Object. The Board consists of 110 squares arranged in a
   10-by-11 grid. The rows are labeled in order with the numbers 0-9, with 0
   being the uppermost row. The columns are labeled with the letters A-K, with
   A being the leftmost column. Each square may be uniquely identified by its
   row-number and column-letter (as in, A-5 or J-9).
   Two rows are adjacent if their numbers differ by at most 1. Two columns are
   adjacent if their letters are the same or are one after the other in the
   alphabet.  Two squares are adjacent if their rows and columns are both
   adjacent.
   A path between a square A and another square B is a sequence of squares
   starting with A and ending with B such that every square in the sequence is
   adjacent to its predecessor and successor.
   The distance between two squares is the number of squares in the shortest
   path between them, minus 1.
   B. Piece on Earth
   Pieces are Game Objects that exist on the Board. Each piece occupies a
   single square; no more than one piece may occupy a square unless a rule
   specifies otherwise. Each piece has a type; the types of pieces and their
   properties are described in the Book of Piece. Each piece has a unique
   character associated with it, also specified in the Book.
   The Book of Piece is a Rulebook; rules in the Book of Piece may be referred
   to as Piece Specifications, or P-Specs. P-Specs are assigned serial numbers
   independently of rules in other Rulebooks. Each P-Spec, upon creation,
   receives an id number equal to one higher than the highest id number of any
   current P-Spec.
   P-Specs describe the existing types of pieces and their properties. In the
   event of a conflict between a P-Spec and rule in a different rulebook, the
   P-Spec will take precedence.
   C. And It's a Draw
   Each entity that can own pieces must have a unique character identifying it.
   For unowned pieces, the character used is a dash: '-'. When an Outsider
   becomes the owner of a Piece, e may choose any unused character (it must be
   a single printable ASCII character) to represent em.
   An owned piece is thus represented by two characters, the first denoting the
   owner, the second denoting the type of piece.
   A  textual  representation  of the board thus is a grid drawn in ascii
   characters, with each piece properly represented at the correct location. [[
   Much like the way a Political Go board is drawn]]
   D. One Good Turn
   Each Checking Period, each player may perform one move on The Board.
   Legal moves are defined in the Book of Piece; only moves defined by the
   rules may be performed in this manner.
   In general, each Piece has a move associated with it; it is implicit that
   only the owner of a piece may move it in this way unless the rules specify
   otherwise.
   In order to perform a Move, a player should include with it an accurate
   textual representation of the board. If e does not, the Minister of the
   Board may reject the Move at eir discretion, in which case the Move fails
   and has no effect.
   [[ Created by p1913. Modified by p1952.]]
     _________________________________________________________________

   Rule 1902/7
   Gardening 101
   Last Revision: nweek 89. [393]Revision History
   Keywords: Uncategorized
   A. Gardens
   Gardens are Game Objects. Each player has a Garden; Gardens may not be given
   away.
   Plants are Game Objects. Plants must always be in gardens; if a Plant isn't
   in a garden, it withers and dies. When a Plant dies, it is destroyed. Plants
   in gardens owned by players are called Proprietary Plants.
   Each type of Plant has a Watering Cost associated with it, and each garden
   owned by a player has a Gardening Cost. The Gardening Cost of a garden is
   the sum of the Watering Costs of the Plants in that garden. During each
   Checking Period, players may pay tildex for watering any garden. A statement
   to the effect of choosing to water one's Garden means that the player is
   paying tildex for watering equal to the Gardening Cost of that garden. At
   the end of each Checking Period, if the amount of tildex paid for watering a
   garden is less than the Gardening Cost of that Garden, the Plant in that
   Garden with the largest Watering Cost (ties settled at random) is destroyed,
   and this process is repeated until the amount of tildex paid for watering
   that garden is less than or equal to the new Gardening Cost of that Garden.
   If, at the end of a Checking Period, a Garden has more than 10 Plants in it,
   the one with the largest watering and weeding cost (ties settled at random)
   is destroyed, and this process is repeated until there are at most 10 Plants
   in the Garden.
   B. Fruits
   Fruits are Game Objects.
   Plants may have Fruits associated with them. At the beginning of each nweek,
   every Plant that existed during the preceding nweek creates one Fruit of
   each type of Fruit associated with that Plants.
   Any player may pick any Fruit off of any Plant, causing said Fruit to move
   to eir possession. However, no player may pick a Fruit if e already holds 5
   fruits (because eir arms are full), and no player may pick Fruits from more
   than three gardens e doesn't own in any given Checking Period (because it
   takes too long to run from garden to garden).
   C. The Town Square
   There exists a Garden called The Town Square. This garden is not owned by
   anyone, nor does anyone own Plants in the Town Square.
   D. Burning
   Any player may Burn a Plant in eir garden. Doing so destroys the Plant and
   gives the player 2 tildex.
   [[ Created by p1915. Modified by p1919, p1922, p1930, p1935, p1950, p1964,
   p2020. ]]
     _________________________________________________________________

   Rule 1903/2
   There is a rainbow
   Last Revision: nweek 77. [394]Revision History
   Keywords: Uncategorized
   The following are the Official Colors of B Nomic, in order:
   1. Red
   2. Orange
   3. Yellow
   4. Green
   5. Blue
   6. Indigo
   7. Violet
   Each player has a Color, which is either one of the Official Colors, or the
   string 'Murky Brown' or 'Clear'.
   All players are initially Clear.
   The cards whose names are the Official Colors of B Nomic, as well as the
   Card entitled 'Apple White', may be referred to as Color Cards.
   Any player may discard any three or more different Color Cards that are
   adjacent  in  the above ordering to get a prize based on the number so
   discarded, as follows:
   3 : ~30
   4 : ~80
   5 : ~100
   6 : ~120
   7 : ~160 and one point of Permanent Honor
   The  Card called 'Apple White' may be used as any color to make such a
   sequence, but the prize received for a sequence including an Apple White
   card is reduced by ~30.
   If a player discards a sequence that includes the Color Card whose name
   matches the player's color, then the prize for discarding is increased by
   ~30.
   If a Color Card is stained any of the Official Colors, it can only be used
   in a sequence as if it were the Color Card for that color. If it is stained
   any other color, it can't be used in a sequence at all.
   [[ Created by p1916. Modified by p1931, p1936. ]]
     _________________________________________________________________

   Rule 1905/0
   Clean Up After Yourselves
   Last Revision: nweek 79.
   Keywords: Uncategorized
   If  a  legal move is taken that would result in the update of a Public
   Display, and there is no Minister in charge of the Display in question, the
   Player who took that move must update the Display themselves within one full
   nday of taking the move. If the Player neglects to do so, then the move is
   considered to have been an illegal move.
   [[ Created by p1944. ]]
     _________________________________________________________________

   Rule 1906/2
   Seals
   Last Revision: nweek 88. [395]Revision History
   Keywords: Uncategorized
   A Seal is a block of ASCII text that a Ministry has reserved. A Minister may
   reserve any block of text as a Seal for eir Ministry, with the following
   restrictions:
   * A Minister may not reserve a block of text in common usage. Blocks in
   common usage include all English sentences and words, any textual graphics
   already used by the game (for example, specific PGo board states), and any
   components of either of these (Other blocks may also be in common usage; the
   Justice System should be called upon if the commonality of some string of
   text is in question).
   * No Ministry may ever have more than one Seal.
   * No Ministry may have a Seal reserved by a different Ministry
   A Minister using the Seal of eir ministry in a posting to a Public Forum is
   declaring  that  the Public Displays associated with that ministry are
   up-to-date. This shall count as an announcement to all players of that fact
   for the purposes of rule 129.
   [[ Created by p1945. Modified by p1959, p2015. ]]
     _________________________________________________________________

