Craig Daniel on Mon, 14 Dec 2009 14:34:15 -0700 (MST) |
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[s-b] Refresh Ballot |
I hereby initiate the emergency decision. The ballot consists of a single untitled refresh proposal by teucer, which is quoted below. > {{ > Repeal all rules except rule 123 in order by number. > > Enact the following rules in order by number: > > {{ > 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 between doubled open square brackets ("[[") and the > next pair of dobule closed square brackets ("]]") 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. > - Hide quoted text - > 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. > > Change the number of Rule 123 to 0/0. > > 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, and at the Origin. [[Note: the Origin > refers to the Dimensions, and not to Grid location; Limbo means nobody > is on the Grid.]] > > Destroy all gnomes. > > Create the following gnomes in the possession of the specified players: > > 0x44: 1 water, 2 tea > JamesB: 1 tea > teucer: 1 water, 2 earth, 1 grain, 1 tea > Walker: 1 water, 2 earth, 1 air, 1 grain, 1 tea > Wooble: 1 water, 10 earth, 3 air, 1 tea > - Hide quoted text - > > 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. > }} > - teucer, who looks forward to the dawn of the Revival Era on (DATE) _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business