Craig Daniel on Thu, 3 Dec 2009 13:48:07 -0700 (MST)


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

[s-b] Refresh Proto - Revive Our Ancient Heritage


The following refresh proto is based on a first-era ruleset, from
approximately nweek 20, with the following changes:

1. The old Administrator's jobs have been replaced by a division of
labor familiar from the late B-Goran Era.

2. A few pieces of old rules that wouldn't be as fun without the
history that created them have been deleted; new gameplay focuses
entirely on the Grid.

3. Some newer aspects of B custom have crept into the rewritten
ruleset, including some that are historically Agoricisms. For example,
"With Support" is a damned useful concept and has been retained.

4. The Emergency procedure is the modern one, mostly.

5. The calendar has been tweaked into a slightly more familiar form.

6. While the paleo-B Grid has been restored in most of its insanity,
the Gnome and Gremlin subsystems thereof has been vastly simplified
and the remainder of the Grid simplified somewhat.

7. Societies do not exist.

8. The workings of Ministries are slightly more BGoresque.

Alternatively, thinking about it from a modern B perspective, the
biggest differences are these:

1. Game custom formerly tolerated a great deal of language we would
now consider rather sloppy. I consider this a feature, but it's also a
probable source of insanity immediately after the adoption of this
refresh proposal.

2. Judgement works a bit differently.

3. Proposals work a bit differently, but this effect is far smaller
than you would expect.

4. There's a bizarre bit of gameplay added called the "Grid."

{{
Replace the ruleset with that found in the attached text file. Replace
the string (DATE) in Rule 72 with the current date, without updating
Rule 72's revision number.

Set all players' gnome holdings as follows:

Place all players at the Origin.

Set the value of the Clock to Mulberry of nweek 161 (the second nweek
in the Winter of nyear 16).

Set the publicity of spoon-business@xxxxxxxxx to Public and of all
other fora to Private.

Set the holders of the various ministries as follows:
MetaMin: 0x44
Rulekeepor: Wooble
Registrar: 0x44
Oracle: Wooble
Change: 0x44
Seminobiarch: Vacant
Garden: C-Walker
Grid: teucer
[[The above list is subject to change when this becomes a non-proto RP.]]

Initiate the procedure found in rule 45, as though Universal Entropy
exceeded Maximum Entropy.

Set the LOGAS to be empty.

Set the Gremlin Number to seventeen [[the only truly random number]]
and the temperature to 5.
}}
Rule 0/0 - In Case of Emergency - Chutzpah 10

This rule takes precedence over all other rules. The entities, procedures, and definitions used in this Rule SHOULD generally be interpreted to be as they are defined by other Rules, except if the definitions used in other Rules are generally considered to be 'broken', 'scammable' or if it would not be in the best interests of the game to use the said definitions. In such cases, this Rule SHOULD be interpreted using judicial findings, game custom, common sense, and consideration of the best interests of the game.

For the purposes of this Rule, a Potential Emergency Participant (PEP) is an entity defined elsewhere in the Rules as a player, except if there is ambiguity or reasonable dispute over which entities are players, in which case a PEP is any entity which was generally considered to be a player before such ambiguity or dispute arose.

A PEP CAN, with the Consent of B, initiate an Emergency. When an Emergency is initiated, the following steps occur in sequence:

1) The quorum of all Decisions currently in their voting period becomes N/1.5, where N is the number of active PEPs.

2) Refresh Proposals are submitted. A Refresh Proposal is a fixed body of text clearly marked as a Refresh Proposal and submitted to a Public Forum by a PEP. The author of a Refresh Proposal CAN destroy it by announcement, except during an Emergency Decision.

3) The Emergency Decision is initiated. If any of the following are true, any PEP CAN initiate the Emergency Decision (as described elsewhere):

a) Every active PEP has submitted a Refresh Proposal.

b) Every PEP has publicly consented to the initiation of the Emergency Decision.

c) 4 or more days have passed since the initiation of the Emergency.

If allowed elsewhere in this Rule, a PEP CAN initiate the Emergency Decision by publicly stating:

a) That e initiates the Emergency Decision.

b) The text, title and author of each Refresh Proposal.

4) The people vote. After an Emergency Decision has been initiated, a PEP CAN vote on that Decision by publishing a valid ballot stating which Refresh Proposals e prefers. A valid ballot:

a) is submitted less than four days after the initiation of the Emergency Decision.

b) clearly identifies the Refresh Proposals in order of preference.

c) and has not been publicly retracted by the voter less than four days after the initiation of the Decision.

A ballot which does not list all Refresh Proposals is considered to prefer all listed Refresh Proposals to all unlisted ones and to have no preference among the unlisted Refresh Proposals.

5) The Decision is resolved. If every active PEP has published a valid ballot on the decision and/or the Decision was initiated more than four days ago, any PEP CAN resolve the Emergency Decision by publicly stating:

a) that e resolves the Emergency Decision.

b) Which PEPs voted for which Refresh Proposal, and the total number of votes for each Refresh Proposal.

When the Emergency Decision is validly resolved, the Refresh Proposal which would win a pairwise election against all other Refresh Proposals is adopted. If no such Refresh Proposal exists, the pairwise election with the smallest margin of victory is ignored, and this step is iterated until a winner emerges. This Refresh Proposal takes effect immediately. The Emergency is then ended.


Rule 1/0 - The Game

The name of this game is "B Nomic," or "B" for short. The official motto of B is "B Nomic: It's Better Than Sex."


Rule 2/0 - Names of Entities

Names of game entities may contain alphanumeric, punctuation, and whitespace characters only. Names must be at least one but no more than 255 characters in length. All game entities must have uniquely identifying names.

Names of Players are used for identification of Players. Any similarity between the string of characters that constitute the name of a Player and a string of characters in the text of a Proposal, Rule, or Judgment shall have no impact on the implementation of that Proposal, Rule, or Judgment, unless the language of the Proposal, Rule, or Judgment specifically indicates the string of characters is referring to a Player of that name. [[For example, "the player JohnDoe" or "the player named JohnDoe."]]

Other named entities in the game are not necessarily governed by the same standard for Player names.


Rule 3/0 - Ntime

There exist two entities known as The Clock and The Watch. The Clock consists of two numbers, representing nweeks and ndays. The Watch consists of two numbers, representing wweeks and wdays. The Clock is always either On or Off.

If The Clock is On, then at 00:00:00 UTC, the number of ndays on The Clock increases by one, unless the number of ndays on The Clock is equal to eleven, in which case it becomes equal to 0 and the number of nweeks on The Clock increases by one.

If The Clock is Off, then at 00:00:00 UTC, the number of wdays on The Watch increases by one, unless the number of wdays on The Watch is equal to eleven, in which case it becomes equal to 0 and the number of wweeks on The Watch increases by one.

One nday is defined as the time between two consecutive changes in the number of ndays on The Clock. One nweek is defined to be 12 ndays, or the time between two consecutive changes in the number of nweeks on The Clock.

One wday is defined as the time between two consecutive changes in the number of wdays on The Watch. One wweek is defined to be 12 wdays, or the time between two consecutive changes in the number of wweeks on The Clock.

The MetaMin SHALL ensure that the value of the Clock is always displayed publicly. When the Clock is Off, the MetaMin SHALL ensure that the value of the Watch is always displayed publicly also.

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]]

If the Clock is Off, any game-related actions taken by players take effect in the order in which they were recieved when the Clock is turned On.

The Clock CANNOT 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 should 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 twelve ndays of the nweek are named as follows:
nday 1: Breakday
nday 2: Winday
nday 3: Mulberry
nday 4: Tango
nday 5: Corvette
nday 6: Halfday
nday 7: Joel
nday 8: Rushnight
nday 9: Ballotday
nday 10: David [[formerly Teucer]]
nday 11: Zarpint
nday 12: Thirnight
nday 13: Armageddon [[also known as NomarÃkr, the Twilight of the Nomic]]

Nweek is pronounced enn-week, for all purposes of grammar and syllable counting. 


Rule 4/0 - Holindays

Holindays are days which mark events in B Nomic's past or other occasions. They may be defined as dates in the Gregorian Calendar (Periodic Feasts) or in the Nomic Calendar (Nucking Feasts). Periodic feasts need not have precise dates, provided they are defined unambiguously.

The following Periodic Feasts exist:

Founding Day: December 5
Grand Ballotday: the first Ballotday in or after November

The following Nucking Feasts exist:

New Nyear's Day: Breakday of the first nweek of the nyear
Agoran Silly Hat Day: Corvette of the fourth nweek of the nyear
Paranoia Day: Breakday of the fifth nweek of the nyear
Gift Day: Zarpint of the tenth nweek of the nyear
New Nyear's Eve: Thirnight of the tenth nweek of the nyear

On all Periodic Feasts, as well as after 16:00:00 UTC on New Nyear's Eve and Agoran Silly Hat Day, B Nomic is Partying.


Rule 5/0 - Revision Numbers

Every modification to a revisable object that does not eliminate it from play creates a new version of it.

Revision numbers differentiate versions of revisable objects. Each time a revisable object is altered, its revision number is incremented. The initial revision number is 0.


Rule 6/0 - Serial Numbers

Every revisable object has a unique serial number, assigned by The Administrator. The serial number of a revisable object is defined as the interpolated string "n/r", where n is the object's unique identification number and r is the object's revision number.

[[Example: The serial number for version 0 of Rule 101 would be 101/0, while the serial number for Rule 203, version 17 would be 203/17.]]

The base identification number [[ n ]] is 100.