   Rule 1908/2
   Tomatoes on Vines
   Last Revision: nweek 89. [396]Revision History
   Keywords: Uncategorized
   A. Vines
   Vines are Plants with a Watering Cost of 5~. They have Tomatoes as their
   Fruit.
   B. Tomatoes
   B.1 What they are
   Tomatoes are Fruits. One nweek after a Tomato's creation, it becomes Rotten.
   Players may Plant Rotten Tomatoes they hold in any garden, destroying the
   Tomato and creating a Vine in that Garden. The vine so created is owned by
   the owner of the Garden (or by nobody, if the Garden is unowned).
   If a Tomato becomes Rotten while on a Vine, it falls off the Vine and is
   planted in the Garden the Vine was in.
   B.2 Food Fights
   Any player may Throw a Tomato they hold at any other player. 1d4 is rolled;
   on a 1, the target player is Hit with the Tomato and becomes Stained with
   Tomato juice. All eir cards also become Stained Red with Tomato Juice.
   Regardless of whether it hits, a Tomato is destroyed when thrown.
   Players  who are Stained With Tomato Juice are treated for all ruleset
   purposes as though they had one less Permanent Honor than they would have if
   they weren't so Stained.
   Cards which are Stained With Tomato Juice do nothing upon being played.
   Any player may discard two cards in eir hand that are Stained With Tomato
   Juice to draw a new card, but may not play any more cards during a checking
   period when e does this. Cards put into the Deck cease to be Stained.
   B.3 Free Throws
   Under certain circumstances, a player may be entitled to a Free Throw. If a
   player announces along with an intent to throw that they are claiming a Free
   Throw, and e is entitled to a free throw against the intended target, then
   the 1d20 is rolled for the throw instead of 1d4, and the Tomato hits on
   anything but a 20.
   If a player picks a Fruit from another player's Garden without that player's
   permission, the owner of the Garden gets one Free Throw against the picking
   player; this opportunity is lost one nweek after the picking (or when it's
   claimed, obviously).
   [[Created by p1964, Modified by p1974, p2028.]]
     _________________________________________________________________

   Rule 1909/0
   Thorns
   Last Revision: nweek 80.
   Keywords: Uncategorized
   Thorn Bushes are Plants with a Watering Cost of 6~. They have Thorn Seeds as
   their Fruits, and produce two each nweek instead of one.
   When a player picks a Fruit from a garden e doesn't own that contains a
   Thorn Bush, e may choose to Pick Slowly. E may only do this if e hasn't
   picked any Fruits from Gardens e doesn't own during that Checking Period,
   and after doing this, e may not pick any Fruits from any Gardens e doesn't
   own  for the rest of the Checking Period, because e spent so much time
   carefully getting Fruits from this one.
   If a Player picks a Fruit from a garden that e doesn't own and that contains
   a Thorn Bush, and that player doesn't Pick Slowly, that player loses 8
   points per Thorn Bush in the Garden instead, from being badly scratched up.
   Thorn Seeds are Fruits; any player may Plant a Thorn Seed they hold in their
   own Garden to create a Thorn Bush. If a Thorn Seed stays on a Thorn Bush for
   more than an nweek, it is eaten by squirrels and destroyed.
   If at any time no Thorn Bushes exist, one is created in the Town Square.
   [[Created by p1964.]]
     _________________________________________________________________

   Rule 1911/3
   At a retailer near You
   Last Revision: nweek 89. [397]Revision History
   Keywords: Uncategorized
   There exists a Game Object called the Store.
   The Store has a list called its Inventory; every entry in this list is a
   type of object which the Store is implicitly empowered to create.
   Every object type in the Store's Inventory has a price in tildex. If an
   object's price isn't specified elsewhere in the rules, then it has a price
   of 200~.
   Any player may Buy an object from the Store as a Game Action. To do this, e
   must select any type of object in the Inventory and give a quantity of
   tildex  equal to the price of said object to the Store. The Store then
   creates an instance of that object type and gives it to the purchasing
   player.
   The following types of objects are on the Store's Inventory:
   * Thorn Seeds: 130~
   These are defined by r1909.
   * Fluffy Bunnies: 250~
   A Fluffy Bunny may be used to destroy any single plant in any garden. Doing
   so destroys the Bunny.
   * Hungry Bunnies: 100~
   A Hungry Bunny may be used to raid any garden. Doing so destroys both a
   random plant in that garden and the Bunny.
   * Ninja Bunnies: 350~
   A Ninja Bunny may be used to steal any fruit from any player or plant at any
   time (this does not count as picking the fruit and so is not affected by
   side effects such as Thorn Bushes). A Ninja Bunny will not steal fruit from
   a player or garden if said player or garden has already been targeted by a
   Bunny that nweek (they can smell that another Bunny was there). Once a Ninja
   Bunny has stolen a fruit, it fades into the mists and is destroyed.
   * Smoke Bombs: 140~
   Smoke Bombs are Arena Tools. A Player with an Avatar may use a Smoke Bomb e
   holds on any Cube occupied by or adjacent to eir Avatar. This destroys the
   Bomb and causes the Cube to become full of smoke. If a player fires a jet of
   water  while eir Avatar is in a smoke-filled Cube, then eir AvSkill is
   treated as though it were 1 for the purposes of random decisions regarding
   that  jet.  If  a Cube is full of smoke and also Filled with Water, it
   immediately ceases to be full of smoke.
   * Shieldkit: 200~
   Shieldkits are Arena Tools. A Player with an Avatar may use a Shieldkit e
   holds on eir Avatar. This destroys the Shieldkit causes the Cube the Avatar
   is in to become Shielded. If a Shielded Cube is Hit by a Jet, the Jet's
   normal effects are cancelled (as the liquid boils away), and instead the
   Shielding is removed and the Cube becomes full of smoke [[really it should
   be steam, but it's basically the same thing]].
   * Water Jet: 200~ or free to New Players
   * Air Jet:
   * Flame Thrower:
   * A Rock: 50~
   [[Created by p1973, Modified by p1992, p2026.]]
     _________________________________________________________________

