Craig Daniel on Sat, 5 Dec 2009 16:21:43 -0700 (MST)


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[s-b] It's no longer a proto


I submit the following refresh proposal:

{{
Repeal all rules.

Enact the following ruleset:

{{
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 Nomarökr, 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
minister responsible for tracking that type of object [[the Rulekeepor
for rules, the Minister of Change for proposals, and the Oracle for
CFJs]]. 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 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 MetaMin 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
Minister of Change. A proposal is not revised until the Minister of
Change 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 49 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
Gödel 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 a Minister may also be
performed by an automated script, program or webpage, or collection of
same (otherwise known as a "software system"), acting on the
Minister's behalf.

If the action that such a software system would perform is the
acceptance of submitted player actions, then for the purpose of that
specific action, said software system will be considered a public
forum.


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 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 Registrar, 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 Griddler, 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 Registrar 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 Griddler. Any players adjacent to
the monolith lose 10 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 air gnome, one water 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 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 - Dependent Actions - Chutzpah 2

A person (the performer) CAN perform an action dependently (a
dependent action) by announcement if and only if all of the following
are true:

a) The rules explicitly authorize the performer to perform the action
by a set of one or more of the following methods (N is 1 if not
otherwise specified):

1) Without N Objections, where N is a positive integer. 2) With N
Supporters, where N is a positive integer. 3) With N the Consent of B,
where N is an integer multiple of 0.1 with a minimum of 1.

b) A person (the initiator) announced intent to perform the action,
unambiguously and clearly specifying the action and method(s)
(including the value of N for each method), at most twelve ndays
earlier, and (if the action depends on objections) at least four ndays
earlier.

c) At least one of the following is true:

1) The performer is the initiator.

2) The initiator was authorized to perform the action due to holding a
rule-defined position now held by the performer.

3) The initiator is authorized to perform the action, the action
depends on support, the performer has supported the intent, and the
rule authorizing the performance does not explicitly prohibit
supporters from performing it.

d) B is Satisfied with the announced intent, as defined by other rules.

e) If a set of conditions for the performance of the action was given
in the announcement of intent to perform the action, all those
conditions are met.

A dependent action CAN be performed non-dependently as otherwise
permitted by the rules.


Rule 75/0 - Satisfaction

A Supporter of a dependent action is a first-class player who has
publicly posted (and not withdrawn) support for an announcement of
intent to perform the action. An Objector to a dependent action is a
first-class player (or other person explicitly allowed to object to
that action by the rule allowing that action to be performed
dependently) who has publicly posted (and not withdrawn) an objection
to the announcement of intent to perform the action.

The Executor of such an announcement of intent CANNOT support it, but
CAN generally object to it (withdrawal of intent is equivalent to
objection). A rule authorizing the performance of a dependent action
may further restrict the eligibility of players to support or object
to that specific action.

B is Satisfied with an intent to perform a specific action if and only if:

(1) if the action is to be performed Without N Objections, then it has
fewer than N objectors;

(2) if the action is to be performed With N supporters, then it has N
or more supporters; and

(3) if the action is to be performed with N the Consent of B, then the
ratio of supporters to objectors is greater than N, or the action has
at least one supporter and no objectors.

For the purposes of any determination defined by this rule, objections
shall always be considered withdrawn if they were made prior to the
announcement of intent to perform the action.


Rule 76/0 - The All-Important Default Case

Players may not change the game state.

This rule defers to all other rules.


Rule 77/0 - The Slightly Less Important Not-So-Default Case - Chutzpah 11

Any action indistinguishable from a legal action is legal.
}}

In rule 72, replace the string {{(DATE)}} with the date when this
refresh proposal takes effect in the Gregorian calendar, leaving the
revision number of Rule 72 set to 0.

Set the holders of the following ministries to the players who most
recently held them:
Minister of Ministries, Rulekeepor, Registrar, Oracle, Minister of
Change, Gardener.

Set the Griddler to teucer.

Place all players in Limbo.

Destroy all gnomes.

Create the following gnomes in the possession of the specified players:

0x44: 1 water, 2 herb
JamesB: 1 herb
teucer: 1 water, 2 earth, 1 grain, 1 herb
Walker: 1 water, 2 earth, 1 air, 1 grain, 1 herb
Wooble: 1 water, 10 earth, 3 air, 1 herb

[[Note: this means no gnomes for the inactive, and Wooble's earth
gnomes scale down by a little more than the normal 2. He's still
seriously dominant on that front.]]

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

Set the LOGAS, LMJ, and Upper House to be empty, the Gremlin Number to
17, and the temperature to 5.

Initiate the procedure specified in Rule 49 as though Universal
Entropy exceeded Maximum Entropy.

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

This differs from the proto in the following ways:

1. I *believe* I have removed any need for things to be simultaneous,
but something might've crept in.
2. I've got gnome counts.
3. I fixed my failure to include dependent actions despite referencing them.
4. I've fixed monolith creation to not require a nonexistent gnome
type and always be successful.
5. Monoliths that blow up hurt you by 10 points, not 2d10.

Wish list (not so urgent it needs to be in the refresh proposal):

1. In 1e B, all Game Actions had to be explicitly recognized by the
Admin. A few vestiges of this fact remain explicit, with movement on
the grid, style attribute purchases, kicks in the ass, and proposals
requiring recognition by various officers. If called on to judge the
matter of where this stands now, I would rule based in part on 1e game
custom and conclude that if a Minister has to track that an action
occurred, they must also recognize its performance, but other
potential judges might disagree with me. In any case, it would be nice
to decide as a nomic how we stand on the issue and legislate
accordingly.

2. Randomness is clunkier now than in the First Era when we had
anAadmin who could be trusted to do it right; now we want to have a
dice bot send mail to the list. Consequently I've stripped out much of
the randomness, but some of it felt like it shouldn't be eliminated.
If others disagree, we should take out more of it; if others want more
randomness, though, I'm all for putting it back.

3. Contract law in the ruleset this was based on involved creating
Societies which the Admin then decided to recognize or not; these
could have powers well beyond even those found in Agoran contract law,
as specific Societies were generally then given powers and duties in
the rules. (For example: the Upper House was a Society. There was also
a Society, vSOI, that could make Gnomes and sell them to its members.)
It also appears to me that the rules of a recognized Society could
alter the gamestate beyond those rules even without the main ruleset's
authorization (since the only rule obviously stopping them is the
Default Case, which defers to the rule that Societies abide by their
Rules), but I'm not sure. Certainly recognition or not of Societies
was a huge power of the Admin's. (The Admin was not a player, and so
could be trusted not to scam the Society rules.) I've deleted
Societies for now, but I'd like to bring them back if we can figure
out how; it may be the neatest approach to contracts I've seen in a
nomic.

 - teucer
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