Proposals, Rules and other objects requiring serial numbers, unless specified by the entities that create them, are assigned unique identification numbers that consist of the smallest integer that is larger than the largest identification number in use at the time of the object's creation. Identification numbers for Calls for Judgment cannot be specified by the Players creating them.


Rule 7/0 - Pronouns

Regardless of their semantic gender in the English language, all personal pronouns are gender-neutral. "They" is to be considered an additional gender-neutral singular pronoun when it clearly takes a singular referent. Spivak pronouns are also recognized as gender-neutral pronouns, and are formed by deleting the initial "th" from the corresponding form of "they" (with the exception of the nominative singular form, which may be "e" instead of "ey.")


Rule 8/0 - Comments

The following two non-whitespace characters:

[ ]

are considered "reserved characters" when appearing in Official Documents in ways defined herein.

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.


Rule 9/0 - Randomness and Dice

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.

The probabilities of a die falling on each of its faces are considered to be roughly equal for Game purposes, barring any tampering with or obvious deformities of the die.

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. Coins are considered to be two-sided dice. [[Examples: 3d6 is three six-sided dice, 1d20 is one twenty-sided die.]] A combination of dice or the mathematical manipulation of the results of a die may be substituted for a unavailable die so long as the same probability distribution is preserved. [[Example: the roll of a d6 divided by 2 may be used instead of a d3.]]

All die rolls are to be made by an appropriate die-rolling service and sent to the Public Forum.


Rule 10/0 - Follow the Rules - Chutzpah 10

All game entities and the Administrator must abide by all the Rules in effect, in the form in which they are in effect. No Proposal may attempt to temporarily circumvent the Rules. No Game Action may circumvent or repress the Rules at any time. This Rule shall always take precedence over all other Rules. No Proposal may modify this Rule unless said Proposal receives a 2/3 or greater plurality of affirmative votes. 


Rule 11/0 - The Ruleset

The Ruleset is the collective body of current Rule versions. The Ruleset may be altered only as provided therein. Rules are revisable objects.

Every Rule must have a unique Rule number.


Rule 12/0 - The Non-Paradox of Self-Amendment

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 13/0 - Useful Definitions

A player is any entity who is capable of passing the Turing test, consents to said designation as a player, has become a player in the manner described in the rules, and who consents to be governed by the rules. "Being" is a synonym for "player."

A Proposing Entity, or PE, is any entity which is capable of issuing a Proposal. 

The phrases "In a timely fashion" and "in a jiffy" shall be taken to mean "Within six ndays."


Rule 14/0 - Mother, May I?

The following terms are defined when capitalized, and SHOULD be taken to have the same meaning when uncapitalized:

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

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

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

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

5. MAY, PERMITTED: Performing the described action does not violate the rule in question. Where there is no more specific indication to the contrary, this also implies that the action is POSSIBLE.

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

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

8. SHALL: This generally refers to something that takes place automatically. [[Thus when a rule says "This rule shall take precedence over other rules to the contrary," it is claiming precedence rather than forbidding the creation of rules which fail to defer to it.]] However, when it is stated that a player SHALL take an action, that action is MANDATORY.

9. SHALL NOT, SHAN'T: Parallel to SHALL. When it is clear from other rules that an action is POSSIBLE but it still SHALL NOT happen, it is PROHIBITED. Otherwise, it refers to something IMPOSSIBLE.

[[Please note that while the presence of this rule is a useful Agoricism and as such a rare relic of the BGoran Era, some of the details have been tweaked to follow a pre-Agoran B Nomic usage. Note particularly our definitions of SHALL, SHALL NOT, MAY, and MAY NOT.]]


Rule 15/0 - Forfeit

A Player may forfeit at any time by declaring publicly eir intention to do so. No restrictions may be placed on when a Player may forfeit.


Rule 16/0 - The Minister of Change

The Minister of Change is a ministry responsible for tracking proposals.

Rule 17/0 - Voting

A. Voter Eligibility
Players may vote. Other game entities may vote only if explicitly permitted to do so by a rule which takes precedence over this rule.

Exceptions: A player may not vote if e joined the game less than one nday prior to the beginning of voting. A player may not vote if e is On Leave. A Player may not vote if e is Dead.

B. Voting Period
Voting begins at the start of the Ballotday of each nweek, and ends at the end of Thirnight of each nweek. Votes cast prior to the beginning of voting, or after the end of voting, shall not be counted. (Preemptive Voting, addressed below, is an exception to this rule.)

C. The Ballot
At least 48 hours prior to the close of voting each nweek, the Minister of Change shall distribute, via a public forum, the Ballot for that nweek. The Ballot shall list all proposals legally recognized between the start of the previous nweek's voting period and the start of the current nweek's voting period. The ballot SHOULD be distributed on Ballotday.

At the time the Ballot is distributed, all proposals on that Ballot, and the identities of their authors, must be displayed for public review. This display SHOULD also be posted to the wiki.

If, at the end of Ballotday, the Minister of Change is vacant, the Clock is turned Off. It is turned On again once there is a Minister of Change and e has distributed a Ballot or once the Seminobiarch has distributed a Ballot.

If, at the end of David, the Ballot for that nweek has not been distributed, or the proposals due to appear on said Ballot have not been displayed for public review, the Clock is turned to Off. Following this, the Clock is turned On once the Ballot has been distributed and all proposals on the Ballot have been displayed for public review.

D. Casting Votes
To cast a vote, a Player must submit eir vote either privately to the Minister of Change, or to a public forum. Votes cast privately shall not be disclosed publicly until the end of the voting period, at which point they must be disclosed.

If a player goes On Leave before Voting begins in an nweek, e has the option to Preemptively Vote, or PV, on any proposals which have been recognized before the player goes On Leave. PVs must be sent privately to the Minister of Change. Should a proposal be revised after a PV is cast, the PV for that proposal is automatically changed to 'Abstain'. Any proposals recognized after the player goes On Leave receive 'Abstain' votes from the PVing Player. If the Player returns from Leave before the end of Voting, eir PVs are erased, and that Player should vote in the normal manner.

E. Legal Votes
  The only legal votes for a proposal are 'Yes', 'No', 'Shelve', and 'Abstain'. Votes may be Rectified to one of the above forms by the Minister of Change at eir discretion, if e believes the intent is clear and unambiguous. Such Rectification is subject to the standard rules for objecting to ministers' interpretations.

E.1. Affirmative Votes
'Yes' votes are votes in favor of a proposal.

E.2. Negative Votes
'No' votes are votes against a proposal.

E.3. Abstentions
'Abstain' votes are treated as though no vote was cast on the present proposal. [[ They count towards quorum, but this ruleset doesn't have such a thing. ]]

E.4. Shelving
'Shelve' votes count as negative votes. If the proposal fails, and at least half of the votes cast for that proposal are either affirmative votes or 'Shelve' votes, the proposal is deemed neither to have passed nor failed. At the beginning of the next nweek, a new proposal is created, with a revision number of 0, otherwise identical to the shelved proposal. Such a proposal counts as only half a proposal against a player's Bandwidth limit. This paragraph supercedes subsection F of this rule.

F. Vote Counting
At the end of each voting period, The Clock turns Off. After all votes are processed, and the Minister of Change posts said results to a Public Forum, the Clock turns On.

If and only if a proposal receives more affirmative votes than negative votes, the proposal is considered to have passed. Otherwise, the proposal is considered to have failed.

Proposals are processed in increasing integral order of serial number with respect to each other, but are otherwise considered to occur simultaneously, in the instant between the end of one nweek and the beginning of the next nweek.

G. Passed Proposals

When a proposal passes, the following effects occur in order.

* The author of the proposal gains 10 points. All players who voted against the proposal gain 1 point.
* Other effects specifically related to proposal passage, such as Charm and Entropy adjustments, occur.
* The effects specified in the proposal occur in the order listed in the proposal.

H. Failed Proposals

When a proposal fails, the following effects occur in order.
* The author of the proposal loses 3 points. All players who voted for the proposal gain 1 point.
* Other effects specifically related to proposal failure, such as Charm and Entropy adjustments, occur.
[[No provisions of a failed proposal have any effect.]]

I. Seminobiarchal Veto and Rubberstamp

The Seminobiarch CAN Veto any proposal e has not Rubberstamped. If more than 75% of the votes cast for that proposal are affirmative votes, the Veto has no effect. Otherwise, the proposal is Shelved, with the exception that the new proposal does not count against the Bandwidth limitation of the proposal's original author.

The Seminobiarch CAN also Rubberstamp any proposal e has not Vetoed. If more than 35% of the votes cast for that proposal are affirmative votes, the Proposal passes. It is POSSIBLE but DISCOURAGED for the Seminobiarch to Rubberstamp more than one proposal per nweek.

The Rubberstamp and Veto abilities SHOULD be used to keep the Seminobiarch's workload from being untenable, and to prevent the game from grinding to a halt.



Rule 18/0 - Fora

Fora are the means by which Players communicate. All Fora are either public or private. A Player using a Forum is considered to be "in" that Forum at the time of its use. Actions may be taken only in public Fora, unless otherwise specified in the Rules.


Rule 19/0 - Designation of Fora

The MetaMin may designate a Forum public without objection. The MetaMin may designate a Forum private without objection, but cannot do so if it is the sole extant public Forum. Only the MetaMin may redesignate Fora. The MetaMin shall maintain a list of public Fora. All fora which have not been designated as Public are Private. 


Rule 20/0 - Twilight of the Fora

If at any time there exist no public Fora, the Administrator shall take such steps as are necessary to designate one. Designation of a Forum as public when there are no extant public Fora need not [[and cannot!]] be done publicly. [[This is also generally grounds for an Emergency.]]