   Rule 1912/6
   Arena
   Last Revision: nweek 89. [398]Revision History
   Keywords: Uncategorized
   There exists a 4x4x4 grid known as the Arena. Positions on the Arena are
   known as Cubes and may be referred to by triples (1,1,1) through (4,4,4).
   Each  Cube may contain any number of Avatars. Avatars are Objects that
   represent Players. No two Avatars may represent the same Player, nor may an
   Avatar represent more than one Player. An Avatar must be in exactly one Cube
   at all times.
   Any Player may create an Avatar which represents em in a Cube on the edge of
   the Arena (that is, a Cube with at least two components of its triple equal
   to either 1 or 4), provided that there is no Avatar already representing em
   and the chosen Cube isn't Full. There exist the following Attributes, called
   Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These
   attributes must always have values that are positive integers. New players
   have all these stats set to 1.
   If an Avatar has no weapon within the Arena then e is given a Water Jet upon
   entering  the  Arena. New Players are given a Water Jet automatically.
   Continuing players must declare they have no weapon when they create a new
   Avatar.
   Each checking period, each Player may Take AvSpeed Turns. Taking a Turn
   consists of exactly one of the following actions:
   * Moving eir Avatar orthogonally (an orthogonal move consists of changing
   the value of exactly one component of the Avatar's triple by either +1 or
   -1).
   * Firing at a given Cube or Avatar.
   * Using any object denoted as an Arena Tool. Arena Tools may not be used
   except in this manner.
   When a Jet Hits a Cube, the Cube is said to be Full [[of whatever it is the
   Cube is Full of]] until the current nweek ends. No Avatar may enter a Cube
   that  is  Full. Full cubes are reset to empty at the start of the next
   consecutive nweek. Any Arena Tools contained in these cubes are placed in
   randomly determined cubes.
   If a Jet Hits a Cube with one or more Avatars, each Avatar in that Cube Gets
   Destroyed with probability A/(A+B), where A is the AvPower of the Player
   represented by the Avatar that Fired the Jet, and B is the AvStrength of the
   Player represented by the Avatar in the Cube where the Jet Hit.
   If an Avatar Gets Destroyed, that Avatar no longer exists.
   _Arena Weapons_
   Arena weapons may not be exported from the Arena game.
   Water Jet
   -description
   A Water Jet is an Arena Weapon.
   Water replaces any fire in the Cube Hit.
   -firing
   The  specified  Cube must be orthogonally adjacent to the Avatar. With
   probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube
   orthogonally  adjacent to the specified one. Otherwise, a Jet Hits the
   specified Cube. (The Attributes refer to the Player Taking the Turn.)
   -hitting
   When an entities' Avatar Fires a Jet of Water, the Jet of Water Hits a Cube
   containing a different Avatar, and that different Avatar Gets Destroyed,
   then the entity whose Avatar did the firing is said to have Soaked the
   entity whose Avatar was destroyed.
   When a player Soaks another player, then the player who did the Soaking may
   increase a single one of eir Stats by 1. E must do this within one nweek of
   the Soaking, or else e loses eir chance. E may not do this more than once
   per Soaking.
   Air Jet
   -description
   An Air Jet is an Arena weapon.
   An avatar Hit by an Air Jet is not destroyed [[only displaced]].
   -firing
   If the target Avatar is in a Cube orthagonally adjacent to the Avatar. With
   probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen
   Avatar (if there be one) in a randomly determined Cube orthagonally adjacent
   to  the  specified  one.  Otherwise,  a Jet Hits the specified Avatar.
   [[confusing but workable - can be tidied when re-writing definitions in
   positive tense]]
   If  the target Avatar is sharing the same Cube as the Avatar, then the
   probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding
   the maximum AvSkill limit)).
   (All attributes refer to the Player Taking the Turn.)
   -hitting
   When an entities' Avatar Fires a Jet of Air and the Jet of Air Hits another
   Avatar, then the Hit Avatar is propelled one Cube away from the Avatar who
   Hit  em, along the same trajectory they were Hit from [[as logic would
   declare the direction you were pushed in]].
   If the Hit Avatar shares the same Cube as the targeting Avatar, then the Hit
   Avatar is propelled in the direction chosen by the firing Avatar when the
   shot is declared.
   If the Avatar cannot be moved in the proper direction, a random direction
   other than the one the shot came from is chosen with an equal probability.
   Flame Thrower
   -description
   A Flame Thrower is an Arena weapon.
   Fire replaces any water in the Cube Hit.
   -firing
   The  specified  cube must be orthogonally adjacent to the Avatar. With
   probability (AvPower / (AvPower + AvSkill)) / 2 , a Jet Hits a randomly
   chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet
   Hits the specified Cube.
   (The Attributes refer to the Player Taking the Turn.)
   -hitting
   When an entities' Avatar Fires a Jet of Flame, the Jet of Flame Hits a Cube
   containing a different Avatar, and that different Avatar Gets Destroyed,
   then the entity whose Avatar did the firing is said to have Toasted the
   entity whose Avatar was destroyed.
   When a player Toasts another player, then the player who did the Toasting
   may increase a single one of eir Stats by half (.5). E must do this within
   one nweek of the Toasting or else e loses eir chance. E may not do this more
   than once per Toasting.
   This half stat does not count towards any maths! only whole integers do.
   Rock
   -description
   A Rock is an Arena weapon.
   Rocks are heavy, so a Avatar may only hold a rock if e posseses no other
   weapons. An Avatar may only hold one rock at a time. An Avatar Hit by a Rock
   is not destroyed.[[only dazed! :D]]
   -firing
   If the target Avatar is in a Cube orthogonally adjacent to the Avatar. With
   probability AvPower / (AvPower + AvSkill) , a Rock Hits a randomly chosen
   Avatar (if there be one) in a randomly determined Cube orthogonally adjacent
   to  the  specified  one.  Otherwise, a Rock Hits the specified Avatar.
   [[confusing but workable - can be tidied when re-writing definitions in
   positive tense]]
   If  the  target  Avatar  shares  the same Cube as the Avatar, then the
   probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding
   the maximum AvSkill limit)).
   (All Attributes refer to the Player Taking the Turn.)
   -hitting
   When an entities' Avatar throws a Rock and the Rock Hits another Avatar,
   then the Hit Avatar decends rapidly down to the floor of the arena [[as
   logic would dictate - straight down]]. Down is always defined by level/grid
   1 of the Arena, whatever level/grid 1 may be. If an Avatar cannot decend to
   level/grid one then they decend as far as they are able.
   When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one
   before e may make a move within the Arena. The Rock disintegrates and is no
   more.
   If an Avatar is found, and it is declared on the public forum, to have taken
   a move and e has not decreased a Stat e should have decreased, then the
   number e should decrease eir Stats by is increased by one. If the number
   that e should decrease eir Stats by becomes greater than half the Stats that
   they own then the player to declare it may increase eir Stats by one (before
   the next checking period). The player who should have decreased eir Stats
   loses any Arena items and has eir Stats for the Arena reset to New Player.
   [[Created by p1983. Revised by p1992, p2002, p2004, p2008, p2016, p2026.]]
     _________________________________________________________________

   Rule 1913/2
   Alcohol
   Last Revision: nweek 89. [399]Revision History
   Keywords: Uncategorized
   {Chutzpah 3}
   Fermenting is an Action. A Player may choose to Ferment any Fruit e has, or
   any Fruit in eir garden, at any time by paying 5~.
   When a Player Ferments a Fruit, the Fruit changes into an X Drink, where X
   was the type of Fruit. An X Drink is a Drink for all values of X. The new
   Drink is in the possession of the Player who fermented the Fruit.
   All Players have an Attribute called Blood Alcohol Content, which may be
   referred to as BAC. A Player's BAC is initially 0.
   Drinking is an Action. A Player may Drink a Drink in eir possession at any
   time. When e does, eir BAC is incremented by 1, the Drink ceases to exist,
   and e receives 10 points.
   A Player with BAC 0 may be referred to as Sober. At the end of each Checking
   Period, the BAC of each Player who is not Sober is decremented by 1.
   A  Player is said to be Blacked Out if eir BAC equals or exceeds 10. A
   Blacked Out Player may not perform any of the following actions:
   * Drinking
   * Fermenting
   * Picking fruits
   * Watering plants
   * Planting fruits
   * Creating, moving, or otherwise using an Avatar in the Arena
   When a nonsober player attempts any of the above actions, e must roll 1d10;
   if the roll is lower than eir BAC, then the attempt fails and the player may
   not perform that action for the rest of the checking period.
   Players who are not Sober are encouraged to be unusually silly.
   [[Created by p1984. Chutzpah 3. Amended by p2023]]
     _________________________________________________________________

   Rule 1914/1
   Potions
   Last Revision: nweek 87. [400]Revision History
   Keywords: Uncategorized
   A. Definition
   Potions are Game Objects with attributes Recipe and Effects. Recipe is a
   unique string, (meaning no two Potions may have the same Recipe) delimited
   by double quotes, which contains a list of Value/Ingredient pairs, of format
   (Value Ingredient) where Value is a number or mathematical statement, and
   Ingredient  is  a  posessable  Game  Object  with  an optional list of
   non-ingredient conditions appended to it. To create a Potion, a Player must
   Follow a Recipe by destroying a number of each Ingredient in a Recipe equal
   to the Value corresponding to that Ingredient, and fulfill all appended
   conditions. All Ingredients destroyed in this manner must be owned by the
   destroying Player. Players may not destroy Ingredients for Potions unless
   they destroy all of the Ingredients for that Potion, nor may they destroy
   more  Ingredients  than  the  Recipe  calls  for. After destroying the
   Ingredients, the Player then recieves one Potion of the type corresponding
   to the Recipe followed. Effects is a string describing a set of changes to
   the gamestate. The word 'you' in Effects refers to the Player drinking the
   Potion.
   B. Permissable Actions
   Players may drink Potions they own at any time. When a Player drinks a
   Potion, the changes listed in that potions Effects occur. When a Potion is
   drunk, it is destroyed.
   C. List
   All Potions must be listed as subsections of this rule. No Potions exist
   except those listed as subsections of this rule.
   C.1 Bloody Harry
   A Bloody Harry is a Potion with Recipe "(1 Tomato Drink) (1 Thorn Drink)"
   and Effects "Your AvPower is increased by 2 until the end of the current
   nweek. Your AvSkill is decreased by 1 until the end of the current nweek."
   C.2 Rainbow Potions
   Rainbow Potions are Potions with Recipe "(The number of types of Fruit that
   exist, Different drinks)" and Effects "You are considered to be Following
   the Rainbow for one nday. When you are no longer Following the Rainbow, you
   find (get) a Pot of Gold."
   [[Created by p1991. Amended by p2005.]]
     _________________________________________________________________

