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)
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