Rule 21/0 - Timing of Events

Actions occur upon reaching the appropriate Fora. Non-action events--i.e., events not caused by Agents--occur at exactly the times specified in the Rules.

Events may occur only in the present, and may not alter the past. 


Rule 22/0 - Permissibility of the Unprohibited

With the exception of Rule Changes whatever is not prohibited or regulated by the Ruleset is permitted and unregulated.

Changing the Rules is permitted only as explicitly or implicitly described by a Rule other than this Rule or a set of Rules not including this Rule.

A Rule Change consists of the creation (enactment), modification (amendment), or deletion (repeal) of a rule.


Rule 23/0 - Proposals - Chutzpah 3

A proposal is a formal request for a set of Rule Changes or other changes to the game state. [[ A player could conceivably make a proposal to the effect of "I get 100,000 points" but this sort of thing is unlikely to pass. ]]

Proposals are revisable. Proposals may only be revised by their original author. Proposals may not be revised during Voting unless the revision was issued before voting. A proposal is not considered "recognized" until it has been assigned a serial number by the Administrator. A proposal is not revised until the Administrator updates its serial number.

The following is the list of entities that may submit proposals. No other entities may submit proposals:
Players
Gremlins

Proposals may be of type Full or of type 1/2. Kinds of proposals which are not explicitly allowed to be of type 1/2 by this rule may not be of type 1/2. Proposals of type 1/2 only count as 1/2 of a proposal for all purposes of counting proposals. A player only recieves or loses 1/2 the number of points e normally would when one of eir 1/2 proposals passes or fails.

Types of proposals which may be of type 1/2 are as follows:
1) Proposals which repeal a single rule and do nothing else.
2) Proposals which cause one or more ministries to become vacant or which assign non-Imposed ministries to specific players and do nothing else.


Rule 24/0 - Points

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

The owner of one or more points may transfer any or all points in eir possession to another legal owner by posting to the public forum.

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. 


Rule 25/0 - Victory

In the event of a Win being awarded, the following events immediately occur, in order:

* All dimensions for all players are set to zero
* The player who was awarded the Win receives one point of Respect
* The effects listed in Rule 45 occur, as though Universal Entropy had exceeded Maximum Entropy.
* The Clock is turned Off until the Watch reads three wdays [[ so we can have a bit of a breather ]]

If possible, play continues normally.


Rule 26/0 - The Roster

The Registrar is a ministry responsible for tracking players.

The Roster is a list of all Players. It shall contain, for each Player, at least the following information: (1) The Player's name, (2) eir email adress, (3) eir Dimensions, and (4) a list of all attributes associated with em. The Registrar is responsible for updating the Roster so that it reflects the current game state. The Roster SHOULD be posted to the wiki, and a copy of it SHOULD be posted to the public forum every nweek.


Rule 27/0 - Ministries

An ministry is a role defined as such by the rules. Each ministry is either vacant (default) or filled (held) by exactly one player. An minister is the holder of an ministry, who may be referred to by the name of that ministry.

An Imposed ministry is an ministry described as such by the rule defining it.

Any player may claim a vacant ministry by announcement. The holder of any non-Imposed ministry CAN resign it by announcement, causing it to become vacant.

If an minister goes On Leave, eir ministry becomes vacant.


Rule 28/0 - Official Duties

For each ministry:

a) If any task is defined by the rules as part of that ministry's nweekly duties, then the holder of that ministry SHALL perform it at least once each nweek. If any information is defined by the rules as part of that ministry's nweekly report, then the holder of that ministry SHALL maintain all such information, and the publication of all such information is part of that ministry's nweekly duties.

b) If any task is defined by the rules as part of that ministry's monthly duties, then the holder of that ministry SHALL perform it at least once each month. If any information is defined by the rules as part of that ministry's monthly report, then the holder of that ministry SHALL maintain all such information, and the publication of all such information is part of that ministry's monthly duties.

Any information defined by the rules as part of a ministry's report, without specifying which one, is part of its nweekly report.

While performing nweekly or monthly duties or publishing nweekly or monthly reports, ministers SHALL NOT publish information that is inaccurate or misleading.

An minister SHOULD make eir reports available on the B Nomic Wiki. Short reports SHOULD be published in their entirety to a public forum with a copy placed on the wiki, and long reports SHOULD be placed directly on the wiki with a link to the appropriate version published to a public forum.


Rule 29/0 - The MetaMin

The Minister of Ministries is a ministry; its holder, known also as GÃdel or the MetaMin, is responsible for keeping track of ministers and reports.

The MoM's report includes the following:

a) The holder of each ministry. b) The date on which each holder last came to hold that ministry. c) The date when the most recent nomination period for that ministry began.

The portion of a public message purporting to be an MoM's report that lists the holder of each ministry is self-ratifying. 


Rule 30/0 - The Seminobiarch

The Minister of Default is a ministry; its holder, known also as the Seminobiarch, CAN and SHALL perform the duties of any vacant ministry.


Rule 31/0 - Gnomes and Gremlins

The Minister of Gnomes and Gremlins, also called the Minister of the Garden, is a ministry; its holder, known also as the Gardener, is responsible for tracking the movements of Gnomes and Gremlins. Eir nweekly report includes the status of all Gnomes and Gremlins, the owners of Gnomes, the current Gremlin Number, and other relevant information.


Rule 32/0 - The Griddler

The Minister of the Grid, also called the Griddler, is a ministry, whose job is to monitor the grid. The Griddler's report shall include the positions of all players and objects on the Grid at any time.


Rule 33/0 - New Players

Any entity otherwise qualified as a Player may become one by posting a message to the public Forum explicitly stating eir wish to become a Player.


Rule 34/0 - Winning by Score

If at any time a player's score equals or exceeds 1000 points, and that player's Charm and Activity are both greater than zero, that player is immediately awarded a Win.


Rule 35/0 - Winning by Dictatorship

If at any time on Winday a rule allows one or more individuals to make rule changes by announcement, those players are immediately awarded a Win.


Rule 36/0 - Chutzpah

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 explicity says of itself that it defers to 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, 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. 

By default, all rules have a Chutzpah of 1.


Rule 37/0 - Automation

Any action which is required to be performed by the Administrator or 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 Administrator'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.


Rule 38/0 - The Oracle

The Oracle is a ministry responsible for tracking Calls for Inquiry. Eir nweekly report shall include a list of all pending Calls for Inquiry and their judges, as well as the contents of the LMJ and the Upper House.


Rule 39/0 - Calls for Inquiry

If a player has any question or complaint regarding the rules or how they are (or have been) applied, e may issue a Call for Inquiry (CFI, or for antique [[and Roman]] reference, CFJ).

A CFI may be issued by any player by posting eir intention to a public forum together with a Statement in question and, should they wish, an arguement. That Player shall be known as the Plaintiff with regard to the CFI. While submitting CFI the Plaintiff may also specify a player as Defendant for that CFI.

CFIs are given a serial number as if they were an object that can be revised. Once submitted a CFI can only be modified by:

a) Otherwise allowed Ministerial action.
b) The Plaintiff rescinding the CFI.

A CFI may, at any point between its submittance and its judgement, be "rescinded" by the plaintiff by posting eir intention to do so in a public forum. If this occurs, the CFI no longer requires judgement and shall not affect the state of the game in any other fashion. If the plaintiff rescinds their CFI, e may not then resubmit the same CFI in another form. If a player believes that this has occurred, e may submit a CFI on those grounds. If a plaintiff rescinds eir CFI, e loses 2 points.


Rule 40/0 - Judges

When a Call for Inquiry has been made, the Oracle shall select one player among the allowed players to be the Judge. Allowed players for the purpose of this rule are all players excepting the Defendant, the Plaintiff and players on the LMJ. If that leaves no players allowed to be the Judge, then out of the players on the LMJ, the player who was placed on the LMJ first shall be the Judge.

In the event of a CFI naming the Oracle as defendant, the duty of selecting an Judge shall fall to the player with the highest Score. That player will also not be allowed to be a Judge for the CFI.


Rule 41/0 - Judgement

A Judge shall, within seven days of eir selection, give one of the following responses to the Call for Inquiry to which e was assigned, with by an Argument:

1. Refused: A Judge may refuse to hear the CFI if it lacks a clear Statement or is not germane to the game.
2. True: The Statement is true.
3. False: The Statement is false.
4. Undecided: It could not be determined at the time the CFI was made whether the Statement is true or false.

This response constitutes the Judge's Judgement on that CFI and has the same serial number of the CFI.

The Argument of the Judgement is the reasoning that the Judge used to arrive at the Judgement, and must be a direct rendition of the rules. A Judge MUST NOT make a Judgement which contridicts one or more rules. However, e MAY and SHOULD refer to precedent, game custom, and the spirit of the game in making eir Argument. [[A ruling against one or more rules results in another Call For Inquiry, or we need an appealate court]]

Should it happen that a Judge has not issued a Judgement within seven days of eir selection, that Judge shall be recused and a new player shall be selected in the ways prescribed by the rules as Judge for the CFI. When a Judge is recused in this manner, e shall lose 10 points and eir name shall be added to the LMJ.

A Judge shall choose eir response according to the Statement's truth or falsity at the time of the Call, not at the time of eir Judgement.


Rule 42/0 - Appeals

At any time within 7 ndays following the posting of a Judgement on a CFI, any player or the Admin may Appeal that Judgement.

Appealing a CFI creates an unauthored proposal whose text is {{Overturn CFI Q}}, with "Q" replaced by the CFI's number. Only members of the Upper House may vote on this proposal, regardless of rules to the contrary.