   Rule 1915/0
   Waterspouts
   Last Revision: nweek 85.
   Keywords: Uncategorized
   Waterspouts are Plants. They have a Watering Cost of -8~; that is, the total
   per-checkpoing watering and weeding costs for a Garden is reduced by 8~ for
   every Waterspout in that garden. If this results in negative costs, the cost
   is treated as 0 (so the owner of a Garden containing only Waterspouts does
   not gain Tildex for it).
   Any player holding a Thorn Seed Drink, a Rotten Tomato, and at least 30~,
   and whose Avatar is adjacent to a Cube Filled with Water, may mix the Tomato
   and the Tildex into the Thorn Drink and dip the whole thing in the Water to
   create a Waterspout Concoction. This destroys the Drink, the Tomato, and the
   Tildex.
   A Waterspout Concoction may be poured on any Plant to turn that Plant into a
   Waterspout (it ceases to be whatever other type of plant it was).
   Water Pods are Fruits, produced by Waterspouts. Water Pods are Arena Tools.
   A Water Pod may be used to cause any Cube with no Avatars in it to become
   Filled with Water.
   [[Created by p1994.]]
     _________________________________________________________________

   Rule 1916/0
   The Five-Week Plan
   Last Revision: nweek 87.
   Keywords: Uncategorized
   A. State-based Occurences
   If the current nweek's number is evenly divisible by five, the current nweek
   is a Great Leap Forward.
   When an nweek begins, if it is a Great Leap Forward, all players recieve one
   Advancement token.
   At the end of any nweek which is also a Great Leap Forward, all Advancement
   tokens are destroyed and every player loses 20 points and 1 Permanent Honor
   for each Advancement token they used during the Great Leap Forward.
   Players may only use Advancement tokens they own. Advancement tokens may
   only be used once.
   B. Permissable Actions
   Any player may use an Advancement token to temporarily double all of their
   Arena stats. Any stat doubled in this manner is halved (rounded down) at the
   end of the current checking period.
   Any  player may use an Advancement token to cause all Avatars in Cubes
   orthagonally or diagonally adjacent [[player's choice]] to the Cube their
   Avatar is in to be destroyed with a probability of 1/5. This probability is
   computed on a Cube-by-Cube basis, so that if mulitple Avatars are in one
   affected Cube, they are either all destroyed or all not destroyed.
   Any player may use an Advancement token to make three legal Board Game moves
   in one checking period. [[This includes creating Pieces]]
   Any player may use an Advancement token to draw four cards.
   Any player may use an Advancement token to get a Pot of Gold and 50 tildex.
   [[Created by p2005.]]
     _________________________________________________________________

   Rule 1917/0
   Pots of Gold
   Last Revision: nweek 87.
   Keywords: Uncategorized
   A. Definition
   Pots of Gold are Game Objects. When a Pot of Gold is created, 100 tildex are
   created and put in it. A Player who owns a Pot of Gold may not give or sell
   it to anyone, ever. Only the Player who owns any given Pot of Gold may
   remove or add tildex from it. Pots of Gold cannot hold anything but tildex,
   and cannot hold more than 300 tildex. At the end of every nweek, for each
   Pot of Gold a Player owns, e puts n tildex into it, where n is 100 minus the
   number of tildex in the Pot of Gold. If n <= 0, nothing happens. If a Player
   does not have enough tildex to pay this, they put all of eir tildex into the
   Pot of Gold, and the Pot of Gold is destroyed, as are all tildex that were
   in it.
   B. Legalese
   Tildex that are in Pots of Gold are not owned by Players. They may not be
   used by anyone for any purpose until they have been removed from the Pot of
   Gold.  No  individual  tilde  may  be  in  more  than  one Pot of Gold
   simultaneously.
   C. Acquisition
   Pots of Gold may be acquired by drinking a Rainbow Potion (see _Potions_) or
   by spending one Advancement token (see _The Five-Week Plan_).
   [[Created by p2005.]]
     _________________________________________________________________

   Rule 1918/0
   More Plants
   Last Revision: nweek 87.
   Keywords: Uncategorized
   A. Blood Ferns
   Blood Ferns are Plants, with a watering cost of 7 tildex and with Blood
   Spores  as their Fruits. Blood Spores are Fruits; a Blood Spore may be
   planted in any Garden to create a Blood Fern in that Garden (this destroys
   the Spores). If at any time no Blood Ferns or Blood Spores exist, a Blood
   Fern is created in the Town Square.
   B. Lemon Trees
   Lemon Trees are Plants with a watering cost of 2 tildex and with Lemons as
   their Fruits. WIth regards to limits on the number of plants in a garden, a
   Lemon Tree takes up the space of two plants. Lemons are Fruits. When a
   player with a Lemon has their Avatar Fire a Jet of Water, e may use a Lemon
   Drink to increase the shot's power: if the Jet hits an Avatar, the Firing
   Avatar gets a +1 bonus to eir power for the purposes of deciding if that
   Avatar Gets Destroyed (the bonus is not permanent; it only applies to rolls
   made for that particular Jet of Water). No more than two Lemons may be used
   this way on any one Jet of Water. Lemon Trees don't grow around here, but
   any player may create one in any garden by paying 60~ (to import one from
   further south). Lemon Trees may not be destroyed by Bunnies.
   C. Sasquash Pods
   Sasquash Pods are Plants with no Fruit, and a watering cost of 10~. Each
   Sasquash Pod can be in one of two stages, Young or Mature. Sasquash Pods are
   initially Young. One nweek after a Sasquash Pod is planted, it becomes
   Mature.  One  nweek  after  a Sasquash Pod becomes Mature, it Hatches,
   destroying it and giving its owner a Sasquash. If no player owns it, it is
   simply destroyed.
   Huge Seeds are Game Objects; a Huge Seed may be planted in any Garden to
   create a Sasquash Pod in that Garden (doing so destroys the seed).
   D. Alchemy
   Any player who has a Thorn Seed, a Lemon Drink, and a Blood Spore Drink may
   mix the three together, destroying them and creating a Huge Seed.
   [[Created by p2006.]]
     _________________________________________________________________

   Rule 1919/1
   Spells
   Last Revision: nweek 89. [401]Revision History
   Keywords: Uncategorized
   __Spells__
   A. Definition
   Spells are Technologies. However:
   * Nonplayer entities may not possess spells.
   * No player may possess more than three spells.
   * When a player gives a spell at level N to another player, the receiving
   player only gets that spell at level N-4, or at level 1 if N-4 < 1.
   * Except when the rules state otherwise, all spells have levels, but only
   20. (i.e., you can't have it a level 21 unless the rules explicitly permit
   you to)
   * Except when the rules state otherwise, a player with a Spell at level N
   also has that spell at all levels less than N.
   * No player may spend Research Points to gain a spell at level N for N>1
   unless e already has it at level N-1.
   A player who gains a spell is said to have Learned that spell. A player who
   has a spell is said to Know that spell. A player who loses a spell e possess
   is said to have Forgotten that spell.
   If a spell permits a player to take perform a certain action, then that
   action is considered a Spell Action (unless the rules explicitly state
   otherwise); a player who takes that action is said to have Cast that Spell.
   No player may cast more than one spell per checking period (again, unless
   the rules explicitly state otherwise).
   Any player may forget any spell they know at any time.
   B. The Spellbook
   The following spells exist:
   B.1. Blight
   Blight is a spell; it costs 200 Research points for level 1, and 40 Research
   points for each higher level. A player may Cast Blight at level N. To do so
   e must choose some number of plants in a single Garden. Each chosen plant is
   destroyed with probability (((N-1)%5) +1)/6. If e is casting it at level 5
   or lower, or at levels 11 through 15, then e may only choose a single plant;
   otherwise e may choose up to three plants. If e is casting it at level 10 or
   lower, then e may only choose plants that are in a Garden from which e has
   successfully picked a Fruit during this nweek.
   [[ So at level 5, you pick a plant in any garden you've visited recently and
   destroy it with probability 5/6; at level 6 you only have probability of 1/6
   per plant, but you can choose up to three plants; at level 10 you have 5/6
   per plant and up to three plants; at 11 you have 1/6 again, and only one
   plant again, but you can hit any garden; at 20 you can pick three plants
   from any garden and you have a 5/6 chance of destroying each of them]]
   B.2. Reincarnation
   Reincarnation is a spell, costing 150 Research Points for level 1, and 55
   Research points for each higher level. A player may Cast Reincarnation at
   level N. To do so e must choose some number of plants that were destroyed in
   the past checking period(s); each chosen plant is recreated in the Garden it
   was in with probability (((N-1)%5) +1)/6, unless that garden cannot hold
   more plants, in which case the plant isn't recreated.
   If e is casting Reincarnation at level 5 or lower, or at levels 11 through
   15, then e may only choose plants that were destroyed during the current or
   the previous Checking Period. Otherwise, e may choose any plants that were
   destroyed during the past three Checking Periods.
   If e is casting Reincarnation at level 10 or lower, then e may only choose a
   single plant; otherwise, e may choose up to three plants.
   B.3. Slight of Hand
   Slight of Hand is a spell costing 50 Research Points for level 1 and 10*N-10
   points for each level above 1.
   A player may cast Slight of Hand at level N. To do so, e must choose X cards
   in eir own hand and X-1 cards in another player's hand, where X is a number
   between 1 and N/3, rounded down. 1d20 is rolled. If the roll is less than or
   equal to N, then the two sets of cards are swapped. Otherwise, the X cards
   in the caster's hand are discarded.
   B.4. Chromomancy
   Chromomancy is a spell costing 10*N Research Points for level N. A player
   may cast Chromomancy at level N. The casting then has Power P = N%5 (where %
   is the modulus operator).
   If N is 5 or lower, then the caster must choose a color that is within P of
   their own color in the standard ordering of the official colors of B Nomic.
   The caster becomes that color. If e was clear, e may choose any color; if e
   was Murky Brown, e becomes Clear instead.
   If N is greater than 5 but less than 11, then the effects are as described
   above, except that the caster may choose any player to change color, and the
   new color must be with P of the target's current color.
   If N is in the interval [11,15], then the caster may discard any color card
   in eir Hand to take a color card from the Deck whose color is P away from
   the discarded card's color (again under the standard ordering).
   Finally, if N is 16 or higher, the player may choose any two of the above
   effects (or any one effect twice) and do both.
   B.5. Alcomancy
   Alcomancy is a spell costing 100 Research Points for level 1 and 80 Research
   points for each additional level. A player may cast Alcomancy at level N.
   Doing so has the following effects:
   At level 1-5, ferment up to N/2 fruits you hold for free, rounded up.
   At level 6-10, increase or decrease your BAC by up to (N-5)/2, rounded up.
   At level 11-15, ferment up to (N-10)/2 fruits held by any player, rounded
   up.
   At level 16-20, increase or decrease any player's BAC by (N-15)/2, rounded
   up.
   When you ferment fruits held by other players, those players get the drinks,
   not you.
   [[Created by p2018. Amended by p2023.]]
     _________________________________________________________________