Rule 43/0 - The LMJ

The List of Misbehaving Judges (LMJ) is a list of players maintained by the Oracle. A player is removed from the LMJ two nweeks after e entered it.


Rule 44/0 - The Upper House

The Upper House is a list of players maintained by the Oracle. Any player on the LMJ may be removed from the Upper House by any player by announcement. The Oracle may, with 3 support and without 4 objections, add any player to the Upper House or remove any player from it. The Oracle SHOULD strive to keep the Upper House large.


Rule 45/0 - Statute of Limitations - Chutzpah 2

14 days after any Minister makes a public statement about the rules or game state, the rules and gamestate are 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 publicly, in which case the usual methods for determining the current rules and game state shall apply.

This rule takes precedence over all other rules regarding changes to the gamestate.


Rule 46/0 - Screw That!

No player's information (name, score, etc) may be changed except as the rules explicitly allow.


Rule 47/0 - Name Changes

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. 


Rule 48/0 - Gamestate Changes

Changes to the state of the game may only be made via a Proposal or via an Action which is permitted by the Rules.


Rule 49/0 - Dimensions

A. Definitions

A Dimension is any numerical attribute of Players which is defined as a Dimension by the rules. A Dimension can in general have any real number as its value, although specific Dimensions may have restrictions imposed on the range of values they can take.

Each Player in the game has a value for each Dimension. If a value has not been set or defined for a given Player's given Dimension, it is set to 0.

Players who have every Dimension at 0 are said to be at the Origin. The Origin is Full Of Stars.

B. Existing Dimensions

The following Dimensions exist:

B.1. Score
Score is a measure of the number of points a Player has. Score cannot be set to a value less than zero.

B.2. Charm
A Player's Charm increases by one whenever a proposal e has proposed passes. A Player's Charm decreases by one whenever a proposal e has proposed fails.

B.3. Activity
A Player's Activity increases by one at the end of an nweek if e voted on that nweek's Ballot; otherwise, unless the Player is On Leave, eir Activity decreases by one.

B.4. Respect
If a player's Respect exceeds all other players' respect by at least 5, that player gains the title "Respected One". If at any time, the Respect of a player who has the title "Respected One" fails to meet the aforementioned condition, that player loses the title "Respected One".

B.5. Style
Once per nweek, a player may use eir Style Points to acquire Style Attributes; if this would result in negative Style for the Player, the Style points are not deducted and the Style Attribute is not recognized. The player must submit a message to the public forum indicating the Style Attribute(s) to be acquired.

Once a Style Attribute has been recognized by the administrator, three points shall be deducted from the player's Style for each word in the Style Attribute. The Style Attribute will be added to the player's listing in the player roster.

Players may not acquire Style Attributes already acquired by another player. New Style Attributes must be unique.

Players may not use Style to purchase attributes that alter or misrepresent the game state, or are in uniquely identifying use in the rule set. Players are not allowed to use Style points to purchase possession of game entities, or Titles that have been defined by the rules. [[e.g. one can't purchase "has 1200 points" as an attribute, since it misrepresents the game state.]]

The Registrar may, at eir discretion, refuse to recognize any Style Attribute which has the potential to confuse, misrepresent, or alter the game state. Style Attributes are for vanity purposes only.

B.6. Entropy
Players have an attribute called Entropy. Entropy is a Dimension. At the end of each nweek, each player's Entropy shall increase by an amount equal to the sum of the number of proposals e had on the ballot for that nweek which passed and 1/2 the number of game actions (movements, purchases, throws, etc.)taken during that nweek.

The game state shall have a property known as Universal Entropy. The value for Universal Entropy is always equal to the sum of all players' Entropy values plus the absorbed Entropy of all ancient monoliths. If Universal Entropy is ever greater than Maximum Entropy (currently 500), the Clock will be turned off until the Watch reads 3 wdays, and the following actions will occur in order immediately:

* All players are placed into Limbo.
* All sirens, big rocks, big sticks, shields, and balls of wax are destroyed.
* All Gnomes not in Gnome bags are destroyed.
* The Weather is updated
* All properties of grid squares [[such as Wet or Frozen]] are removed.
* The Yeti is moved to a random square on the grid.
* All Gremlins go into Hiding.
* The Football is moved to a random square as if a touchdown had been scored.
* In r394, section A.2, the numbers 1 and 20 are switched. [[swap endzones!]]
* All Grid squares become of substance Fire.
* All players receive 10 points.
* All players' Entropy values are set to 0.

At the end of the nweek in which the above occurs, all Grid squares lose eir substances, 5 random squares become Mud, and the Big Stick is placed on a random square.

If a player's Entropy exceeds ((Maximum Entropy) / (# of players)) / 2 , all eir messages posted to the public forum must consist of words of three or fewer syllables. If a player's Entropy exceeds (((Maximum Entropy) / (# of players)) / 4) * 3 , all eir messages posted to the public forum must consist of words of two or fewer syllables. If a player's Entropy exceeds ((Maximum Entropy) / (# of players)), all eir messages posted to the public forum must consist of words of one syllable. Comprehensible abbreviations and acronyms defined in the game rules are acceptable in order to comply with this. Also exempt are: numbers, typing symbols, quotes from current rules or other public forum msgs. (though not one's own msgs.), and comments.

B.7. Blood Alcohol Content, or BAC
Whenever a player drinks an alcoholic beverage, eir BAC increases by 1. At the end of each nweek, the BAC of each player with a positive BAC decreases by 1. If a player's BAC is greater than 5, e is said to be Inebriated.

If, at the end of a voting period, a Player is inebriated, e casts a random vote on (the player's BAC - 5) random ballot items. Said votes override other votes made on those ballot items in eir name.

B.8. Mischievousness
A player's mischievousness increases by 1 whenever they perform one of the following actions:

Buying a Big Rock
Buying a Big Rock which Garths a Brook
Throw any object
Throw any object at a player
Throw any object, causing a player other than themselves to lose points as a result
Go on Forced Leave
Give a player a Kick in the Ass

A player's mischievousness decreases by 3 whenever they perform one of the following actions:

Become a Minister
Be the target for a Declaration of Respect
Mentor a Newbie


Rule 50/0 - No Kickbacks

A. Legislative Kickbacks

No player or other game entity may submit a proposal that calls for one or more effects that discriminate in any way between players based on their voting actions on that proposal, or any other specific proposal or proposals identified in the proposal.

If a proposal, by adding, changing, or repealing rules, will generate effects which are based on the way players vote on that proposal, or any other specific proposal or proposals identified in the proposal, then those rules generate no effects based on the way players vote on that particular proposal.

B. Judicial Kickbacks

No player or other game entity may submit a CFI that calls for one or more effects that discriminate in any way between players based on their judgement or non-judgement of that CFI, or of any other specific CFI.


Rule 510/0 - Thou Shalt Not Screw With Time

A proposal shall not, by its adoption, have any retroactive effect on actions, proposals, rules, CFJs, or game state. A rule shall not change any actions which occured before its adoption or alter any game state at a time before its adoption. However, a rule may allow changes to actions, proposals, rules, CFJs, or any other aspect of game state, so long as the point in time to be changed (if the time is an interval, the beginning of that interval is to be used) is after the time of adoption of the rule. 


Rule 52/0 - Leaves of Absence

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 business forum, declare emself to be On Leave. Any player who is On Leave may, by posting a message on a business forum, declare emself to be Off Leave. A player who is On Leave cannot be selected by any process which randomly selects a player, and may not take any game actions. 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 themselves On Leave or Off Leave while The Clock is Off.

Any player who is not already On Leave and whose Activity has decreased for two consecutive nweeks can be placed onto Forced Leave by any other player. In all other respects being on Forced Leave is identical to being On Leave.


Rule 53/0 - Garbage Collection

If any player has been On Leave for more than 3 consecutive nweeks, that player shall be removed from the roster and shall cease to be a player. 


Rule 54/0 - Proxies

A player may designate another player to be the holder of eir proxy, with or without restrictions. The holder of a proxy may, depending on any restrictions issued along with the proxy, cast a vote in the name of the player whose proxy is held, on any matter requiring a vote, including but not limited to proposals. A player who has given eir proxy to be held may withdraw it at any time.


Rule 55/0 - Bandwidth Limitation

Players may submit a maximum of 5 proposals per nweek.


Rule 56/0 - Standard Delimiters

The character sequences '{{' and '}}' (without the single quotes) may be used in the text of any Action, Proposal, or Rule 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, Chutzpahvalue*}, where keywordlist is a list of words, and Chutzpahvalue is a number. A rule defined this way shall automatically be assigned all keywords in the keywordlist, if any, and has a Chutzpah of Chutzpahvalue. If {* and *} are not used in this way, the rule is assigned the keyword uncategorized, and gets a Chutzpah of 1. 


Rule 57/0 - Gremlins

A. Definitions

A.1. Gremlins
There exist entities known as Gremlins. No Gremlin may exist except as specified in the rules. All Gremlins must have unique names, in the form of "the **** Gremlin", where **** is a string of at least 1 alphanumeric character. At any time, each Gremlin may be in one of two conditions: Active or Hiding. When a Gremlin is first defined by the rules, it starts out Active and in Limbo unless the defining rule specifies otherwise.

A.2. The Gremlin Fund
There exists an entity called the Gremlin Fund. Whenever a Gremlin is given points, those points are immediately given to the Gremlin Fund. If a Gremlin loses points, those points are taken from the Gremlin Fund. The Gremlin Fund may never have fewer than 0 points. Players may give points to the Gremlin Fund in the same manner as giving points to other players.

A.3. Hiding
A Gremlin which is Hiding has no location. It is not on the Grid, nor in Limbo, nor in any other location that may exist. A Gremlin which goes into Hiding for any reason is removed from whatever location it happens to occupy at the time it goes into Hiding. Such Gremlins may not be used in GremBall, and may not vote (if another rule specifies that a Gremlin may vote, this rule takes precedence over that one). A Gremlin being carried by another player is considered to occupy the location of that player. [[ but since this rule mainly deals with Hiding Gremlins, it shouldn't matter much ]]

Gremlins which become Active after being in Hiding have a 50% chance of entering Limbo, and a 50% chance of being placed on the Grid at a random location determined by the Administrator, subject to other rules defining location of objects on the Grid (i.e. a Gremlin can't appear in a location occupied by a Big Rock, etc.).

A.4. The Gremlin Number
There exists an entity known as the Gremlinometer. The Gremlinometer shall contain a number, known as the Gremlin number. If the Gremlin number is less than 1, 120 shall be added to it immediately. If the Gremlin number is greater than 120, 120 shall be subtracted from in immediately. At the beginning of each nweek, the Gremlin number shall become equal to 1d120.[[120 because it's divisible evenly by 1,2,3,4,5,6,8,10,and 12.]]

The nth Gremlin number shall be defined to be the Gremlin number divided by 120/n, rounded up to the nearest integer. [[Thus, the 1st Gremlin number is 1, the second is either 1 or 2, the third is 1,2,or 3, etc. This allows for many Gremlins to use random numbers without having to do seperate random rolls for each Gremlin. It also allows multiple Gremlins to work in tandem bcs they know the random number governing any other Gremlin that uses random numbers.]]

B. Types of Gremlins

B.1. The Scoring Gremlin, a.k.a. Enrique
There exists a Gremlin known as the Scoring Gremlin, also known as Enrique. Whenever a proposal passes, if the Scoring Gremlin is active, it shall award the player with the lowest nonzero score 1 point. If at any time multiple players are tied for the lowest nonzero score, or the Gremlin Fund has no points, the Scoring Gremlin shall go into Hiding. If the player with the lowest nonzero score has at least 20 fewer points than any other player with a nonzero score and the Gremlin Fund has at least 5 points, the Scoring Gremlin shall become Active.

B.2. The LoanShark Gremlin, a.k.a. Luigi
There exists a Gremlin called the LoanShark Gremlin, also known as Luigi. Luigi begins existence Active.

Players can borrow points from Luigi, on a first-come-first-serve basis, up to the total number of points the Gremlin Fund posesses. The number of points a Player owes Luigi is recorded in an Attribute called Debt. A Player cannot borrow from Luigi if e has a nonzero Debt.

At the beginning of each nweek after the nweek in which the Player borrowed from Luigi, eir Debt increases by 20% in interest, rounded up.

A Player with nonzero Debt can repay Luigi at any time as a game Action by transferring points to the Gremlin Fund; eir Debt is reduced accordingly.

If a Player repays eir debt in the same nweek e borrowed the points, no interest is charged.

At the end of an nweek other than the nweek in which the Player borrowed the points, if a Player has failed to repay at least the current nweek's Interest, Luigi takes eir points up to the Debt amount (or all if eir points are less than the Debt amount), applies these taken points to the Debt, and Breaks a Limb. The number of Broken Limbs a Player has is recorded in an Attribute called Broken Limbs. Each Broken Limb reduces the number of proposals a Player may participate in the creation of by one.

Broken Limbs Heal at the rate of one per nweek, starting with the second consecutive nweek in which the Player did not get an additional Limb Broken, until all Limbs are Healed or more Limbs are Broken.

If at any time Luigi possesses no points and no Player has a nonzero Debt, Luigi goes into Hiding. Luigi becomes Active again if points are transferred into his possession.

B.3. The Window Gremlins, a.k.a. Curt and Rod
There exist two gremlins, The Window Gremlin and The Other Window Gremlin, also known as Curt and Rod respectively. If a player inhabits the same square on The Grid as Curt or Rod, or is in Limbo with Curt or Rod, e may move directly to the other (known as "Climbing through the Window") by declaring eir intention to do so in a Public Forum. If Curt or Rod is in the possesion of a player who Climbs through the Window, that player loses possesion of Curt or Rod. If at any point, Curt and Rod inhabit the same space on The Grid, they both go into Hiding. If Curt or Rod is Hiding and the other is Active, the Active one goes into Hiding. Curt and Rod become Active at the beginning of the first and sixth ndays of each nweek. Whenever Curt and Rod become Active, Curt is placed on a random square on The Grid with an x value of 1, and Rod is placed on a random square on The Grid with a x value of 20. Whenever the weather is updated, Curt and Rod will take 3 moves in random directions.


Rule 58/0 - GremBall

Gremlins can be in a grid location, in Limbo, or in the posession of a Player.

If a Player is holding a Gremlin, e must throw it or drop it within two ndays, or become Burned and drop it where e is standing. A Player recovers from being Burned at the end of the nweek. Burned Players cannot catch thrown Gremlins.

If a Player and a Gremlin are in the same grid location, or a Player and a Gremlin are both in Limbo, the Player may pick up the Gremlin.

A Player in Limbo can throw a Gremlin at a grid location or a Player in a grid location. A Player in a grid location can throw a Gremlin at another grid location or at a Player in another grid location, or into Limbo or at a Player in Limbo. Gremlins cannot be thrown at Players who are On Leave.

If a Gremlin is thrown at a Player, the Player must, as an action, catch the Gremlin within two ndays of it being thrown. If the Player does not or cannot catch the Gremlin, the Gremlin hits the Player, who then loses 1d5 score points to the Player that threw the Gremlin; the Gremlin then falls where the Player is standing. 



Rule 59/0 - Powers of Executive Tidiness

A. The Oracle MAY correct the spelling, grammar, or formatting of any CFI, providing such correction does not alter the meaning of that CFI, by posting the correction to the public forum.

B. The Rulekeepor MAY correct the spelling, grammar, or formatting of any rule, providing such correction does not alter the meaning of that rule, by posting the correction to the public forum.

C. The Rulekeepor MAY correct a proposal or rule that uses the term "day" by replacing it with the term "nday", if it appears clear that the term was intended to refer to an nday, by posting the correction to the public forum.


Rule 59/0 - Kicks To The Ass

There exists a part of the game state known as the List Of Generally Abhorred Stuff, which may be abbreviated LOGAS. The LOGAS is a list of actions, and its content may be modified using proposals.

Whenever a player performs an action that is on the List of Generally Abhorred Stuff in a public forum, any player may respond in a public forum to the forum message containing that action, indicating that e is giving that player a Kick in the Ass, and the reason why. *name* should be substituted with the name of the player performing the action that is on the LOGAS.

Multiple Kicks in the Ass may not be given in response to a single Action or Forum message.

When a Kick in the Ass is recognized by the Registrar, the player who recieved the Kick loses 5 points and gains the attribute "Sore" for the duration of one nweek.

When a Kick in the Ass is recognized by the Registrar, the player who delivered the Kick receives 5 points and gains the attribute "Kicker of Asses" for the duration of one nweek.

Players may recognize that eir action is on the LOGAS and Kick eir own Ass. When the self-inflicted Kick in the Ass is recognized by the Registrar, the player who received and self-inflicted the Kick loses 5 points and gains the attribute "Sore, but Self-Aware" for the duration of one nweek. A player who Kicks eir own Ass does not receive 5 points or gain the attribute "Kicker of Asses."

Any player who successfully delivers three or more Kicks in the Ass to players other than emself in a single nweek receives an additional 10 points, awarded upon the recognition of the third Kick in the Ass, and gains the attribute "Supreme Kicker of Asses" for the duration of three nweeks.

The Administrator does not need to recognize a Kick in the Ass if he thinks it is unfounded.

If at any point a player has recieved more than one Kick in the Ass in one nweek, e receives the attribute Buttplated for one nweek. If a player is Buttplated, and e receives a Kick in the Ass, the player who gave em the Kick in the Ass does not receive any points, nor does said Kick count towards a Supreme Kicker of Asses attribute. [[Basically, you gotta catch more than one person in the act of doing Generally Abhorred Stuff if you're gonna get the bonus. You gotta earn that.]] 


Rule 60/0 - 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. 


Rule 60/0 - The Immunity Idol

There shall exist an object called the Immunity Idol.

The player who holds the Immunity Idol:
1)May hold any gremlin for any amount of time. If a player loses the Idol while they are holding a gremlin, the time limit starts from the point at which they lost the Idol.
2)May be "hit" by any gremlin without a point loss. If a gremlin hits the player with the Idol, the Gremlin immediately goes into Hiding.
3)May forego making debt payments to Luigi without penalty.
4)May NOT curse any other player or be cursed emselves.
5)May NOT recieve the Token of Proposals.
6)May NOT Climb Through the Window.
7)May NOT have any of eir proposals chosen by Robin.
8) May receive points from Pinhead.

Any proposal or rule which creates or modifies a rule to specify the existence of a Gremlin, but fails to also create or modify a rule to specify how said Gremlin affects the Player who holds the Immunity Idol, shall have no effect.

At the beginning of an nweek, the Immunity Idol is awarded to the Player who scored the most points in the previous nweek. [[For example, at 00:00:00 on nday 0 of nweek 7, the Immunity Idol would be awarded to the player who scored the most points in nweek 6. This example assumes a zero-based Clock.]]

In the event a group of Players are tied for scoring the most points in the previous nweek, the Immunity Idol is awarded to the Player in that group who has the most total points. In the event a group of Players are tied for scoring the most points in the previous nweek *and* there are two or more Players in that group that are also tied for the most total points in that group, then the Immunity Idol shall Speak, saying "Hell with that," and is awarded to the Player who joined the game most recently.