   Rule 1920/0
   King For a Day
   Last Revision: nweek 89.
   Keywords: Uncategorized
   A. State-Based Occurrences
   At the beginning of each nweek that is not a Great Leap Forward, 1d15 is
   rolled. If the result is the number of one of the ndays in the current
   nweek, that nday gains the attribute Coronation Day.
   On Coronation Day, the Avatar of each Player who has made a Claim To The
   Throne is replaced with an Avatar Token owned by that Avatar's owner. Each
   Avatar so replaced is placed in a newly created Royal Arena at coordinates
   equal to the coordinates of its corresponding Avatar Token. When Coronation
   day ends, if only one Avatar remains in the Royal Arena, the Player who owns
   that Avatar becomes King until the end of the nday immediately following
   Coronation Day.
   At the end of every nday, any Player who is King recieves 100~, 2TH, and
   1TG.
   Illegal Cards have the string " *ILLEGAL*" appended to their names and may
   not be played.
   Illegal P-Specs have the string " *ILLEGAL* appended to their names in the
   book of Piece, and may not be created or moved.
   Illegal Cubes have the string *!* in their ASCII representation, and may not
   be entered. Any Avatar in a Cube when that Cube becomes Illegal is randomly
   placed in an adjacent Cube.
   B. Legal Actions
   On any nday prior to Coronation Day, any Player may publicly make a Claim To
   The Throne.
   Any Player whose Avatar is in a Royal Arena may take up to fifteen Turns. If
   a Player takes fifteen Turns while their Avatar is in a Royal Arena, all of
   their Stats become 0 until the end of the nday, at which point they return
   to their former status.
   The King may, once per nday, excercise eir Royal Authority. Excercising eir
   Royal Authority is defined as taking any of the following bulleted actions:
   * Permanently incrementing or decrementing any number of Tildex, Points, or
   Research Points found in the body of any Rule by up to x + 2, where x is
   that number modulus 10.
   * Creating an instance of any card and playing it or putting it into eir
   hand.
   * Removing any one Piece from the Board.
   * Causing any one Card to be Illegal for the remainder of the nweek, any one
   P-Spec to be Illegal for the remainder of the nweek, or any one Cube to be
   Illegal for the remainder of the nweek.
   C. Things
   Avatar Tokens are Game Objects. Avatar Tokens may only exist in Cubes in the
   Arena. Avatar Tokens are denoted by the character T preceded by the ascii
   representation of it's owner's Avatar. Avatar Tokens cannot be destroyed or
   otherwise removed from the Arena by any means whatsoever excepting those
   specified in Part C of this Rule. If a Player would successfully shoot a Jet
   of Water into a Cube containing an Avatar Token, that Jet is deflected into
   the Cube from which it was shot. [[Yes, this does mean you can hide behind
   other people's tokens.]]
   A Royal Arena, when created, has all the characteristics of the Arena when
   it was first created. When an Avatar in a Royal Arena would be destroyed,
   that Avatar instead replaces the Avatar Token representing it in the Arena
   and one of its owners Stats is decreased by 1 at the discretion of the
   Player whose Avatar destroyed it, with the restriction that none of eir
   Stats may be lowered to 0. A Player whose Avatar destroys another Avatar in
   a Royal Arena does not get to increase any of eir Stats. No more than one
   Royal Arena may exist at a time. At the beginning of every nday, all Royal
   Arenas are destroyed. All Avatars in a Royal Arena when it is destroyed
   replace the Avatar Tokens representing them in the Arena.
   [[Created by p2017.]]
     _________________________________________________________________

   Rule 1921/0
   Inventories
   Last Revision: nweek 89.
   Keywords: Uncategorized
   Certain objects may be designated Inventory Objects, which may also be
   referred to as Tools. Each Tool has a body of text associated with it called
   its Effects; this describes what happens when a player uses the Tool, and
   may also include general effects of having the Tool and other such things.
   The Effects field of a Tool may only be changed as explictly permitted by
   the rules. It is acceptable to have a subsection of an existing rule be the
   Effects field of a given Tool.
   [[Created by p2029.]]
     _________________________________________________________________

   Rule 1922/0
   Traps
   Last Revision: nweek 90.
   Keywords: Uncategorized
   -the creating
   Place Traps in the arena according to the following equation:
   If the number of Traps in the arena is less than, or equal to, the number of
   traps available to the arena divided by two and rounded up the the next
   complete integer, then increase by one the number of Traps available and
   restock the Traps in the arena until the maximum available Traps are in the
   arena.
   [[TrapsInArena <= TrapsAvailable/2 (rounded up) then TrapsAvailable+1, place
   traps until TrapsInArena == TrapsAvailable OR If x <= (y/2) then y+1 and x=y
   ]]
   If the number of Traps available is less then one, then make four Traps
   available.
   [[if TrapsAvailable=<1 then TrapsAvailable=4 OR if y=0 then y=4 ]]
   Traps shall be displayed in the Arena using the asci symbol '@'.
   [[Traps may be displayed elsewhere as "x/y" where x is the number of Traps
   in the Arena and y is the number of Traps available to the Arena.]]
   -the moving
   Traps are to be placed in any randomly determined location that is empty.
   Traps may be moved to either a randomly determined location that contains no
   Avatar(s), or to any cube that is orthagonally adjacent to its previous
   position.
   Each checking period one randomly chosen Trap is Moved to a random location
   that contains no Avatar, unless a Trap has already been Moved this checking
   period.[[Traps are seen to have moved at the end of the previous checking
   period rather than the start of the next, although for convenience they will
   probably be moved when a check point is declared.]]
   -the dying
   Any avatar entering a cube that contains a trap is killed [[feel free to
   enter your own descriptions of the death here]], the Trap is removed, and
   the player must decrease a single one of eir Stats by 1 before creating a
   new Avatar.
   -tokens
   If a players Avatar deliberately caused a Trap to be removed [[say, for
   example, by using an Air Jet to push another Av into a Trap, or by moving a
   Trap into another players Avatar]] then that player gains a Trap token (this
   may be denoted by '@' at the end of eir Stats list).
   Trap tokens can be spent at any time to move a single Trap. Spent tokens
   cease to exist when a Trap is moved.
   [[Created by p2026.]]
     _________________________________________________________________