The Immunity Idol may not be transferred to another Player except by means explictly prescribed by the rules. 


Rule 61/0 - The Grid

A. Definitions

A.1. The Grid
There exists an environment known as the Grid. The Grid is composed of units, or Squares. The Grid is 20 units wide by 20 units tall. The units are numbered from 1 to 20 horizontally (the x axis) and 1 to 20 vertically (the y axis). Each unit on the Grid can be expressed as an (x,y) coordinate location, with (1,1) in the lower left-hand corner, and (20,20) in the upper right.

A.2. Grid Objects
There exist objects called Grid Objects. A Grid Object is any object which can occupy a square of the Grid. All Grid Objects must be either Mobile Objects (MOs) or Stationary Objects (SOs or Immobile objects), and must be either Impassable or Passable.

A Grid Object is a MO if it is capable of making a Move. Otherwise, it is a SO. A Move is a step between two consecutive squares. Two squares are consecutive if both their x and y coordinates differ by no more than 1.

If a MO tries to Move to a square which cannot be moved to [[like if it tries to move off the Grid, or into an Impassable object]], it fails to Move.

If a Grid Object is Impassable, then no other Grid Object may enter the square it occupies unless a rule explicitly permits those two objects to overlap.

All Grid Objects are Passable MOs unless otherwise specified.

A.3 Grid Squares
Each Grid Square has two attributes called Substance and Depth. Substance describes the material of which the square is made.

Depth describes square's distance beneath the main body of the Grid. Depth is expressed in integers. If a MO attempts to make a move, but the depth of the square being moved to is less than that of the current square by 4 or more, the move fails. 

A.3.1 Properties of Squares
All squares are of substance Turf if no other substance has been given to them.

If a square of Substance of Earth becomes Wet, its substance becomes Mud.

When a player enters a square of Fire, e loses 6 points.

Squares may be Wet, Frozen, or neither. If the temperature is below zero degrees Celcius, all Wet squares become Frozen. If the temperature is above zero degrees Celcius, all Frozen squares become Wet. If the temperature is above 20 degrees Celcius, all Wet squares cease to be Wet.

When a MO enters a Frozen square from any consecutive square, it is immediately moved an additional unit in the same direction, if possible.

A.3.2. Gravel
If a Big Rock is destroyed, the grid square it was on becomes of substance Gravel. If a square of substance Gravel is made wet, millions of years of erosion pass in a heartbeat and it becomes of substance Turf. [[Funny how that happens...]]

B. Players on the Grid

Units of the Grid may be occupied by Players. Players are either on the Grid or off the Grid. A Player who is off the Grid is located in Limbo. A Player who is on the Grid will have a location expressed by the (x,y) coordinate location of the unit e occupies. Each Player may occupy only one unit at a time.

B.1. Entrance
Initially, all Players are in Limbo. A Player may enter the Grid by announcing on a public Forum that e will enter the Grid at a particular (x,y) coordinate location. A Player may enter the Grid at any legal location. Once a player has entered the Grid, e shall be considered on the Grid. Once a player is on the Grid, e may only leave the Grid [[e.g. change his status to "off the Grid"]] or move to other units on the Grid in a manner prescribed by the rules. A Player cannot enter the Grid if there are fewer than two unoccupied locations on the Grid.

Players are Passable MOs, except that no two players may ever occupy the same square.

B.2. Movement
Once per nweek, any Player on the Grid may announce that e intends to move to a new (x,y) coordinate location. Unless otherwise prescribed by the rules, Players may only move from eir current location to any of the units surrounding eir current location. [[E.g. the x and y coordinates of a player's location may only be increased or decreased by 1 each nweek.]]

Moves on the Grid happen when they are recognized by the Griddler, in the order in which they were recognized by the Griddler, which SHOULD be the order in which they were received. If a Player attempts to move into a unit which e may not occupy, eir Move fails and e remains in eir current location.

B.3. Inventory
Some Grid Objects may be designated by the rules as carryable. Only Passable MOs may be carryable. If a player occupies the same grid location as a carryable object, e may pick that object up, in which case the object is transferred to eir possession. When a player moves, all eir possessions travel with em. Any player holding a carryable object may drop it, in which case it leaves eir possession and is placed at the location of the dropping player. If a player leaves the grid, e first drops all carryable objects in eir possession.

B.4. Throwing
Some Grid Objects may be designated by the rules as throwable. Only carryable objects may be throwable. If a player has a throwable object in eir possession, e may throw it at any Grid location. That object is said to be Airborne, and is not considered to be in any Grid location or in Limbo, for two ndays. At the end of the two ndays, the following occurs:

If the square thrown at (the Target) contains an Impassable object, the thrown object is placed in a random legal location consecutive to the Target. If no such locations exist, the object moves to the nearest legal location to the Target.

If the square thrown at contains a player, and that player has, as an Action in a public forum, declared that e will catch the object in question, then that player catches the object and it enters eir possession.

If the square thrown at contains a player, but that player has not declared that e will catch the object, then e is hit by the object, losing 1d4 points to the player who threw the object, if one exists, or to the Gremlin Fund, if not.

If the square does not contain a player or an impassable object, the object moves to the square.

C. Deference

This section, and all sections preceding it in this rule, defer to any and all rules or sections of rules which specifically contradict them.

D. Uncarryable Grid Objects

D.1 Big Rocks
There exist Impassable SO's called Big Rocks. Big Rocks may be purchased to put on the Grid. When one is purchased, the purchasing entity may either specify the target location of the Big Rock at a cost of 10+5d3 points, or allow the Big Rock to be placed randomly at a cost of 5+5d3 points.

A Big Rock must be placed in a vacant location on the Grid, or in the same location as another Big Rock.

If a Big Rock is placed in the same location as another Big Rock, all Grid Objects on that location are destroyed, including both Rocks, and the location becomes vacant.

A Big Rock cannot be placed in a vacant location on the Grid if the number of vacant locations is less than two.

If a player purchases a Big Rock, and the calculated cost for the Big Rock is more points than the purchasing Player has, or if a Big Rock cannot be placed in the location the purchasing Player specified, the purchasing Player loses points up to and including the cost of the Big Rock (not to exceed all eir points) and the Big Rock is not purchased.

D.2 The Yeti
There exists an entity called the Yeti. At the start of the 1st nday of each nweek, the Yeti moves three times, each time to a random square which is not more than 8 units from the square e is in. When the Yeti leaves a square, that square becomes Frozen. These random moves shall be determined by the Griddler.

If the Yeti enters a grid location containing objects that can be picked up, the Yeti picks up one of the objects at random.

If an object is thrown at the Yeti while the Yeti is on the Grid, the object will hit the Yeti, then fall into the grid location the Yeti occupies."

D.3. Ancient Monoliths
There exist Ancient Monoliths. Ancient Monoliths are immovable, impassable objects.

D.3.1. Entropy Absorbtion
Should a player adjacent to an Ancient Monolith kneel facing the Monolith and pray to the gods of planar geometry the Ancient Monolith shall absorb 3d6 entropy points from em. The player praying shall make this random roll. This does not work if that Monolith has already absorbed entropy from a player that nday. The Griddler shall record the amount of entropy absorbed by each Monolith and make the information publicly available. Ancient Monoliths can store 30 points of Entropy total.

E.3.2. Destruction
An Ancient Monolith is destroyed if its location is substance fire, it is hit by a thrown Bomb Gnome, or a Big Rock falls on it.

Should the entropy absorbed by any monolith ever exceed the entropy capacity of that monolith, or should a monolith that has absorbed entropy ever be destroyed, all stored absorbed entropy of that monolith is released in a cacophonous explosion. This explosion destroys the monolith (if it still exists) and also any adjacent gnomes, big rocks, big sticks, shields, balls of wax, pinball guns, and beer cans. All absorbed entropy of that monolith is transfered to the nearest player. Should there be a tie for nearest player the entropy is evenly divided among the nearest, with any remainder divided randomly among them by the administrator. Any players adjacent to the monolith lose 2d10 points and are moved to Limbo. Any Gremlins adjacent to the Monolith are moved to Limbo. The gods of planar geometry scream in anguish and six random grid squares become substance fire.

D.3.3. Creation
A player may attempt to create an ancient monolith by announcing eir intent to forge an historical relic in the public forum. This costs 30 points and one earth gnome, one ice gnome, and one fire gnome, all of which are destroyed in the process and without which it cannot be attempted. The player must be adjacent to a big rock and remain adjacent to that rock for one nweek or the attempt fails. At the end of the nweek the administrator shall roll 1d2. If the result is a 1 the big rock and any objects on it are destroyed and an ancient monolith is created in its place. A newly created ancient monolith is unable to absorb entropy until the beginning of the next nweek.

D.3.4. Sheep Gnomes
If, at the beginning of an nweek, a sheep gnome should ever be adjacent to an Ancient Monolith, the sheep gnome says "Baa" and the absorbed entropy of that Monolith is increased by 1.

D.3.5 Attractions
If a player occupies a square consecutive to the location of a Monolith, and eir entropy is greater than (max entropy)/(2*(number of players)), e may only move to other squares consecutive to the location of that Monolith. If a player is within two units of a Monolith, and eir entropy is greater than (max entropy)/(number of players), e may only move to other squares within two units of that Monolith.

E. Carryable Objects

E.1 Toads
Certain events may cause a player to become a Toad. Toads are Carryable, Throwable, Passable MOs.

While a player is a Toad, the following is true:

Other players may occupy the same location as em.
E may not pick up, catch, or throw objects.
E may not make a move of eir own free will.
E may not use Elbonian Airways.
E is unaffected by Bonus Boxes.
If a player is carrying a Toad, and e would lose points as a result of a Bonus box, the effects of that box are applied to the Toad instead. If the player is carrying more than one Toad, one is selected at random.

If a player ceases to be a Toad while in the possession of another player, or on the same grid square as another non-Toad player, the player who was a Toad leaves the possession of all players and is Thrown Elbonia-Style at eir location.

If a Toad is airborne, and e ceases to be a Toad, e is immediately Thrown Elbonia-Style at the location e was headed for.

When a player becomes a Toad, e drops all eir carryable objects.

E.2 Big Sticks
There existPassable, Carryable MOs called Big Sticks. If at any time there are no Big Sticks, a Big Stick is placed on a random legal square.

If a player has a Big Stick, e may use it to administer a Whack to a Player or a Gremlin in an adjacent square. After administering the Whack, the Big Stick vanishes from the Player's possession and reappears at a random legal location on the grid.

When a Player receives a Whack, e is knocked two squares away from the Player with the Big Stick. The Player who has been hit receives the attribute Dizzy, which lasts until the end of the nweek.

When a Gremlin receives a Whack, it is knocked off the Grid and receives the attribute Dizzy. It is placed on the Grid again on a random legal square at the end of the current nweek, if it is Active at that time.

When a Big Stick is used, 1d4 is rolled. On a 1, the Big Stick shatters into a Pile of Kindling. If at any time there are more than 5 Big Sticks on the Grid, a random Big Stick becomes a Pile of Kindling.

E.3 The Shield
There exists a Passable, Carryable MO called the Shield. If at any time there is no Shield, the Shield is placed on a random legal square.

If a player possesses the Shield, and e is Whacked by the Big Stick, Shot with a Pinball Gun, or Thwocked by the Sledge-o-Matic, the Whacking/Shooting/Thwocking player is moved two spaces away from the player with the Shield, who is not moved, and the Shield is then destroyed.

E.4 Balls of Wax
There exist Passable, Throwable, Carryable MOs called Balls of Wax. At the beginning of each nweek, a Ball of Wax is placed on a random legal Grid Square.

If a Ball of Wax is thrown towards a player who has the Big Stick, e may Whack the Ball of Wax, causing it to cease to be Airborne and be placed on a random legal Grid Square.

Any player with a Ball of Wax may Stuff the wax into eir ears as protection against the wiles of the Sirens. As long as the player has wax in eir ears, e gains the attribute Deaf. Deaf players are unaffected by Sirens.

After escaping a Siren's ZOE and ZATR or after 1 nweek, whichever comes first, any player with wax in eir ears must remove the wax, which then becomes a Ball of Earwax and gains the attribute Disgusting. Balls of Earwax are Balls of Wax, but may not be used to stuff in ears. A Ball of Earwax, when thrown at a player, cannot be caught. It explodes on impact, being destroyed in the process, and the player who has been hit gains the attribute Icky for 1d3 ndays. If a player hits the Ball of Earwax with the big stick, the Ball of Earwax explodes and is destroyed, but the bits fall harmlessly to the ground.

E.5. Sledge-o-Matic
There exists a passable, carryable MO called the Sledge-o-Matic. A player carrying the Sledge-o-Matic may use it to crush a Big Rock into Gravel, destroying any Sirens on said Big Rock, or to Thwock [[pronounced THWOK; one syllable]] another player, throwing that player Elbonia-style along a ray drawn from the thwocking player's location through the thwocked player's location. Any target of the Sledge-o-Matic must be adjacent to the player wielding the Sledge-o-Matic.

When the Sledge-o-Matic is used, 1d4 is rolled. On a 1, the head snaps off of the Sledge-o-Matic and vanishes in a puff of acrid smoke, leaving a Big Stick. Regardless of the roll, the Sledge-o-Matic rebounds from the hands of the wielding player and is placed on a random square on the Grid.

If at any time there is not a Sledge-o-Matic on the Grid, a Sledge-o-Matic is generated and placed on a random Grid square.

E.6. Kindling
There exist passable, carryable MOs called Piles of Kindling. A player may Ignite a Pile of Kindling in their possesion to change the Grid substance of a square adjacent to the one they occupy to Fire. If there are more than 10 Piles of kindling on the Grid, a random Pile of Kindling is destroyed. If a player uses a Pile of Kindling to ignite the Grid square under an Ancient Monolith, that player loses 10 points in addition to any penalties incurred by proximity to the Monolith's destruction and recieves the title "Pyromaniacal Moron."

E.7. Towels
There exist carryable, passable MOs called Towels. No additional information is available at this moment about these items.

F. Other Stuff

F.1 Pinball Guns
Any player who does not have a Pinball Gun may buy one for 2 points. If a player is on the Grid, and e has a Pinball Gun, e may Fire the Gun at any square consecutive to eir position. If there is a MO in that square, that MO moves twice in the direction opposite the one from which it was Fired at, unless another rule prevents this.

When a player fires a Pinball Gun, e loses it. 


Rule 62/0 - Weather

A. Definitions

There exists Weather on the Grid. The Weather updates on Breakday and Joel days of each nweek. When the Weather is updated, the individual Characteristics are updated by the Griddler in the order in which they occur in section B of this rule. The Griddler is responsible for performing weather updates, and may determine what they will be publicly up to five ndays before they take effect.

B. Seasons

B.1. Winter
The first three nweeks of each nyear are Winter. Whenever the Weather is updated during Winter, (the 15th Gremlin Number minus 10) is added to the Temperature.

B.2. Spring
The fourth and fifth nweeks of each nyear are Spring. Whenever the Weather is updated during Spring, (the 15th Gremlin Number) is added to the Temperature.

B.3. Summer
The sixth, seventh, and eighth nweeks of each nyear are Summer. Whenever the Weather is updated during Summer, (the 15th Gremlin Number plus 4) is added to the Temperature.

B.4. Autumn
The ninth and tenth nweeks of each nyear are Autumn. Whenever the Weather is updated during Autumn, (the 15th Gremlin Number minus 7) is added to the Temperature.

C. Characteristics

The Weather has Characteristics. Only subsections of Section C of this rule are Characteristics. This rule takes precedcence over any other rule which defines a Characteristic of the Weather.

C.1. Temperature.
The Characteristic of Temperature has a value in Degrees Celsius. If the Temperature is below 0, it is considered Freezing. If at any time the Temperature goes below -30, it is set to -30. If it ever goes above 40, it is set to 40. 


Rule 63/0 - Spaces

A Space is a part of the game state in which it is possible to move in multiple directions. In general, a player's position in each direction is called a Component.

The two Spaces that currently exist are the Dimensions, where each Dimension is a Component, and the Grid, where the X and Y values are the two Components.

Each Space has a Metric which specifies how Distance is measured there. The Grid uses the Cartesian Metric, while the Dimensions use the Manhattan Metric.

The three possible Metrics are:
* The chessboard metric, in which the Distance between two objects is the maximum of the differences of each Component.
* The Manhattan metric, in which the Distance between two objects is the sum of (the differences of each Component).
* The Cartesian metric (also called the Euclidean metric) in which the Distance between two objects is the square root of (the sum of (the squares of (the differences of each Component))). 

[[Per judicial precedent from time immemorial, moving in the Dimensions is not done by announcement, but by the means of changing one's Dimensions specified in the ruleset.]]


Rule 64/0 - Water, Water, Everywhre

There exist Passable Stationary Grid Objects called Brooks. A Brook appears when a formerly Frozen grid square ceases to be Frozen. [[I'm melting! I'm melting!!]]

If a Player moves into a Brook, e gains the attribute Wet.

When a Big Rock is dropped into a Brook, e commits the act of Garthing a Brook, and the Brook gains the attribute "Garthed". Each Player, Gremlin, or MO in the grid squares immediately adjoining the Brook (vertically, horizontally, or diagonally) gains the attribute Wet.

For any game object other than a grid location, the attribute of Wet lasts until the end of the nweek. 


Rule 65/0 - Gnomes

A. Definitions

A.1. Gnomes
There exist objects known as Gnomes. No Gnome may exist except as specified in the rules. Each Gnome has a type. All Gnome types must have unique names, in the form of "**** Gnomes", where **** is a string of at least 1 alphanumeric character.

Whenever a new Gnome type is defined, a single Gnome of that type shall be placed on a random Grid Square.

A.2. Hit Points
All Gnomes start with 2 Hit Points unless a rule specifies otherwise.

If a Gnome has less than 1 Hit Point, it crumbles to dust and is destroyed.

A.3. Gnome Throwing
Gnomes can be in a grid location or in the posession of a Player.

If a Player and a Gnome are in the same grid location the Player may pick up the Gnome.

A Player who has a Gnome may throw it at another grid location or at a Player in another grid location. Gnomes cannot be thrown at Players who are On Leave.

If a Gnome is thrown at a Player, the Player may, by announcement, catch the Gnome within two ndays of it being thrown. If the Player does not or cannot catch the Gnome, the Gnome hits the Player, who then loses 2 score points to the Player that threw the Gnome; the Gnome then loses 1 hit Point and falls where the Player is standing.

A.4. The Gnome Factory
There exists an entity called the Gnome Factory. At the beginning of each nweek, the Gnome Factory creates one Gnome of a random type on a random legal square of Substance Mud. The Gnome Factory cannot create Gnomes of any type if there is not already at least one Gnome of thay type on the Grid. If there are no Mud squares or Gnomes on the Grid, the Gnome Factory does not produce a Gnome.