References

   1. http://www.bnomic.org/history.php?rn=0
   2. http://www.bnomic.org/bykeyword.php?k=Administrator
   3. http://www.bnomic.org/bykeyword.php?k=Emergency
   4. http://www.bnomic.org/bykeyword.php?k=Forum
   5. http://www.bnomic.org/bykeyword.php?k=Paradox
   6. http://www.bnomic.org/bykeyword.php?k=Time
   7. http://www.bnomic.org/history.php?rn=367
   8. http://www.bnomic.org/history.php?rn=1294
   9. http://www.bnomic.org/history.php?rn=1753
  10. http://www.bnomic.org/history.php?rn=1
  11. http://www.bnomic.org/history.php?rn=966
  12. http://www.bnomic.org/history.php?rn=1597
  13. http://www.bnomic.org/history.php?rn=1867
  14. http://www.bnomic.org/history.php?rn=2
  15. http://www.bnomic.org/bykeyword.php?k=Abstract
  16. http://www.bnomic.org/bykeyword.php?k=Definitions
  17. http://www.bnomic.org/bykeyword.php?k=Names
  18. http://www.bnomic.org/bykeyword.php?k=Objects
  19. http://www.bnomic.org/history.php?rn=245
  20. http://www.bnomic.org/history.php?rn=1107
  21. http://www.bnomic.org/history.php?rn=1699
  22. http://www.bnomic.org/history.php?rn=3
  23. http://www.bnomic.org/bykeyword.php?k=Clock
  24. http://www.bnomic.org/bykeyword.php?k=Time
  25. http://www.bnomic.org/bykeyword.php?k=Watch
  26. http://www.bnomic.org/history.php?rn=158
  27. http://www.bnomic.org/history.php?rn=158
  28. http://www.bnomic.org/history.php?rn=225
  29. http://www.bnomic.org/history.php?rn=247
  30. http://www.bnomic.org/history.php?rn=489
  31. http://www.bnomic.org/history.php?rn=645
  32. http://www.bnomic.org/history.php?rn=707
  33. http://www.bnomic.org/history.php?rn=866
  34. http://www.bnomic.org/history.php?rn=928
  35. http://www.bnomic.org/history.php?rn=1814
  36. http://www.bnomic.org/history.php?rn=4
  37. http://www.bnomic.org/bykeyword.php?k=Revision
  38. http://www.bnomic.org/bykeyword.php?k=Rules
  39. http://www.bnomic.org/history.php?rn=103
  40. http://www.bnomic.org/history.php?rn=104
  41. http://www.bnomic.org/history.php?rn=108
  42. http://www.bnomic.org/history.php?rn=1107
  43. http://www.bnomic.org/history.php?rn=5
  44. http://www.bnomic.org/bykeyword.php?k=Revision
  45. http://www.bnomic.org/bykeyword.php?k=Rules
  46. http://www.bnomic.org/history.php?rn=104
  47. http://www.bnomic.org/history.php?rn=461
  48. http://www.bnomic.org/history.php?rn=463
  49. http://www.bnomic.org/history.php?rn=1881
  50. http://www.bnomic.org/history.php?rn=6
  51. http://www.bnomic.org/bykeyword.php?k=Definitions
  52. http://www.bnomic.org/bykeyword.php?k=Proposals:Making
  53. http://www.bnomic.org/history.php?rn=1026
  54. http://www.bnomic.org/history.php?rn=1123
  55. http://www.bnomic.org/history.php?rn=1699
  56. http://www.bnomic.org/history.php?rn=7
  57. http://www.bnomic.org/history.php?rn=1093
  58. http://www.bnomic.org/history.php?rn=8
  59. http://www.bnomic.org/history.php?rn=108
  60. http://www.bnomic.org/history.php?rn=1212
  61. http://www.bnomic.org/history.php?rn=9
  62. http://www.bnomic.org/bykeyword.php?k=Random
  63. http://www.bnomic.org/history.php?rn=10
  64. http://www.bnomic.org/bykeyword.php?k=Rules
  65. http://www.bnomic.org/history.php?rn=375
  66. http://www.bnomic.org/history.php?rn=461
  67. http://www.bnomic.org/history.php?rn=1813
  68. http://www.bnomic.org/history.php?rn=11
  69. http://www.bnomic.org/bykeyword.php?k=Gameplay:Rules
  70. http://www.bnomic.org/bykeyword.php?k=Gameplay:Rules:Rulebooks
  71. http://www.bnomic.org/bykeyword.php?k=Gameplay:Rules:Rulebooks:Ruleset
  72. http://www.bnomic.org/bykeyword.php?k=Rules
  73. http://www.bnomic.org/history.php?rn=103
  74. http://www.bnomic.org/history.php?rn=108
  75. http://www.bnomic.org/history.php?rn=1705
  76. http://www.bnomic.org/history.php?rn=1792
  77. http://www.bnomic.org/history.php?rn=1867
  78. http://www.bnomic.org/bykeyword.php?k=Players
  79. http://www.bnomic.org/bykeyword.php?k=Rules
  80. http://www.bnomic.org/history.php?rn=13
  81. http://www.bnomic.org/bykeyword.php?k=Abstract
  82. http://www.bnomic.org/bykeyword.php?k=Definitions
  83. http://www.bnomic.org/bykeyword.php?k=Objects
  84. http://www.bnomic.org/bykeyword.php?k=Players
  85. http://www.bnomic.org/history.php?rn=308
  86. http://www.bnomic.org/history.php?rn=730
  87. http://www.bnomic.org/history.php?rn=1649
  88. http://www.bnomic.org/history.php?rn=1699
  89. http://www.bnomic.org/history.php?rn=1880
  90. http://www.bnomic.org/history.php?rn=14
  91. http://www.bnomic.org/bykeyword.php?k=Definitions
  92. http://www.bnomic.org/bykeyword.php?k=Forfeit
  93. http://www.bnomic.org/bykeyword.php?k=LostSoul
  94. http://www.bnomic.org/bykeyword.php?k=Player
  95. http://www.bnomic.org/bykeyword.php?k=Players
  96. http://www.bnomic.org/bykeyword.php?k=ProposingEntity
  97. http://www.bnomic.org/history.php?rn=1449
  98. http://www.bnomic.org/history.php?rn=1699
  99. http://www.bnomic.org/history.php?rn=15
 100. http://www.bnomic.org/bykeyword.php?k=Voting
 101. http://www.bnomic.org/bykeyword.php?k=Voting
 102. http://www.bnomic.org/history.php?rn=157
 103. http://www.bnomic.org/history.php?rn=158
 104. http://www.bnomic.org/history.php?rn=928
 105. http://www.bnomic.org/history.php?rn=1066
 106. http://www.bnomic.org/history.php?rn=1087
 107. http://www.bnomic.org/history.php?rn=1100
 108. http://www.bnomic.org/history.php?rn=1274
 109. http://www.bnomic.org/history.php?rn=1281
 110. http://www.bnomic.org/history.php?rn=1320
 111. http://www.bnomic.org/history.php?rn=1337
 112. http://www.bnomic.org/history.php?rn=1437
 113. http://www.bnomic.org/history.php?rn=1461
 114. http://www.bnomic.org/history.php?rn=1466
 115. http://www.bnomic.org/history.php?rn=1608
 116. http://www.bnomic.org/history.php?rn=1695
 117. http://www.bnomic.org/history.php?rn=1699
 118. http://www.bnomic.org/history.php?rn=1813
 119. http://www.bnomic.org/history.php?rn=1864
 120. http://www.bnomic.org/history.php?rn=16
 121. http://www.bnomic.org/bykeyword.php?k=Forum
 122. http://www.bnomic.org/history.php?rn=1381
 123. http://www.bnomic.org/history.php?rn=1644
 124. http://www.bnomic.org/history.php?rn=1684
 125. http://www.bnomic.org/history.php?rn=1814
 126. http://www.bnomic.org/history.php?rn=18
 127. http://www.bnomic.org/bykeyword.php?k=Rules
 128. http://www.bnomic.org/history.php?rn=111
 129. http://www.bnomic.org/history.php?rn=1815
 130. http://www.bnomic.org/history.php?rn=19
 131. http://www.bnomic.org/bykeyword.php?k=Proposal
 132. http://www.bnomic.org/bykeyword.php?k=Proposals
 133. http://www.bnomic.org/bykeyword.php?k=Proposals:General
 134. http://www.bnomic.org/bykeyword.php?k=Proposals:Unauthored
 135. http://www.bnomic.org/history.php?rn=104
 136. http://www.bnomic.org/history.php?rn=106
 137. http://www.bnomic.org/history.php?rn=111
 138. http://www.bnomic.org/history.php?rn=119
 139. http://www.bnomic.org/history.php?rn=652
 140. http://www.bnomic.org/history.php?rn=843
 141. http://www.bnomic.org/history.php?rn=877
 142. http://www.bnomic.org/history.php?rn=1202
 143. http://www.bnomic.org/history.php?rn=1276
 144. http://www.bnomic.org/history.php?rn=1285
 145. http://www.bnomic.org/history.php?rn=1465
 146. http://www.bnomic.org/history.php?rn=1528
 147. http://www.bnomic.org/history.php?rn=1699
 148. http://www.bnomic.org/history.php?rn=1813
 149. http://www.bnomic.org/history.php?rn=1832
 150. http://www.bnomic.org/history.php?rn=1848
 151. http://www.bnomic.org/history.php?rn=1881
 152. http://www.bnomic.org/history.php?rn=21
 153. http://www.bnomic.org/bykeyword.php?k=Points
 154. http://www.bnomic.org/bykeyword.php?k=Score
 155. http://www.bnomic.org/history.php?rn=105
 156. http://www.bnomic.org/history.php?rn=140
 157. http://www.bnomic.org/history.php?rn=184
 158. http://www.bnomic.org/history.php?rn=984
 159. http://www.bnomic.org/history.php?rn=1013
 160. http://www.bnomic.org/history.php?rn=1096
 161. http://www.bnomic.org/history.php?rn=1201
 162. http://www.bnomic.org/history.php?rn=1208
 163. http://www.bnomic.org/history.php?rn=1311
 164. http://www.bnomic.org/history.php?rn=1312
 165. http://www.bnomic.org/history.php?rn=1370
 166. http://www.bnomic.org/history.php?rn=1386
 167. http://www.bnomic.org/history.php?rn=1410
 168. http://www.bnomic.org/history.php?rn=1468
 169. http://www.bnomic.org/history.php?rn=1584
 170. http://www.bnomic.org/history.php?rn=1840
 171. http://www.bnomic.org/history.php?rn=23
 172. http://www.bnomic.org/bykeyword.php?k=CheckingPeriod:Third
 173. http://www.bnomic.org/bykeyword.php?k=Clock:Stopping
 174. http://www.bnomic.org/bykeyword.php?k=OnNweek
 175. http://www.bnomic.org/bykeyword.php?k=Proposals:Voting
 176. http://www.bnomic.org/bykeyword.php?k=Voting
 177. http://www.bnomic.org/bykeyword.php?k=Voting
 178. http://www.bnomic.org/history.php?rn=653
 179. http://www.bnomic.org/history.php?rn=884
 180. http://www.bnomic.org/history.php?rn=928
 181. http://www.bnomic.org/history.php?rn=1699
 182. http://www.bnomic.org/history.php?rn=1768
 183. http://www.bnomic.org/history.php?rn=1835
 184. http://www.bnomic.org/history.php?rn=1864
 185. http://www.bnomic.org/history.php?rn=25
 186. http://www.bnomic.org/bykeyword.php?k=Admin
 187. http://www.bnomic.org/bykeyword.php?k=Administrator
 188. http://www.bnomic.org/bykeyword.php?k=Definitions
 189. http://www.bnomic.org/bykeyword.php?k=GremlinFund
 190. http://www.bnomic.org/bykeyword.php?k=ProposingEntity
 191. http://www.bnomic.org/history.php?rn=1233
 192. http://www.bnomic.org/history.php?rn=1699
 193. http://www.bnomic.org/history.php?rn=27
 194. http://www.bnomic.org/bykeyword.php?k=Win
 195. http://www.bnomic.org/history.php?rn=113
 196. http://www.bnomic.org/history.php?rn=710
 197. http://www.bnomic.org/history.php?rn=1327
 198. http://www.bnomic.org/history.php?rn=1741
 199. http://www.bnomic.org/history.php?rn=1867
 200. http://www.bnomic.org/history.php?rn=33
 201. http://www.bnomic.org/bykeyword.php?k=Chutzpah
 202. http://www.bnomic.org/history.php?rn=139
 203. http://www.bnomic.org/history.php?rn=172
 204. http://www.bnomic.org/history.php?rn=312
 205. http://www.bnomic.org/history.php?rn=962
 206. http://www.bnomic.org/history.php?rn=1025
 207. http://www.bnomic.org/history.php?rn=1067
 208. http://www.bnomic.org/history.php?rn=1182
 209. http://www.bnomic.org/history.php?rn=1238
 210. http://www.bnomic.org/history.php?rn=1351
 211. http://www.bnomic.org/history.php?rn=1813
 212. http://www.bnomic.org/history.php?rn=125
 213. http://www.bnomic.org/bykeyword.php?k=Administrator
 214. http://www.bnomic.org/history.php?rn=101
 215. http://www.bnomic.org/history.php?rn=709
 216. http://www.bnomic.org/history.php?rn=129
 217. http://www.bnomic.org/bykeyword.php?k=CFJ
 218. http://www.bnomic.org/history.php?rn=117
 219. http://www.bnomic.org/history.php?rn=375
 220. http://www.bnomic.org/history.php?rn=377
 221. http://www.bnomic.org/history.php?rn=413
 222. http://www.bnomic.org/history.php?rn=841
 223. http://www.bnomic.org/history.php?rn=1813
 224. http://www.bnomic.org/history.php?rn=1816
 225. http://www.bnomic.org/history.php?rn=151
 226. http://www.bnomic.org/bykeyword.php?k=Roster
 227. http://www.bnomic.org/history.php?rn=122
 228. http://www.bnomic.org/history.php?rn=885
 229. http://www.bnomic.org/history.php?rn=205
 230. http://www.bnomic.org/bykeyword.php?k=Leave
 231. http://www.bnomic.org/history.php?rn=159
 232. http://www.bnomic.org/history.php?rn=220
 233. http://www.bnomic.org/history.php?rn=1191
 234. http://www.bnomic.org/history.php?rn=1284
 235. http://www.bnomic.org/history.php?rn=1687
 236. http://www.bnomic.org/history.php?rn=1862
 237. http://www.bnomic.org/history.php?rn=206
 238. http://www.bnomic.org/bykeyword.php?k=Leave
 239. http://www.bnomic.org/history.php?rn=160
 240. http://www.bnomic.org/history.php?rn=1191
 241. http://www.bnomic.org/history.php?rn=1210
 242. http://www.bnomic.org/history.php?rn=1842
 243. http://www.bnomic.org/history.php?rn=1862
 244. http://www.bnomic.org/history.php?rn=212
 245. http://www.bnomic.org/bykeyword.php?k=Admin:Properties
 246. http://www.bnomic.org/bykeyword.php?k=Player:Properties
 247. http://www.bnomic.org/bykeyword.php?k=Proposal
 248. http://www.bnomic.org/bykeyword.php?k=Proposals:Bandwidth
 249. http://www.bnomic.org/history.php?rn=178
 250. http://www.bnomic.org/history.php?rn=281
 251. http://www.bnomic.org/history.php?rn=907
 252. http://www.bnomic.org/history.php?rn=991
 253. http://www.bnomic.org/history.php?rn=1101
 254. http://www.bnomic.org/history.php?rn=1202
 255. http://www.bnomic.org/history.php?rn=1348
 256. http://www.bnomic.org/history.php?rn=1699
 257. http://www.bnomic.org/history.php?rn=1872
 258. http://www.bnomic.org/history.php?rn=216
 259. http://www.bnomic.org/bykeyword.php?k=Proposal
 260. http://www.bnomic.org/history.php?rn=196
 261. http://www.bnomic.org/history.php?rn=506
 262. http://www.bnomic.org/history.php?rn=217
 263. http://www.bnomic.org/bykeyword.php?k=Proposal
 264. http://www.bnomic.org/history.php?rn=197
 265. http://www.bnomic.org/history.php?rn=291
 266. http://www.bnomic.org/history.php?rn=291
 267. http://www.bnomic.org/history.php?rn=312
 268. http://www.bnomic.org/history.php?rn=1390