A.5. Gnome Bags
Each player has a Gnome Bag. Any player who has a Gnome may place it in eir Gnome bag. Any player with a Gnome in eir Gnome Bag may take it out at any time. Gnomes in Gnome bags are treated as if they were Basic Gnomes until they are removed.

A.5. Mixing Gnomes
If a player has more than one Gnome that is possessed by em, e may mix eir Gnomes together, which destroys the Gnomes thus mixed and creates a new one. Gnomes may only be mixed as explicitly permitted by the rules.

A.6. Gnome Replication
If a player possessess a Gnome and a Beer Can, e may feed the Can to the Gnome, which destroys the Can. If a Gnome is Wet and it is fed a Beer Can, it turns into an Amorphous Blob. At the end of each nweek, each Blob that existed at the beginning of that nweek turns into two Gnomes of the same type as the Gnome which became the Blob in the first place.

A.7. Garbage Cans
There exist objects called Garbage Cans. Garbage Cans are passable, stationary objects. There is a Garbage Can at each Elbonian Airways location. Any player who holds a Gnome and is in a square consecutive to a square that conatains a Garbage Can may Throw Out a Gnome in eir possession, destroying the Gnome and gaining 1 point.

B. Gnome types

B.1. Fire Gnomes
There exist Gnomes of type Fire. If a square is occupied by either a Fire Gnome or an entity which holds a Fire Gnome, then the square and all entities in that square lose the attributes Frozen and Wet, and any Brooks in that square are destroyed.

B.2. Water Gnomes
There exist Gnomes of type Water. Water Gnomes have 3 hit points. A Water Gnome may be squeezed by the player holding it at the cost of one of its hit points to make a Sponge wet or create a Brook at the square the squeezing player is standing on.

B.3. Earth Gnomes
There exist Gnomes of type Earth. Earth Gnomes have 3 hit points. An Earth Gnome may be squeezed by the player holding it at the cost of one of its hit points to turn the square the squeezing player is standing on into Earth, unless there is a Brook in that square, in which case the square turns to Mud.

B.4. Air Gnomes
There exist Gnomes of type Air. Whenever an Air Gnome is destroyed, the weather is updated immediately.

B.5. Grain Gnomes
There exist Gnomes of type Grain. Grain Gnomes have 3 hit points. A Grain Gnome may be squeezed by the player holding it at the cost of one of its hit points to make Bread. A player with Bread who is standing on a Brook may use the Bread on that Brook. If a player uses Bread upon a Brook, they get a Caviar Sandwich and the Brook and Bread are destroyed. If a player eats a Caviar Sandwich in the same nweek as they drink a glass of Champagne, that player gets 5 Style Points.

B.6 Grape Gnomes
There exist Gnomes of type Grape. Grape Gnomes have 3 hit points.

B.7. Winter Gnomes
There exist Gnomes of type Winter. When a Winter Gnome is destroyed, the temperature decreases by 4 the next time the weather is updated.

B.8. Summer Gnomes
There exist Gnomes of type Summer. When a Summer Gnome is destroyed, the temperature increases by 4 the next time the weather is updated.

B.9. Beer Gnomes
There exist gnomes of type Beer. Beer Gnomes have three hit points. Beer Gnomes may be squeezed by the player holding them at the cost of one of their hit points to produce a Can of Beer, the drinking of which immediately destroys the Can. When a Beer Gnome runs out of hit points, it becomes a Can of Beer. Cans of Beer are alcoholic beverages.

B.10 Wine Gnomes
There exist Gnomes of type Wine. Wine Gnomes may be squeezed by the player holding them at the cost of one of their hit points to produce a Glass of Champagne, the drinking of which immediately destroys the Glass. When a Champagne Gnome runs out of hit points, it becomes a Glass of Champagne. Glasses of Champagne are alcoholic beverages.

B.11. Tea Gnomes
There exist Gnomes of type Tea. Tea Gnomes have three hit points. Tea Gnomes may be squuezed by the player holding them at the cost of one of their hit points to produce a Cup of Tea. Drinking a Cup of Tea destroys the Cup.

B.12. Sheep Gnomes
There exist Gnomes called Sheep Gnomes.

At the beginning of an nweek, if no Sheep Gnomes exist, 2 Sheep Gnomes shall drop upon random squares on the grid. If a Sheep Gnome lands on a square occupied by an impassable object, then the Sheep is destroyed and the square it landed on, each square consecutive to that square, and all objects and entities in those squares gain the attribute Wet. If a Sheep Gnome lands on a player, that player loses 3 points to the Gremlin Fund.

B.13. Basic Gnomes
There exist Gnomes of type Basic, which have no other properties.

C. The Wine List

The following mixes of Gnomes are permitted:

A Summer Gnome plus an Air Gnome makes a Fire Gnome.
Three Basic Gnomes makes a Gnome of a random type.
A Water Gnome plus an Herb Gnome makes a Tea Gnome.
A Grain Gnome plus a Water Gnome makes a Beer Gnome.
An Earth Gnome plus a Summer Gnome makes a Grape Gnome.
A Winter Gnome plus an Earth Gnome makes a Grain Gnome.
A Grape Gnome plus a Water Gnome makes a Wine Gnome.
An Earth Gnome plus a Basic Gnome makes a Sheep Gnome.


Rule 66/0 - Drinking Miscellanea

A player in Limbo can purchase a Can of Beer for five score points.

A player who drinks a Glass of Champagne gains 2 Style Points.

A player who drinks a Cup of Tea gains 1 Charm Point and has eir BAC reduced by 1.


Rule 67/0 - Death

If a player has the attribute "Dead," e may not move on the grid or fly Elbonian Airways. If a Gremlin would gain this attribute, it instead goes into hiding.


Rule 68/0 - Hands Off! - 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. 


Rule 69/0 - Mentorsip

A newbie is any player who has been playing for less than two nweeks.

A mentor is a player assigned to help out a newbie. The newbie that they are mentoring is known as a mentee.

The mentor pool is a set of active players none of whom are newbies or mentors.

Any player who could be part of the mentor pool, but is not can become part of the mentor pool by saying that they wish to join the mentor pool in a public forum.

Any player who is part of the mentor pool may cease to be part of the mentor pool by announcing that they wish to leave it in a public forum.

When a mentor's mentee ceases to be a newbie then the mentor ceases to be a mentor and rejoins the mentor pool.

If at any point the mentor pool is non-empty and there exists at least one newbie who isn't a mentee then the player who has been in the mentor pool for the longest time without a break becomes the mentor for the newbie who has been a player for the least length of time.

If there exist newbies who are not mentees and the mentor pool is empty then players are encouraged to join the mentor pool.

Newbies are encouraged to ask eir mentor about anything relevant to the game, and eir mentor is encouraged to give useful advice to eir mentee.

At the end of eir period of being a mentor, if eir mentee has not left the game or gone on Forced Leave, then a mentor receives 5 points for being a mentor. If eir mentee has a positive number of points and no Debt then the mentor receives another 5 points. 


Rule 70/0 - Right to Kibbitz - Chutzpah 3

No rule can be made which regulates or restricts non-public communication.

No player shall be given a penalty for anything said in non-public communication.

This rule takes precedence over any rule regulating or restricting non-public communication. 


Rule 71/0 - The Telephone

During any nweek when the Gremlin Number is prime, the Telephone of B Nomic is Ringing. The first Player to announce in a Public Forum that e answers the Telephone of B Nomic receives N/10 points, rounded up, where N is the Gremlin Number.


Rule 72/0 - A Little History

This rule defers to all other rules.

The First Era of B Nomic, also called the Antient Era, is the time starting with the creation of the game on or about December 5, 2001, ending immediately before the start of the Second Era. Players who can document their presence in the game during this time may gain the attribute Antient.

The Second Era of B Nomic, also called the Time of Rebooting, is the time starting April 4, 2005, just after a server carsh lost much of the gamestate and ending immediately before the start of the Third Era. Players who can document their presence in the game during this time may gain the attribute Rebooter.

The Third Era of B Nomic, also called the Last True Era, is the time starting November 14, 2006, and ending immediately before the start of the Fourth Era; it was occasioned by a five-month lull in the game. Players who can document their participation in the game during this time may gain the attribute Third Era Veteran.

The Fourth and Fifth Eras of B Nomic are collectively called the Imaginary Period, because modern Nomic historians believe that no gameplay thought to have occurred during this time ever happened. The Fourth Era or Early Imaginary Period began on December 10, 2007, and the Fifth Era or Late Imaginary Period began on December 2 of 2008. Players who can document their participation in the game during the Imaginary Period may gain the attribute Figment.

The Sixth Era of B Nomic, also called the Cenobiarchic Era, began with the ascension of First Cenobiarch Wooble. The Early Cenobiarchic Era or BGoran Era, beginning October 6, 2009, was marked by a ruleset gradually moving away from being a clone of the Agoran ruleset. The Late Cenobiarchic Era or Revival Era began on (DATE) with the adoption of a ruleset based heavily on one from the Antient Era, from which the current rules are descended, and is currently ongoing.


Rule 73/0 - The Circuit Breaker - Chutzpah 2

The following rule is created immediately after anyone is awarded a Win:

{{ __No Win For You__ {* Win, 9 *}
Players may not win.
}} 


Rule 74/0 - The All-Important Default Case

Players may not change the game state.

This rule defers to all other rules. 


Rule 75/0 - The Slightly Less Important Not-So-Default Case - Chutzpah 11

Any action indistinguishable from a legal action is legal. 
_______________________________________________
spoon-business mailing list
spoon-business@xxxxxxxxx
http://lists.ellipsis.cx/mailman/listinfo/spoon-business