 269. http://www.bnomic.org/history.php?rn=257
 270. http://www.bnomic.org/bykeyword.php?k=Administrator
 271. http://www.bnomic.org/history.php?rn=263
 272. http://www.bnomic.org/bykeyword.php?k=Titles
 273. http://www.bnomic.org/history.php?rn=244
 274. http://www.bnomic.org/history.php?rn=263
 275. http://www.bnomic.org/history.php?rn=393
 276. http://www.bnomic.org/history.php?rn=339
 277. http://www.bnomic.org/history.php?rn=1294
 278. http://www.bnomic.org/history.php?rn=396
 279. http://www.bnomic.org/bykeyword.php?k=Administrator
 280. http://www.bnomic.org/bykeyword.php?k=Proposal
 281. http://www.bnomic.org/bykeyword.php?k=Proposals:Unauthored:Types
 282. http://www.bnomic.org/bykeyword.php?k=Quotes
 283. http://www.bnomic.org/history.php?rn=361
 284. http://www.bnomic.org/history.php?rn=529
 285. http://www.bnomic.org/history.php?rn=740
 286. http://www.bnomic.org/history.php?rn=885
 287. http://www.bnomic.org/history.php?rn=1107
 288. http://www.bnomic.org/history.php?rn=1699
 289. http://www.bnomic.org/history.php?rn=437
 290. http://www.bnomic.org/bykeyword.php?k=Literature
 291. http://www.bnomic.org/bykeyword.php?k=Poetry
 292. http://www.bnomic.org/history.php?rn=414
 293. http://www.bnomic.org/history.php?rn=680
 294. http://www.bnomic.org/history.php?rn=734
 295. http://www.bnomic.org/history.php?rn=1375
 296. http://www.bnomic.org/history.php?rn=1377
 297. http://www.bnomic.org/history.php?rn=1692
 298. http://www.bnomic.org/history.php?rn=578
 299. http://www.bnomic.org/bykeyword.php?k=Society
 300. http://www.bnomic.org/history.php?rn=553
 301. http://www.bnomic.org/history.php?rn=595
 302. http://www.bnomic.org/history.php?rn=713
 303. http://www.bnomic.org/history.php?rn=722
 304. http://www.bnomic.org/history.php?rn=741
 305. http://www.bnomic.org/history.php?rn=784
 306. http://www.bnomic.org/history.php?rn=826
 307. http://www.bnomic.org/history.php?rn=835
 308. http://www.bnomic.org/history.php?rn=863
 309. http://www.bnomic.org/history.php?rn=1133
 310. http://www.bnomic.org/history.php?rn=1156
 311. http://www.bnomic.org/history.php?rn=1157
 312. http://www.bnomic.org/history.php?rn=1170
 313. http://www.bnomic.org/history.php?rn=1192
 314. http://www.bnomic.org/history.php?rn=1203
 315. http://www.bnomic.org/history.php?rn=1452
 316. http://www.bnomic.org/history.php?rn=1473
 317. http://www.bnomic.org/history.php?rn=1565
 318. http://www.bnomic.org/history.php?rn=625
 319. http://www.bnomic.org/bykeyword.php?k=Force
 320. http://www.bnomic.org/bykeyword.php?k=Gremlin
 321. http://www.bnomic.org/bykeyword.php?k=Grid
 322. http://www.bnomic.org/bykeyword.php?k=Insta-Rule
 323. http://www.bnomic.org/bykeyword.php?k=Minister
 324. http://www.bnomic.org/bykeyword.php?k=Weather
 325. http://www.bnomic.org/history.php?rn=566
 326. http://www.bnomic.org/history.php?rn=679
 327. http://www.bnomic.org/history.php?rn=722
 328. http://www.bnomic.org/history.php?rn=871
 329. http://www.bnomic.org/history.php?rn=917
 330. http://www.bnomic.org/history.php?rn=959
 331. http://www.bnomic.org/history.php?rn=979
 332. http://www.bnomic.org/history.php?rn=1249
 333. http://www.bnomic.org/history.php?rn=1279
 334. http://www.bnomic.org/history.php?rn=1284
 335. http://www.bnomic.org/history.php?rn=1364
 336. http://www.bnomic.org/history.php?rn=1393
 337. http://www.bnomic.org/history.php?rn=1453
 338. http://www.bnomic.org/history.php?rn=1465
 339. http://www.bnomic.org/history.php?rn=1508
 340. http://www.bnomic.org/history.php?rn=1550
 341. http://www.bnomic.org/history.php?rn=1578
 342. http://www.bnomic.org/history.php?rn=1584
 343. http://www.bnomic.org/history.php?rn=1601
 344. http://www.bnomic.org/history.php?rn=1662
 345. http://www.bnomic.org/history.php?rn=1834
 346. http://www.bnomic.org/history.php?rn=1840
 347. http://www.bnomic.org/history.php?rn=1850
 348. http://www.bnomic.org/history.php?rn=1860
 349. http://www.bnomic.org/history.php?rn=1867
 350. http://www.bnomic.org/history.php?rn=636
 351. http://www.bnomic.org/history.php?rn=598
 352. http://www.bnomic.org/history.php?rn=722
 353. http://www.bnomic.org/history.php?rn=699
 354. http://www.bnomic.org/history.php?rn=673
 355. http://www.bnomic.org/history.php?rn=1816
 356. http://www.bnomic.org/history.php?rn=1085
 357. http://www.bnomic.org/history.php?rn=1051
 358. http://www.bnomic.org/history.php?rn=1133
 359. http://www.bnomic.org/history.php?rn=1260
 360. http://www.bnomic.org/history.php?rn=1272
 361. http://www.bnomic.org/history.php?rn=1259
 362. http://www.bnomic.org/history.php?rn=1606
 363. http://www.bnomic.org/history.php?rn=1840
 364. http://www.bnomic.org/history.php?rn=1404
 365. http://www.bnomic.org/history.php?rn=1583
 366. http://www.bnomic.org/history.php?rn=1574
 367. http://www.bnomic.org/history.php?rn=1813
 368. http://www.bnomic.org/history.php?rn=1639
 369. http://www.bnomic.org/history.php?rn=1603
 370. http://www.bnomic.org/history.php?rn=1655
 371. http://www.bnomic.org/history.php?rn=1685
 372. http://www.bnomic.org/history.php?rn=1686
 373. http://www.bnomic.org/history.php?rn=1755
 374. http://www.bnomic.org/history.php?rn=1673
 375. http://www.bnomic.org/history.php?rn=1669
 376. http://www.bnomic.org/history.php?rn=1726
 377. http://www.bnomic.org/history.php?rn=1709
 378. http://www.bnomic.org/history.php?rn=1820
 379. http://www.bnomic.org/history.php?rn=1727
 380. http://www.bnomic.org/history.php?rn=1709
 381. http://www.bnomic.org/history.php?rn=1728
 382. http://www.bnomic.org/history.php?rn=1709
 383. http://www.bnomic.org/history.php?rn=1739
 384. http://www.bnomic.org/history.php?rn=1709
 385. http://www.bnomic.org/history.php?rn=1823
 386. http://www.bnomic.org/history.php?rn=1812
 387. http://www.bnomic.org/history.php?rn=1854
 388. http://www.bnomic.org/history.php?rn=1841
 389. http://www.bnomic.org/history.php?rn=1855
 390. http://www.bnomic.org/history.php?rn=1841
 391. http://www.bnomic.org/history.php?rn=1899
 392. http://www.bnomic.org/history.php?rn=1900
 393. http://www.bnomic.org/history.php?rn=1902
 394. http://www.bnomic.org/history.php?rn=1903
 395. http://www.bnomic.org/history.php?rn=1906
 396. http://www.bnomic.org/history.php?rn=1908
 397. http://www.bnomic.org/history.php?rn=1911
 398. http://www.bnomic.org/history.php?rn=1912
 399. http://www.bnomic.org/history.php?rn=1913
 400. http://www.bnomic.org/history.php?rn=1914
 401. http://www.bnomic.org/history.php?rn=1919
_______________________________________________
spoon-discuss mailing list
spoon-discuss@xxxxxxxxx
http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss