Peter Cooper Jr. on Wed, 7 Feb 2007 11:12:50 -0700 (MST) |
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Re: [s-d] era 2 ruleset |
Antonio Dolcetta wrote: > the link peter posted is ok. > now what about the era 1 ruleset, anyone have that one ? Attached is the copy I've got, which I think is from near the end of the First Era. I'm almost sure that it's not the last ruleset from the First era, however. -- Peter C.
Rule 0/4 Emergency Management Last Revision: nweek 76. [1]Revision History Keywords: [2]Administrator [3]Emergency [4]Forum [5]Paradox [6]Time Attributes: Chutzpah 8 There exists, in the context of the game that contains this rule (hereafter in this rule known as "The Game"), a procedure called the Emergency Management procedure. The Emergency Management procedure (hereafter in this rule known as "The Procedure") will be followed in the event of an Emergency, as recognized by the majority of the most recently formally recognized body of outsiders in The Game. An Emergency, in the context of this rule, is any event or circumstance, not already provided for in the rules of the Game, that prevents the continuance of the Game. Emergencies include, but are not limited to, the following: - The failure of, or lack of access to, the hosting services and/or equipment used to administer the Game (hereafter in this rule known as "The Host") for a period of seven days. - The failure of, or absence of, enough Ministers that the Game cannot continue, for a period of seven days. - The existence of a paradoxical condition that cannot be resolved under the current set of rules. The Procedure is as follows: 1. Game time is stopped. Whatever means used in the Game to track time is stopped as of the beginning of the Emergency. Pending events and deadlines relative to Game time, with the exception of those specified in this rule, are postponed until Game time resumes. Pending events and deadlines with absolute dates and times do not occur. 2. A Forum is established. The Procedure depends upon the availability of a means for Outsiders and an Emergency Co-Ordinator to communicate (hereafter in this rule known as "The Forum"). If a Forum does not exist or is not available, players will establish one by contacting one another and agreeing upon a new Forum. If a new Forum cannot be agreed upon, the Game ends. 3. An Emergency Co-Ordinator is established. Any Player may be established as the Emergency Co-Ordinator. If an Emergency Co-Ordinator cannot be agreed upon, the Game ends. 4. The Pause is initialized. The Procedure tracks time spent using the Pause. When the Procedure is begun, the Pause is zero; thereafter, until the completion of the Procedure, the Pause is increased by one each day at 00:00:00 UTC. 5. Refresh Proposals are submitted. The Forum will be used to submit, discuss, select and implement proposed changes to the state of the Game (hereafter in this rule known as "Refresh Proposals") for the purpose of either resuming or ending the Game. Players may each submit a Refresh Proposal. Refresh Proposals may affect any aspect of the Game or the state of the Game, including, but not limited to: rules, scores or other player attributes, the valid list of players, the identity of the Host, the legitimacy and/or actuality of any action taken in the context of the Game, etc. 6. A first-round Ballot is formed. When the value of the Pause is 5, the Emergency Co-ordinator will gather all submitted Refresh Proposals into a Ballot on which players will vote. 7. First-round votes are cast. Each player (including the Emergency Co-Ordinator) may cast a single vote to select one of the Refresh Proposals in the Ballot. Votes are cast by announcing them via the Forum. 8. First-round votes are counted. When the value of the Pause is 7, the Emergency Co-Ordinator will count all the submitted votes and announce to the Forum which Refresh Proposal received the largest number of votes. If only one Refresh Proposal received the largest number of votes it is selected for implementation and the procedure moves directly to step 12; otherwise the Procedure continues to Step 9. 9. A second-round Ballot is formed. Refresh Proposals that tied for the largest number of votes received in the prior Ballot will be gathered into a second Ballot on which players will vote. 10. Second-round votes are cast. Each player (including the Emergency Co-Ordinator casts a single vote to select one of the Refresh Proposals in the second Ballot. Votes are cast by announcing them via the Forum. 11. Second-round votes are counted. When the value of the Pause is 9, the Emergency Co-Ordinator will count all the submitted votes and announce to the Forum which Refresh Proposal in the second Ballot received the largest number of votes. If only one Refresh Proposal received the largest number of votes, it is selected for implementation; otherwise the Emergency Co-ordinator selects one of the Refresh Proposals. 12. The Refresh Proposal selected is implemented by the Emergency Co-ordinator. The Emergency Co-Ordinator ceases to be the Emergency Co-Ordinator. The Procedure ends. The value of the Pause is returned to zero and no longer increments. The standard timekeeping method restarts. Normal [[?!?]] Play resumes. If, during an emergency, a majority of the most recently recognized body of players recognizes that there is no longer an emergency, the Procedure immediately ends, if it is currently happening, and the Emergency ends with no change to the state of the game. [[ Created by [7]367/1. Chutzpah 8 (assigned in Refresh 3). Layer 3 (assigned by [8]1294/2). Revised by Refresh-4, [9]1753/0, p1909, p1927. ]] _________________________________________________________________ Rule 1/3 The Game of B Last Revision: nweek 66. [10]Revision History Keywords: Uncategorized The name of this game is B Nomic. The national motto of B Nomic is 'B Nomic: It's better than sex.' [[ Revised by [11]966/1, [12]1597/1, [13]1867/1. ]] _________________________________________________________________ Rule 2/4 Names Last Revision: nweek 54. [14]Revision History Keywords: [15]Abstract [16]Definitions [17]Names [18]Objects Attributes: Chutzpah 2 All distinguishable Game Objects should have unique identifiers. Objects indistinguishable from each other need not have separate identifiers [[So a player's points don't need to be named separately, but different players do]]. An abbreviation or nickname for an object may be used in place of its identifier provided that the context makes it unambiguous which object is being referred to. [[ Revised by [19]245/0, [20]1107/0, Refresh-3, [21]1699/0. Chutzpah 2. ]] _________________________________________________________________ Rule 3/11 On the Nature of Ntime Last Revision: nweek 89. [22]Revision History Keywords: [23]Clock [24]Time [25]Watch A. The Clock and the Watch There exist two entities known as The Clock and The Watch. The Clock shall consist of two numbers, representing nweeks and ndays. The Watch shall consist of two numbers, representing wweeks and wdays. The Clock shall always be either On or Off. If The Clock is On, then at 00:00:00 UTC, the number of ndays on The Clock shall increase by one, unless the number of ndays on The Clock is equal to nine, in which case it shall become equal to 0 and the number of nweeks on The Clock shall increase by one. If The Clock is Off, then at 00:00:00 UTC, the number of wdays on The Watch shall increase by one, unless the number of wdays on The Watch is equal to nine, in which case it shall become equal to 0 and the number of wweeks on The Watch shall increase by one. One nday shall be defined as the time between two consecutive changes in the number of ndays on The Clock. One nweek shall be defined to be 10 ndays, or the time between two consecutive changes in the number of nweeks on The Clock. One wday shall be defined as the time between two consecutive changes in the number of wdays on The Watch. One wweek shall be defined to be 10 wdays, or the time between two consecutive changes in the number of wweeks on The Clock. Whenever any rule other than this one specifies a certain amount of time, that time shall be measured according to The Clock, unless that rule specifies otherwise. [[Thus, if a rule gives someone 1 nweek to do something, and The Clock is turned Off when the person has 6 days left, then the person still has 6 days left once The Clock is turned back on]] The Clock may not be changed from On to Off or from Off to On except in ways explicitly permitted by the rules. When the Clock is turned Off, the number of wdays and wweeks on The Watch shall be set to zero. Whenever the current value of The Clock is displayed or referred to, it shall be displayed or referred to with the number of nweeks increased by one and the number of ndays increased by one. [[because The Clock is zero-based]]. A period of 10 nweeks is known as an nyear. A period of 10 wweeks is known as a wyear. Hence the first 10 nweeks (0-9 on the Clock) comprise nyear 0, the second (10-19 on the Clock) comprise nyear 1 and so on. The end of the third, seventh, and tenth ndays of each nweek are called Checkpoints. The period between two Checkpoints is called a Checking Period. B. Timing of Actions Actions posted to a Public Forum occur when they reach the forum. Non-action events occur at exactly the times specified in the Rules. However, while the Clock is Off, actions taken by players aren't implemented until the Clock is turned back on, except when the rules specify otherwise. Actions related to the submitting and judging of CFIs, as well as those related to States of Emergency, happen upon reaching the forum regardless of the state of the Clock. No two actions may take place simultaneously, except when the rules explicitly state otherwise. See also: Rule 1896 (Game Actions) C. Timing of Events When multiple rules specify that an event takes place at a certain time [[ i.e. "at the beginning of an nweek" ]], those events occur in order of rule precedence, with higher precedence events happening before lower precedence events. The previous sentence defers to all rules which contradict it. D. Thou Shalt Not Screw With Time Events and Actions may occur only in the present, and may not alter the past. However, this does not forbid changing the gamestate to match what it would be had things gone differently, provided that the state being changed to can be easily calculated (for example, a proposal might say "change the gamestate to what it would have been had X happened", and that's ok as long as it's fairly easy to see what would have happened after X). [[ Revised by [26]158/1, [27]158/1, [28]225/1, [29]247/0, [30]489/0, [31]645/0, [32]707/1, [33]866/0, [34]928/1, [35]1814/0, p2034. ]] _________________________________________________________________ Rule 4/5 Revisions Last Revision: nweek 85. [36]Revision History Keywords: [37]Revision [38]Rules Game Documents may be specified as revisable. Every revisable document has a revision number, which serves to differentiate versions of it. When a revisable document is nontrivially modified, its revision number is increased by one. For the purposes of this rule, no modification to a Game Document is trivial except the results of Executive Tidiness. Each revisable object of a Serializable type has an id string, which is the string "n/r" where n is replaced by the objects serial number and r is replaced by its revision number. Note: It may still be possible to revise Documents that aren't revisable; revisable only means "has a revision number". [[ Revised by [39]103/0, [40]104/0, [41]108/0, [42]1107/0, p1990. ]] _________________________________________________________________ Rule 5/6 Serial Numbers Last Revision: nweek 85. [43]Revision History Keywords: [44]Revision [45]Rules Types of Game Objects may be Serializable. If a type is Serializable, then every object of that type has a serial number assigned to it. When a new object of a Serializable type is created, it is assigned the serial number one higher than the highest serial number ever used for an object of that type. If no Serial number was ever assigned to an object of that type, a new object of that type gets serial number 100 instead. The preceding two sentences defer to any rules which contradict them. [[ Revised by [46]104/0, [47]461/1, [48]463/0, [49]1881/1, p1927, p1900. ]] _________________________________________________________________ Rule 6/2 Proponents Last Revision: nweek 54. [50]Revision History Keywords: [51]Definitions [52]Proposals:Making A Proposing Entity, or PE, is an entity which is capable of issuing a Proposal. Any PE may make a Proposal at any time, subject to any and all restrictions laid out in the ruleset. An Unlimited PE is a PE that can issue proposals without paying proposal costs; PEs that are not Unlimited are said to be Limited. All PEs are Limited unless the rules specify otherwise. [[ Created by [53]1026/0. Repealed by [54]1123/0. Recreated by [55]1699/0. ]] _________________________________________________________________ Rule 7/2 Spivak Pronouns Last Revision: nweek 76. [56]Revision History Keywords: Uncategorized The following table entries, known as Spivak pronouns, shall be understood to replace the standard English third person pronouns with which they are paired. The Spivak pronouns shall be understood to refer to either gender, as appropriate. [[Example: "e" may refer either to "he" or "she".]] Spivak standard subject e he/she object em him/her possessive eir/eirs his/hers reflexive emself himself/herself Spivak pronouns are to be used in any case where the gender of the referred object is unknown, but if a pronoun refers to a specific object whose gender is known, explictly stated in the game, and unlikely to change, the appropriate non-Spivak versions may be used, if the writer so wishes. (This still allows full use of Spivak, if desired). If any non-Spivak pronoun becomes unclear due to changes in game state, the conversion of that pronoun to a Spivak version is within the powers of Executive Tidiness. [[ Revised by [57]1093/0, p1927. ]] _________________________________________________________________ Rule 8/2 Comments Last Revision: nweek 28. [58]Revision History Keywords: Uncategorized Excepting any text in this Rule prior to and including this sentence, any text appearing within doubled square brackets ("[[" and "]]") shall be considered "comment" text. Comment text shall not have the force of Rule; its purpose is solely elucidative or demonstrative. [[ Revised by [59]108/0, [60]1212/0 (1). ]] _________________________________________________________________ Rule 9/2 Randomness and Dice Last Revision: nweek 90. [61]Revision History Keywords: [62]Random Whenever a Player is called upon to make a random determination, it shall be made among all the possible choices with equal probability, or as close to equal probability as is reasonably achievable, except when the rules specify otherwise. Dice rolls may be specified in the form xdy, where x is the number of dice, and y is the number of faces on each die. The B Nomic Dice Roller is a randomizing device. To use it, send email to dice@xxxxxxxxxx Instructions are at http://www.bnomic.org/cgi-bin/moin.cgi/HowToRollDice. [[Modified by p1983, p2036.]] _________________________________________________________________ Rule 10/5 Follow The Rules Last Revision: nweek 84. [63]Revision History Keywords: [64]Rules Attributes: Chutzpah 10 The Game Documents known as Rules govern this game, and only these Rules control how this game is played. [[ Revised by [65]375/1, [66]461/1, [67]1813/1, p1927, p1979. Chutzpah 10. ]] _________________________________________________________________ Rule 11/6 Rules and Rulebooks Last Revision: nweek 85. [68]Revision History Keywords: [69]Gameplay:Rules [70]Gameplay:Rules:Rulebooks [71]Gameplay:Rules:Rulebooks :Ruleset [72]Rules Rules are revisable, Serializable Game Documents. Rules may only be altered as outlined in the Ruleset. A Rulebook is a collection of Rules. Every Rule must be in a Rulebook; no rule may be in more than one Rulebook. The Ruleset is a Rulebook; all rules that are not in other Rulebooks are in the Ruleset. [[ Revised by [73]103/0, [74]108/0, [75]1705/0, [76]1792/1, [77]1867/1, p1900. ]] _________________________________________________________________ Rule 12/0 Self-Reference and Self-Application in Rules Last Revision: nweek 0. Keywords: [78]Players [79]Rules Rule Changes that affect Rules needed to allow or apply Rule Changes are permissible. Even Rule Changes that amend or repeal their own authority are permissible. No Rule Change is impermissible solely on account of its self-reference or self-application. _________________________________________________________________ Rule 13/6 Abstract Objects Last Revision: nweek 75. [80]Revision History Keywords: [81]Abstract [82]Definitions [83]Objects [84]Players Attributes: Chutzpah 2 A Game Object is anything which exists within the context of the game, that is, its existence must be specified by the current ruleset or by a different document that is granted the power to specify objects by the ruleset; the term Object shall be an unambiguous synonym for Game Object in all game documents except where specified otherwise. [[Note that this does not require the object's definition to be in the ruleset; an object could be defined by reference to an outside Document]] An External Force is anything which exists independantly of the game. An Outsider is an External Force which is also an Object. [[ i.e., something that exists outside of the game but is also acknowledge by the rules as influencing the gamestate, and thus exists within the game as well, such as a player]] A Game Document is a body of text specified as a Game Document by the Rules. Game Documents are Game Objects. [[ which is true by definition, but we might as well be safe and state it.]] Unless otherwise stated, Players are capable of possessing any Object and of transferring any Object they possess to any entity that can possess that Object. Unless otherwise stated, when a Player transfers an Object to an entity, the player is no longer in possession of that Object, and the entity becomes in possession of it. [[ Revised by [85]308/0, [86]730/0, [87]1649/0, [88]1699/0, [89]1880/2, p1925. Chutzpah 2. ]] _________________________________________________________________ Rule 14/7 Players Last Revision: nweek 86. [90]Revision History Keywords: [91]Definitions [92]Forfeit [93]LostSoul [94]Player [95]Players [96]Proposin gEntity Attributes: Chutzpah 2 A Player is an Outsider who consents to be governed by the Rules, fulfills all requirements for playerhood specified by the Rules, and has become a player in a manner specified by the Rules. An External Force may become a Player by posting a message to a Public Forum containing a request to become a player and a uniquely identifying name that e wishes to be known by. It may do this if and only if it fulfills the following requirements: * It is capable of passing the Turing Test. * Either it is a Lost Soul, or it is not already a Game Object at all. * It has a working e-mail address. A Player may cease to be a player by Forfeiting the game; this must be done in a Public Forum unless there are no working public fora, in which case e may notify the Minister of the Roster privately instead. The Minister of the Roster must report the Forfeiture as soon as possible if this happens. No restrictions may be placed on when a player may forfeit; any player may forfeit the game at any time (regardless of the clock, the watch, etc.) When a Player ceases to be a player for any reason, e loses all game defined properties and attributes except for eir Name, and becomes a Lost Soul. Lost Souls are game objects. Players are Limited PEs. When a new Player enters the game, that Player receives 1 Point. This Point is referred to as a Welcome Point. [[Historical Note: The custom of Players giving new Players welcome originated with a scam where Players had stocks worth 1/10 their Score, rounded up. If a Player's score were 0, one could buy arbitrarily many shares of their stock.]] [[ Revised by [97]1449/1, [98]1699/0, p1927, p1929, p1978, p1979, p1999. ]] _________________________________________________________________ Rule 15/20 Voting Procedure Last Revision: nweek 76. [99]Revision History Keywords: [100]Voting [101]Voting A Poll is an event used to make a decision. A Poll has three primary attributes: a list of Eligible Voters, a Duration, and an Issue to be decided. The Eligible Voters set is the set of all Game Objects who are allowed to cast votes in the Poll. Each Voter may cast a single vote on the Poll; this vote may be Yes, No, or Abstain (or some obvious variant on one of these words, so 'sure','nay',etc. work; but if it's not obvious what the vote means, it should be interpreted as an Abstain vote). If a Voter submits more than one vote, the *last* one submitted is their actual vote. (so votes can be changed by resubmitting them). The Duration of a Poll is an amount of time signifying how long voting will continue. When the Duration of the Poll Concludes, the Issue is resolved. The Issue is said to have Passed if more Yes votes than No votes were cast on the Poll; otherwise, it Fails. Polls are only called when specified by the rules. If a poll is called, but no list of Eligible Voters is specified for it, it is assumed that all Players are Eligible Voters, and nothing else is. If a Poll is called, but no Duration is specified, it is assumed that the Duration is until the end of the current nweek. A. Types of Durations The Duration of a Poll may be any of the following: * An absolute point in ntime, such as "nweek 212, nday 6". In this case, the Duration Concludes at that point in ntime, or, if it has not elapsed but that time has already passed, immediately. * A relative point in ntime, such as "three ndays from the calling of the Poll". In this case, the Duration Concludes at the end of the specified period. A Poll, where is a unit of ntime, is a Poll with as its Duration (for example, a 3-nday Poll) * Either of the above, with a point/amount in real time/wtime substituted for the point in ntime. This use is strongly discouraged except in cases where ntime would be unsuitable. * Indeterminate. An Indeterminate Duration does not Conclude based on time. Indeterminate Polls should generally be Short-Circuited (see below), but don't have to be... B. Special Polls A Poll may have any of the following optional flags: * Short-Circuited: The Duration of a Short-Circuited Poll Concludes as soon as every Eligible Voter has cast a vote. * Very Badly Wired (VBW): A VBW Poll's Duration Concludes as soon as enough Eligible Voters have cast votes that the outcome of the Poll could not be changed by the votes cast by the rest of the Voters. * Strict: In a Strict poll, each Voter gets exactly one Vote; this sentence takes precedence over any rule other than Rule 33 that would allow players to cast multiple votes on a Poll. * Concealable: votes may be sent to the Chairman privately; when the Duration Concludes, the Chairman must post publicly the private votes. * Democratic: In a Democratic poll, the Issue Fails if at least half of all active players (as defined at the start of voting) vote against it. This is known as a legislative veto. [[ Revised by [102]157/1, [103]158/1, [104]928/1, [105]1066/0, [106]1087/0, [107]1100/0, [108]1274/0, [109]1281/1, [110]1320/0, [111]1337/0, [112]1437/0, [113]1461/0, [114]1466/0, [115]1608/4, [116]1695/0, [117]1699/0, [118]1813/1, [119]1864/0, p1909, p1927. ]] _________________________________________________________________ Rule 16/6 Fora Last Revision: nweek 67. [120]Revision History Keywords: [121]Forum A Forum is a means by which Outsiders can communicate. Fora may be Private or Public; all Fora are Private until a rule makes them otherwise. An Outsider using a Forum is considered to be "in" that Forum at the time of its use. Actions may only be taken in appropriate public fora, but if taken in private fora by mistake, they may be recognized by the entity responsible for recognizing it at eir discretion. If there are no Public Fora, then a majority vote of all Off Leave players shall be sufficient to designate any forum as Public. The FCC may designate a Public Forum to be only valid for certain specific game actions. Said designation, however, cannot leave any valid game actions with no Public Forum in which they can be taken. [[ Revised by [122]1381/0, [123]1644/0, [124]1684/0, [125]1814/0, p1882, p1890. ]] _________________________________________________________________ Rule 18/4 Permissibility of the Unprohibited Last Revision: nweek 90. [126]Revision History Keywords: [127]Rules Whatever is not prohibited or regulated by the Ruleset is permitted and unregulated, with the exception of changing the rules, which is permitted only when the rules explicitly permit it. [[ Revised by [128]111/0, player Wild Card (loophole), [129]1815/0, p2036. ]] _________________________________________________________________ Rule 19/23 Proposals Last Revision: nweek 85. [130]Revision History Keywords: [131]Proposal [132]Proposals [133]Proposals:General [134]Proposals:Unauthore d Attributes: Chutzpah 5 Proposals, or Props, are revisable, Serializable Game Documents each of which consists primarily of a list of changes to the gamestate. There exist different types of props. Each type has the following attributes associated with it: A proposal cost: Limited PEs must pay this cost in order to issue a prop of this type. A passage bonus: When a prop of this type passes, its proponent, if one exists, receives this bonus. A failure penalty: When a prop of this type fails, its proponent, if one exists, receives this penalty. Content Restrictions: A set of restrictions, which may be empty, governing what sorts of changes or texts may be included in the text of a prop of this type, which entities may submit props of this type, and when they may do so. General Props are Proposals with a prop cost of 2BW, a passage bonus of 3d6 points and 1 Temporary Honor, and a failure penalty of 1d6 points. Any PE may issue General Props. General Props have no Content Restrictions. An Anonymous Proposal is submitted by a proposing entity privately to the Chairman. The identity of the proposing entity is not revealed until the conclusion of voting on the proposal. Anonymous Proposals have a proposal cost of 2BW, a passage bonus of (3d6)/2 points, and a failure penalty of 1d6 points. An Unauthored Proposal is a Proposal whose prop cost, passage bonus, and failure penalty are all 0. Unauthored Props may not be issued simply as Unauthored Props; only as types of props that derive from Unauthored Props. Proposals may only be revised by the Player who proposed them, if one exists. They may be revised by the Player who proposed them at any time between when they were first proposed and the next beginning of a voting period. When a proposal Passes, the gamestate changes listed within it are made. [[ Revised by [135]104/0, [136]106/0, [137]111/0, [138]119/0, [139]652/0, [140]843/1, [141]877/0, [142]1202/1, [143]1276/0, [144]1285/0, [145]1465/0, [146]1528/1, [147]1699/0, [148]1813/1, [149]1832/0, [150]1848/0, [151]1881/1, p1887, p1909, p1910, p1928, p1988, p1990. Chutzpah 5. ]] _________________________________________________________________ Rule 21/21 Capital Resources Last Revision: nweek 90. [152]Revision History Keywords: [153]Points [154]Score A. Types A.1. Points The number of points in the posession of a player shall be known as eir score. Whenever a rule states that a player receives points, the number of points in eir possession shall be increased accordingly; whenever a rule states that a player loses points, the number of points in eir possession shall be lowered accordingly, but it shall never become less than zero. New players initially do not possess any points. A.2. Tildex There exists a unit of currency called the Tilde. "Tildex" is a plural of "Tilde". A number of Tildex may be referred to as Y~, ~Y, ~ Y, or Y ~, where Y is the number. [[Y not??]] There exists an entity known as "the Great Tilde Basin and Punctuation Exchange, Somewhat Limited", which may be referred to as the Basin. The Basin may create or destroy Tildex, but only as specified by the Rules, and under no circumstances may it create more than 10000 Tildex each nweek. When the rules dictate that a player shall receive Tildex without specifying a source, the Basin creates them and gives them to the Player. When the rules dictate that a player loses or has Tildex taken from em without a destination, the Basin takes them and destroys them. 10000~ may be referred to as a Myriad. (G* 10000)~ may be denoted "G??", where G is a real number. All Players should be able to easily find out the amount of Tildex any game entity possesses by consulting an available public display. On entering the game, a Player receives 500~. [[ Revised by [155]105/0, [156]140/0, [157]184/0, [158]984/0, [159]1013/0, [160]1096/0 (1), [161]1201/0, [162]1208/1, [163]1311/1, [164]1312/1, [165]1370/0, [166]1386/0, [167]1410/0, [168]1468/0, [169]1584/1, [170]1840/1, p1908, p1910, p1980, p1987, p2037. ]] _________________________________________________________________ Rule 23/14 Proposal Voting Last Revision: nweek 85. [171]Revision History Keywords: [172]CheckingPeriod:Third [173]Clock:Stopping [174]OnNweek [175]Proposals:Vo ting [176]Voting [177]Voting The third Checking period of each nweek is the Voting Period of that nweek. At the beginning of a Voting Period, a Concealable Democratic Poll with a Duration lasting 'til the end of the Voting Period is called on every proposal issued since the beginning of the previous Voting Period; on Unauthored Proposals, the Polls called this way are also strict. The collection of these Polls in each nweek is called that nweek's Ballot. The polls on a Ballot have an additional voting option: Shelve. Shelve votes are treated as No votes; however, if a Ballot poll fails, but it would not have failed if the Shelve votes had been Yes votes, then the proposal of that poll is Shelved - it neither passes nor fails. A Shelved proposal automatically appears on the next nweek's ballot. It may be revised by the entity that proposed it between the end of a voting period that it is Shelved and the next beginning of a voting period. At the end of each nweek, the Clock Stops until the GM recognizes, on a public forum, the rule changes brought about by that nweek's proposals. The GM is responsible for restarting the Clock when e submits eir recognizer. At the end of the second Checking Period of each nweek, the Clock Stops until the Chairman posts the nweek's ballot. The Chairman is responsible for restarting the Clock after this stop. The effects of the proposals on a Ballot are considered to happen in "simultaneous sequential order"; that is, they are processed in increasing order by serial number, and the effects of their passage/failure occur in this order, but the entire process is considered to happen instantaneously. [[ Revised by [178]653/0, [179]884/0. Repealed by [180]928/1. Recreated by [181]1699/0. Revised by [182]1768/1, [183]1835/0, [184]1864/0, p1887, p1909, p1927, p1952, p1961, p1981, p1988. ]] _________________________________________________________________ Rule 25/5 Automation Last Revision: nweek 76. [185]Revision History Keywords: [186]Admin [187]Administrator [188]Definitions [189]GremlinFund [190]Proposi ngEntity Any action which is required to be performed by a Minister may also be performed by an automated script, program or webpage, or collection of same (otherwise known as a "software system"), acting on the Minister's behalf. If the action that such a software system would perform is the acceptance of submitted player actions, then for the purpose of that specific action, said software system will be considered a public forum. [[ Revised by [191]1233/0, [192]1699/0, p1887, p1895, p1927. ]] _________________________________________________________________ Rule 27/8 Victory Last Revision: nweek 80. [193]Revision History Keywords: [194]Win If a player's score ever exceeds 1000 points, e receives 1 Permanent Glory, all points are destroyed, and this rule becomes Deactivated. That Player is said to have won. [[ Revised by [195]113/0, [196]710/0, [197]1327/0, [198]1741/1, [199]1867/1, p1908, p1910, p1953. ]] _________________________________________________________________ Rule 33/9 Chutzpah Last Revision: nweek 60. [200]Revision History Keywords: [201]Chutzpah Attributes: Chutzpah 2 'X takes precedence over F' shall mean that if X and F cannot both be followed in a particular instance, X shall be followed. 'X defers to F' shall mean that if X and F cannot both be followed in a particular instance, F shall be followed. Each Rule has an attribute called Chutzpah, which is a positive integer. In the event of a conflict between two or more rules, the rule with the highest Chutzpah takes precedence. If two or more rules have equal Chutzpah, the rule with the lowest identification number takes precedence. If at least one of the rules in conflict explicitly says of itself that it defers to or takes precedence over another rule (or type of rule), then such provisions shall supersede the Chutzpah method for determining precedence. If two or more rules claim to take precedence over each other or to defer to one another, or due to the previous paragraph another such unresolvable conflict occurs [[e.g. a loop of 3 or more rules]] , then the Chutzpah method again governs. Whenever one section of a rule conflicts with another section of the same rule, the section which appears later in the rule takes precedence over the earlier section; however, if a subsection of a subsection of a rule conflicts with the subsection it is nested within, the higher-level subsection takes precedence. If sentences that have identical sets of containing sections and subsections conflict so that they may not be followed, the one appearing later in the rule must be followed if any of them are followed. If because of this Rule a sentence may not be followed without contradiction, that sentence has no effect on the gamestate. If the Chutzpah of a rule is not otherwise indicated, its Chutzpah is assumed to be 1. The unconditional permitting of an action is a Blanket Permission. The conditional prohibiting of an action is a Specific Restriction. A Specific Restriction for an action is not considered to be in conflict with a Blanket Permission for that action, unless the implementation of the Specific Restriction eliminates any possible circumstance in which the action can be performed. Any proposal or Game Action that attempts to change a rule to make it take precedence over rule 33 has no effect at any time. This Rule takes precedence over all other rules and any other regulatory items in the game, and may not be deactivated or renumbered, nor may any word occurring in it be reinterpreted, nor may it be modified or repealed without a three-fourths vote of all Players. [[ Created by [202]139/0. Revised by [203]172/0, [204]312/2, [205]962/0, [206]1025/0, [207]1067/0, [208]1182/0, [209]1238/0, [210]1351/0, [211]1813/1. ]] _________________________________________________________________ Rule 125/6 Calling For Inquiry Last Revision: nweek 91. [212]Revision History Keywords: [213]Administrator If players disagree about the legality of an action, the interpretation or application of a rule or set of rules, or the current state of the game, any player may invoke the Second Highly Exalted Network for Active Nomic Interpration and General Analysis of Nomic States, or SHENANIGANS. This is done by submitting a Call For Inquiry, or CFI; this is called Calling Shenanigans. A CFI may also be referred to as a CFJ, for antique [[and Roman]] reference. CFIs are Serializable Game Documents which each consist of a Title, a Plaintiff, a Defendant (optionally), a Plantiff's Argument, a Defendant's Argument (optional), and a Resolution (which is a list of changes to the game state). A player may create a CFI as a Game Action by specifying the contents of it except for the Plaintiff and the Defendant's Argument. This is called submitting the CFI. The Plaintiff of a CFI is the player who submitted it. When a CFI is submitted, a Poll for the CFI is created. Its Eligible Voters are all Players that are not On Leave as of the creation of the Poll and are also not the CFI's Plaintiff or Defendant. Its duration is until the 4th Midnight UTC that occurs after the Poll was created. The Poll is Short-Circuited and Strict. This poll has an additional voting option of Refused. A voter may use the word "True" to mean Yes and the word "False" to mean No. The Defendant may Submit an Argument between the creation of the CFI and the closing of its Poll. If e does so, that Argument becomes the Defendant's Argument in the CFI. A voter on a CFI should vote Yes if e believes the Plaintiff's Argument is correct and that the CFI's Resolution is a correct way to resolve the issue. The voter should vote No if e does not believe the Plaintiff's Argument is correct or that the CFI's Resolution is not a correct way to resolve the issue. The voter should vote Refused if the CFI is unclear, nonsensical, or irrelevant to the game, or otherwise should not be judged. At the conclusion of the CFI's Poll, if there were more Yes votes than the sum of No and Refused votes, then the CFI is said to be ruled In Favor of the Plaintiff. If there were more No votes than the sum of the Yes and Refused votes, the the CFI is said to be ruled Against the Plaintiff. Otherwise, the CFI is said to be ruled Refused. Regardless of the ruling of the CFI, each player who voted something besides Abstain in the CFI receives 5 tildex and 1 Temporary Wisdom. If the CFI is ruled In Favor of the Plantiff, the list of changes in the Resolution part of the CFI occur. [[ Created by [214]101/0. Revised by [215]709/1, p1895, p1943, p1990, p2037, p2041. ]] _________________________________________________________________ Rule 129/7 Statute of Limitations Last Revision: nweek 76. [216]Revision History Keywords: [217]CFJ 10 days after any Minister, in a message to all players, announces that the Public Displays for which e is responsible are up to date, the rules and gamestate shall be altered to what they now would be had that statement been true at the time it was made, unless in the intervening time any player objects to the statement in a message to all players, in which case the usual methods for determining the current rules and game state shall apply. [[Ministers, when you update the Wiki, tell everyone.]] This rule takes precedence over all other rules except rule 33 and rule 699. [[ Created by [218]117/0. Revised by [219]375/1, [220]377/1, [221]413/0, [222]841/0, [223]1813/1, [224]1816/0, p1927. ]] _________________________________________________________________ Rule 151/1 Name Changes Last Revision: nweek 21. [225]Revision History Keywords: [226]Roster A player may change eir own name at any time by a post to the public forum. No player may change eir name to that of an entity defined in a current proposal. [[ Created by [227]122/1. Revised by [228]885/0. ]] _________________________________________________________________ Rule 205/8 Leaves of Absence Last Revision: nweek 90. [229]Revision History Keywords: [230]Leave Each player, at any given time, shall be either On Leave or Off Leave. Any player who is Off Leave may, by posting a message on a public forum, declare emself to be On Leave. Any player who is On Leave may, by posting a message on a public forum, declare emself to be Off Leave. By taking any game action on a public forum, a player who is On Leave automatically, by implication, declares emself to be Off Leave. A player who is On Leave cannot be selected by any process which randomly selects a player. If more than 2/3 of all players are On Leave, The Clock shall become Off until such time as at least 1/3 of all players are Off Leave. Players may place emselves On Leave or Off Leave while The Clock is Off. [[ Created by [231]159/0. Revised by [232]220/0, [233]1191/0, [234]1284/0, [235]1687/0, Refresh-4, [236]1862/0, p2036. ]] _________________________________________________________________ Rule 206/4 Garbage Collection Last Revision: nweek 65. [237]Revision History Keywords: [238]Leave Attributes: Chutzpah 3 There exists a collection of players called The Vat. If a player has made no posts to a public forum in over four nweeks, any player may pay three points to put em in The Vat. In order to do this, the player must send a message to the public forum announcing which player they are putting in The Vat, and must send a copy of that message to the player in question. A Player who is put in The Vat is automatically put On Leave, if e is not On Leave already. A Player who ceases to be On Leave also ceases to be in The Vat. If a player has been in The Vat for three consecutive nweeks or longer, any player may Smite them with the Mighty Fist of Oblivion. This removes the targeted player from the Vat, and causes em to cease to be a player. Any player may, as a Game Action, make emself be Hiding Under A Rock. When a player becomes Hiding Under A Rock, e must specify a period of time, either in ndays and nweeks or in standard days/weeks/months, with a limit of two nyears or one year. If the player remains Hiding Under A Rock from the time of that message until the specified period has elapsed, then the player ceases to be Hiding Under A Rock once that period has elapsed. When a player becomes Hiding Under A Rock, e is automatically placed On Leave; if a player comes Off Leave, e ceases to be Hiding Under A Rock. A Player who is Hiding Under A Rock may not be put in The Vat. [[ Created by [239]160/0. Revised by [240]1191/0, [241]1210/1, [242]1842/1, [243]1862/0. Chutzpah 3. ]] _________________________________________________________________ Rule 212/9 Bandwidth Last Revision: nweek 76. [244]Revision History Keywords: [245]Admin:Properties [246]Player:Properties [247]Proposal [248]Proposals:Ba ndwidth There exist Game Objects known as Bandwidth Chits. Any object can possess Bandwidth Chits. X Bandwidth Chits, where X is a number, may be written as XBW. At the beginning of each nweek, the number of Chits held by each player becomes 10 unless another rule specifies otherwise. When an External Force becomes a Player, the number of Chits held by that Player becomes 4. If the External Force was a Player previously during the current nweek, the number of Chits held by that Player instead becomes 0. [[ Created by [249]178/0. Revised by [250]281/1, [251]907/0, [252]991/1, [253]1101/0 (1), [254]1202/1, [255]1348/1 (1-3), [256]1699/0, [257]1872/2, p1927. Layer 2. ]] _________________________________________________________________ Rule 216/1 Elimination of Boilerplate Last Revision: nweek 12. [258]Revision History Keywords: [259]Proposal To "propose a rule" is defined to mean making a proposal which contains one Action, which is to create a Rule. The Proposal is given the same title as the Rule. The Proposal and the Rule need not be introduced separately. When proposing multiple rules, it is only necessary that the rules be clearly delimited. The Standard Delimiters may serve this purpose. [[ Created by [260]196/0. Revised by [261]506/1. ]] _________________________________________________________________ Rule 217/4 Standard Delimiters Last Revision: nweek 38. [262]Revision History Keywords: [263]Proposal The character sequences '{{' and '}}' (without the single quotes) may be used in the text of any Action, Proposal, or Rule [[ yay recursion ]] to mark the beginning and end, respectively, of text that should be set apart, such as the text of a Proposal or Rule, or an amendment to either one. If it is not explicitly specified that these character sequences mean something else, they are considered to delimit text in that way. However, these standard delimiters are not required to be used in any circumstance; any method of delimiting text in which it is reasonably clear where the text begins and ends is sufficient. The character sequence '__' (again without the single quotes) delimits the title of a Rule or Proposal; the title begins after the first '__' and ends before the second one. The title is applied to whatever Rule or Proposal has most recently been introduced in the text of the message. If it appears after the opening delimiter for the Rule or Proposal it should be applied to, it is removed from the text of that Rule or Proposal and made to be its title. When these delimiters are used to delimit a rule, they may be followed by a string of the form {*keywordlist, Layer X, Chutzpahvalue*}, where keywordlist is a list of words, X is the layer the rule wll be placed in, and Chutzpahvalue is a number. A rule defined this way shall automatically be assigned all keywords in the keywordlist, will be placed in layer X, and has a Chutzpah of Chutzpahvalue. The keywordlist, 'Layer X' and the Chutzpahvalue are optional and can be omitted. If {* and *} are not used in this way, the rule is assigned the keyword uncategorized, is placed in the default layer, and gets the default Chutzpah. Also, omitted options will get the default value. [[ Created by [264]197/0. Revised by [265]291/0, [266]291/0, [267]312/2, [268]1390/0. ]] _________________________________________________________________ Rule 257/7 Powers of Executive Tidiness Last Revision: nweek 76. [269]Revision History Keywords: [270]Administrator If a game document contains an error in grammar, spelling, format, or content; or system errors, system downtime, program errors, or other unanticipated system events have altered the game state in a manner not explicitly permitted by the rules, the Minister responsible for producing, maintaining, or listing the document shall be permitted to Rectify it by posting a Rectification to a public forum stating what is being changed and correcting the faulty text. This power is referred to as Executive Tidiness. Any Player may, if e thinks the Rectification did anything other than fix an error, object to the Rectification via a post to a public forum, in which case the Rectification shall be anulled, and the document shall revert to its original text. Objections posted more than 3 ndays after the Rectification they object to shall have no effect. Executive Tidiness also includes the power of Ministers to make the following corrections in documents for which they are responsible: 1. Removing mentions of an object or type of object which no longer exists. 2. Adding, in comments, a note of clarification indicating the result of a CFI pertaining to the interpretation of that document. 3. Removing irrelevant, colorless, and uninteresting comments that lack aesthetic, literary, scientific, or historical value. 4. Clarifying an ambiguity in such a way as to enforce a Judge's decision regarding a CFI. _________________________________________________________________ Rule 263/1 Titles Last Revision: nweek 5. [271]Revision History Keywords: [272]Titles Titles are names that are defined to be titles by the rules. A player holds a title when it has been awarded to em as specified by the rules, e ceases to hold the title when the rules specify that e loses it. Unless otherwise specified by the rules, it is possible that no player holds a certain title or that the same title is held by multiple players at the same time. Players have an attribute named Nobility which is a list of all titles the player currently holds. New players initially hold no titles. [[ Created by [273]244/0. Revised by [274]263/0. ]] _________________________________________________________________ Rule 393/1 The All-Important Default Case Last Revision: nweek 84. [275]Revision History Keywords: Uncategorized Game Objects may not change the game state. This rule defers to all other rules. [[ Created by [276]339/2. Layer 0 (assigned by [277]1294/2). Modified by p1986. ]] _________________________________________________________________ Rule 396/5 Quotes Last Revision: nweek 54. [278]Revision History Keywords: [279]Administrator [280]Proposal [281]Proposals:Unauthored:Types [282]Quotes Quotation Props are Proposals with prop cost 0, passage bonus 3 points, failure bonus 1 point. A Quotation Prop has the following Content Restriction: It must consist of exactly one change to the gamestate, which must be to Modify the Quote Book to add: * A quote made by a game entity, past or present, other than the prop's Proponent. * The name of the entity that made the quote * The date that the quotation was made, and/or the URL of an archived copy of the message containing the quote. When a Quote Prop passes, the entity Quoted gains 2d5 Score Points. [[ Created by [283]361/0. Revised by [284]529/0, [285]740/0, [286]885/0, [287]1107/0, [288]1699/0. ]] _________________________________________________________________ Rule 437/7 Literary Forms Last Revision: nweek 76. [289]Revision History Keywords: [290]Literature [291]Poetry Proposals may be submitted in Literary Forms -- forms whose structure enhances but does not interfere with the rules and actions being presented. A Literary Form must allow the rules and actions being presented to be clearly understood by all players. Literary Forms include Prose Forms and Poetic Forms. A. Poetic Forms Poetic Forms are sets of restrictions that are defined to be such by the ruleset. If a proposal confroming to a Poetic Form passes, its proponent recieves 5 points, and e earns the Form Bonus of any forms the proposal conformed to. A.1. Haiku Form [[ Players submitting Proposals in haiku form Earn 5 extra points ]] Haiku Form is a Poetic Form. The Form Bonus for Haiku Form is 5 points. To be considered haiku form, a proposal must meet one of the following restrictions: 1) The proposal, not including the title and comments, has 3 lines of text having 5 syllables, 7 syllables, and 5 syllables respectively. 2) The proposal, including the title, but not the comments, has 3 lines of text having 5 syllables, 7 syllables, and 5 syllables respectively. 3) The proposal, not including the title and comments, has 3 lines of text having 2 poetic feet, 3 poetic feet, and 2 poetic feet respectively. 4) The proposal, including the title, but not the comments, has 3 lines of text having 2 poetic feet, 3 poetic feet, and 2 poetic feet respectively. "Zen Master of Nomic" is a Title. If 3 or more of a player's haiku proposals have been adopted, that player receives this Title. A.2. The Limerick A Limerick is a Poetic Form. To be a Limerick, a Proposal must conform to all the following restrictions: 1) It must be 5 lines in length, including or excluding the title. 2) Lines 1, 2, and 5 must rhyme, and each be three poetic feet in length. 3) Lines 3 and 4 must rhyme, and each be two poetic feet in length. 4) Comments are excluded from all the above restrictions. 5) This pattern can be repeated multiple times. The Form Bonus for a Limerick is 4 points. A.3. The Cinquain A Cinquain is a Poetic Form. To be a Cinquain, a Proposal must conform to all the following restrictions: 1) It must be 5 lines in length, including or excluding the title. 2) Line 1 must be two syllables in length. 3) Line 2 must be four syllables in length. 4) Line 3 must be six syllables in length. 5) Line 4 must be eight syllables in length. 6) Line 5 must be two syllables in length. 7) Comments are excluded from all the above restrictions. 8) This pattern can be repeated multiple times. The Form Bonus for a Cinquain is 3 points. A.4. Song Proposals There's a Poetic form, It's called the Song proposal; to be one props must conform to these rules for Song Form: All the words must match the rhythm and the rhyme scheme of a song, So if the song were playing, we could all just sing along, What's more, the song in question must at least be twelve lines long, or the prop is not Song Form! If this seems like quite an Onus, Or it seems too monotonous, This form's got a nifty Bonus: Ten score-points is the norm! If a question should arise whether a song is bonafide, Or if to the rhyme and rhythm of the song the prop complies, then the Chairman's word is final, it is e who shall decide, If a prop is in Song Form! A.5. Void Form Void Form is such a form; a proposal is in Void Form if and only if it has 30+ words, and fails to contain any char. which, in our standard list of chars, occurs 'twixt d and f. Void Form has a prop bonus of 15 points. A prop in Void Form with 200+ words gains its author 40 additional points upon its passing, but only if its author asks for said points upon its passing. [[That's a lot of points, but that's a lot of words, too; and if you don't notify us of your prop's status as a 200+ word void prop, you don't gain all that bonus.]] B. Prose Forms Prose Forms are Literary Forms, in which a proposal's rules and actions are presented in the context of a story (defined in Webster's Unabridged Dictionary as, 'a narrative, either true or fictitious, in prose or verse, designed to interest, amuse or instruct the hearer or reader; a tale'). The rules and actions presented must be clearly delimited from the story component, and at the same time must be reflected in the story component. When a player votes on a proposal which is in Prose Form, e may also give that proposal a rating, which is an integer between 0 and 15. If e does not, e is assumed to have given that proposal a rating of 7. If a proposal in Prose Form passes, its proponent recieves a number of points equal to the average of all ratings given to that proposal by players other than the proponent who voted for the proposal. C. Form Creation Bonus If a proposal passes which creates a new literary form, and that proposal is itself written in that literary form, the proponent of said proposal receives whatever reward players will get for creating the new form, unless the proposal explicitly states that this doesn't happen, or if the rewards cannot be given to the proponent [[for example, if the reward is bonus Charm and the Scoring Gremlin made the prop]]. The proponent also receives 1d10 score points. [[ Created by [292]414/0. Revised by [293]680/1, [294]734/0, [295]1375/0, [296]1377/0, [297]1692/2, p1887, p1927. ]] _________________________________________________________________ Rule 578/21 Societies Last Revision: nweek 76. [298]Revision History Keywords: [299]Society I. Definition There may exist entities called Societies. Each society has any number of other entities associated with it; these entities are called its members. II. Actions Societies may only take actions which the rules permit them to. III. Membership Each Society is permitted to make any entity a member of itself, if and only if that entity has Applied for membership with that society. Any entity may Apply for membership in a society. Each Society is permitted to make any member of itself cease to be a member. This is referred to as Ousting that member. Any member of a Society may Quit that society; this causes that society to Oust em automatically. If a Society has no members, it is destroyed. IV. Possessions A Society may transfer any object it possesses to any other entity which can possess that object. Societies may possess any objects that players can legally possess. V. Charters Each Society may have a Charter. A Charter consists of the following things: 1. A list of conditions, and Actions (called Auto Actions) that the Society takes when those conditions are met. If it is legal to do so, when the conditions for Auto Actions are met, the Society takes those Auto Actions. Auto Actions do not take place at the same time that other Actions are taking place or pending (like the actions that happen at the end of an nweek), they instead become pending until all other actions (except other Auto Actions that became pending afterwards) and their results finish resolving. 2. A list of restrictions on its members. Its members may not perform any actions that the society forbids them from doing. No Society's Charter may outright forbid a member from leaving the society, nor may it impose unreasonable restrictions on leaving. [[ Whether a restriction is unreasonable is left to the Courts, but common sense is advised - giving back the Speeder given out by the society is reasonable, but listing the last ten names in the Siberian Yellow Pages is not. ]] If such a restriction is judged unreasonable by a CFI, members may ignore that restriction. A Society may change the text of its Charter at any time, except while the Clock is Off. Charters may only be changed as specified in the rules. The Minister of a Society may choose to refuse any change to its Charter (other than one that removes all contents of it) or any Auto Action for any reason, including but not limited to its causing confusion, its putting an undue burden on em, its breaking the game, its causing a paradox or unknown state of the game, or its having unintended consequences. VI. Proposals Societies may make proposals, subject to any and all restrictions laid forth in the rules. Societies may possess Bandwidth. Each society initially possesses 0 bandwidth. When a society makes a proposal, its bandwidth decreases by the amount a player's bandwidth would decrease if that player made that proposal. A society may not make a proposal if doing so would reduce its Bandwidth below zero. Any player may transfer a point of Bandwidth from emself to any society. VII. Creation Once per nweek, each player may create a new society whose only member is that player. Upon creation of a society, it has a charter. VIII. Penalties If a society is required by the rules to lose a quantity of objects [[for example, if one of its proposals fails and it thus loses 1d6 points]], and it does not possess objects enough such objects [[for example, it can't afford to pay 1d6 points]], then the society is said to have Incurred a Debt of that many of those objects [[for example, a Debt of 6 Points]]. Any Auto-Actions triggerred by this incursion then take place; if, after such actions take place, the society still doesn't have enough of such objects to fulfill its Debt, every Member of the society who has any such objects loses a number of them equal to however many the Society owes. If this results in more objects being given than are necessary, any excess objects are destroyed. IX. Compulsion A Society may force its members to perform actions. It may not force a member to perform an action that member could not perform otherwise. It also may not force a member to forfeit the game or to destroy itself. [[ Created by [300]553/0. Revised by [301]595/0, [302]713/1, [303]722/1, [304]741/0, [305]784/0, [306]826/1, [307]835/0, [308]863/0, [309]1133/0, Refresh-3, [310]1156/2, [311]1157/0, [312]1170/4, [313]1192/0, [314]1203/2, [315]1452/1, [316]1473/1, [317]1565/1, p1927. ]] _________________________________________________________________ Rule 625/39 Ministers Last Revision: nweek 91. [318]Revision History Keywords: [319]Force [320]Gremlin [321]Grid [322]Insta-Rule [323]Minister [324]Weather Attributes: Chutzpah 2 A. General Stuff A Ministry is a set of powers and responsibilities. Each Ministry may be held by a single player (the Minister); a Ministry that is not held by any player is said to be Open. When a player holds a Ministry, e is expected to perform all duties required of that Ministry. A Public Display is a listing easily accessible to all Players. It is recommended that Ministers keep a copy of all Public Displays on a game website; additional forms of Display are also encouraged. B. Ministerial Elections Any player may start an Election for any Open Ministry as a Game Action, provided that no player other than emself has held the Ministry for at least five ndays, and that there is not already an Election in progress for that Ministry; that player may also specify a Selection Method. Kurt Godel may call such elections regardless of how many ndays have passed since the Ministry became open. For five ndays following the start of an Election, players may Nominate other players or themselves to be Candidates in that Election. Players so Nominated may accept or reject their nominations; those that accept become candidates in the election. After these five ndays have passed, the Election enters the Voting phase, and an Election is called. This Elections has all players as Eligible Voters, four ndays as its Duration, the candidates as the choices, the Selection Method specified by the player who called the election as its Selection Method (or Borda Count if the caller didn't specify), and the player who called the election as its Moderator. At the beginning of each nweek, Godel must perform Ministry Rotation. Ministry Rotation consists of calling an election for each Open Ministry and each Ministry that has not experienced such Rotation in the last three nweeks. When an Election is called for an occupied Ministry, the player who was Minister at the time it became open is expected to continue eir duties until the end of the election, and may receive the usual payment at the end of that nweek if e does. C. Leaving a Ministry In order to leave a Ministry, a Minister must call an Election for eir Ministry as above. The Minister is expected to continue eir duties until the end of the Election, but need not Nominate emself in the Election. Additionally, any Minister who gets put in The Vat ceases to hold eir Ministries. Votes of Non-Confidence are Unauthored Proposals, consisting of two actions: making an occupied Ministry open, and calling an Election, in which the previous occupier may not be a Candidate, for that Ministry. D. Current Ministries D.1. Generalities All Ministers are responsible for notifying the Minister of Forking Paths of the location on the Public Displays for which they are responsible. All Ministers are responsible for notifying the Minister of the Roster of any Roster changes necessary involving eir Ministry. All Ministers are responsible for, and have the power to, perform Executive Tidiness. [[See r257.]] D.2. The Meta-Ministry The Meta-Ministry is a Ministry; its Minister may be referred to as Kurt Godel. The duties of the Meta-Ministry are to maintain a list of which players hold which ministries and to oversee the elections for the Open Ministries. D.3. The Ministry of Justice The Ministry of Justice is a Ministry; its Minister may be referred to as the Attorney Generalist. The duty of the Attorney Generalist is to maintain a Public Display of all pending CFIs and their status. D.4. The Ministry of Forking Paths The Ministry of Forking Paths is a Ministry; its Minister may be referred to as Chauncey. The duties of the Minister of Forking Paths are to maintain the Big Ol' Book of Quotes, a Public Display of quotations [[See r396, Quotes]], to maintain the Meta-Public Display, a Public Display of all existing Public Fora and Public Displays, and to maintain a Public Display of all existing Gardens, Plants, and Fruit, including their attributes and owners. E is also empowered to designate new Public Fora; when e does so, e must notify all players of the new Forum, either by posting to a previously existing Public Forum, or by sending a message to every player. D.5. The Ministry of Twiddles The Ministry of Twiddles is a Ministry; the Minister of Twiddles may be referred to as The Twiddler. The duty of The Twiddler is to maintain a Public Display of the current amount of Tildex held by each game entity. D.6. The Ministry of the Roster The Ministry of the Roster is a Ministry. The duty of the Minister of the Roster is to maintain the Roster, a Public Display showing necessary information unavailable elsewhere. The Roster must include the names and attributes of all Players. The Minister of the Roster is also responsible for recognizing new Players. It is the responsibility of all Ministers to notify the Minister of the Roster of any Roster changes necessary involving eir Ministry. D.7. The Ministry of the Rules The Ministry of the Rules is a Ministry. The Minister of the Rules may be referred to as the GM. The duty of the GM is to maintain a Public Display showing the Ruleset and any other Rulebooks for which no other Minister is responsible. The GM has the power to assign serial numbers to Rules. The GM must indicate which rules are deactivated. D.8. The Webministry The Webministry is a Ministry whose Minister may be referred to as the Weaver. The duty of the Weaver is to maintain all websites e deems necessary for the game. E must provide some way for the Ministers to put Public Displays on the Web and to automate their tasks if they so choose. D.9. The Ministry of Arcana The Ministry of Arcana is a Ministry; its Minister may be referred to as the Adept. The Adept is responsible for performing any necessary game task for which no other Player is responsible. The Adept has really got to know where eir towel is. D.10. The Ministry of Change The Ministry of Change is a Ministry; its Minister may be referred to as the Chairman. The Chairman is responsible for the following things: * E must maintain a Public Display of all current proposals. * E must publish the Ballot each nweek in a Public Display. * E must count the vote results on the Ballot each nweek. * E must publish a Public Display of which proposals passed, failed, were shelved, etc. each nweek, along with the points earned/lost by the proponents of said proposals. * E must assign serial numbers to Proposals. * E must maintain a Public Display showing the Clock and the Watch. D.11. The Ministry of Cards The Ministry of Cards is a Ministry; its Minister may be referred to as the Dealer. The Dealer is responsible for maintaining one or more Public Displays containing the following information: * The names, images, and full texts of all extant cards * The locations of all copies of every card (i.e., whose hand are they in, or are they in the deck, or in some sort of 'in play' state, etc.) D.12. The Ministry of the Board The Ministry of the Board is a Ministry. Its Minister may be referred to as the GameKeeper. The GameKeeper is responsible for the following things: * Maintaining a Public Display of the Book of Piece. * Assigning ID numbers to P-Specs and exercising Executive Tidiness on P-Specs. * Maintaining a Public Display of the Board for the Board Game. * Maintaining a Public Display of the Board for Political Go. D.13. The Ministry of the Arena. The Ministry of the Arena is a Ministry. Its Minister may be referred to as the Ref. The Ref is responsible for keeping track of the Arena and the contents of each of its Cubes in a Public Display. The Ref makes all the random dice rolls and must use the B Nomic Dice Roller. D.14. Society Ministries There exists a Ministry for every Society. Unless the Society's Charter says otherwise, the member of the Society who joined the Society first is the Minister of that Society. The Minister of a Society must be a member of that Society. Elections may not be called for Society Ministries. It is the responsibility of the Minister of each Society to keep track of eir Society's Charter and its members in a Public Display. The minister of each society must announce any Auto Actions that that society takes on a Public Forum. Any Auto Action that is not so announced does not occur. E. Ministerial Payment At the end of each nweek, each Minister who has held eir Ministry for that entire nweek and performed all Duties required shall receive 20 points and 1 Temporary Wisdom, except that Society Ministers do not recieve payment. [[ Created by [325]566/0. Revised by [326]679/0, [327]722/1, [328]871/0, [329]917/2, [330]959/0, [331]979/0, [332]1249/3, [333]1279/0, [334]1284/0, [335]1364/0 (2), [336]1393/0, [337]1453/0, [338]1465/0, [339]1508/0, [340]1550/0, [341]1578/0, [342]1584/1, [343]1601/0, [344]1662/0, [345]1834/1, [346]1840/1, [347]1850/0, [348]1860/0, [349]1867/1, p1884, p1885, p1890, p1904, p1905, p1910, p1913, p1927, p1957, p1975, p1983, p2000, p1898. Chutzpah 2. ]] _________________________________________________________________ Rule 636/1 Keep your hands off! Last Revision: nweek 17. [350]Revision History Keywords: Uncategorized Attributes: Chutzpah 2 Unless otherwise explicitly permitted by the rules, no player may modify the state of any object in possession of another player, without the other player's explicit permission in a public forum. [[ Created by [351]598/0. Revised by [352]722/1. Chutzpah 2. ]] _________________________________________________________________ Rule 699/3 The Slightly Less Important Not-So Default Case Last Revision: nweek 79. [353]Revision History Keywords: Uncategorized Attributes: Chutzpah 11 If the legality of an attempted action cannot be determined with finality based on rules other than this one, it is assumed to be legal. This rule takes precedence over all other rules except rule 33. If it cannot be determined with finality whether or not the rest of this rule permits an attempted action, then this rule doesn't permit that action (but doesn't necessarily forbid it - other rules may make it legal). [[ This is an objective 'cannot be determined with finality', as opposed to the previous incarnation of this rule which referenced specific players. The difference is that even if individual players are not able at any given moment to determine the legality of an action, the legality may still be proveable one way or another.]] [[ Created by [354]673/0. Chutzpah 11. Revised by [355]1816/0, player Wonko (loophole), p1948. ]] _________________________________________________________________ Rule 1085/3 Rule Activation Last Revision: nweek 76. [356]Revision History Keywords: Uncategorized Rules have two states of activation: activated or deactivated. By default an existing or newly created rule is activated. A proposal that creates a new rule can specify the activation for it upon its creation. A proposal can change an activated rule to deactivated, or from deactivated to activated. Deactivated rules have no effect; however, they can be modified or repealed in the same way as other rules. The GM must indicate which rules are deactivated. [[ Created by [357]1051/0. Revised by [358]1133/0, [359]1260/0, p1927. ]] _________________________________________________________________ Rule 1272/3 Deputies Last Revision: nweek 76. [360]Revision History Keywords: Uncategorized A Minister may designate any player as eir Deputy. Deputies are empowered to fulfill duties assigned to Ministers, but only such duties as are explictly assigned to the Ministers who designate them. A Minister may revoke a Player's Deputyhood at any time for any reason, including but not limited failure or refusal to do eir duties. If the Minister revokes a Player's Deputyhood, the Player ceases to be a Deputy. A Player may also cease to be a Deputy by stating in a Public Forum that he resigns the Deputy position. [[ Created by [361]1259/0. Revised by [362]1606/1, [363]1840/1, p1927. ]] _________________________________________________________________ Rule 1440/0 Rescinding props Last Revision: nweek 39. Keywords: Uncategorized A Player may at any time Rescind any prop that meets all of the following conditions: * It has not been Rescinded * It is not currently being voted on * It was proposed by the rescinding entity * It is not a previously shelved prop If all of those conditions are met, the proposal is Rescinded. After this, the proposal is treated as if it didn't exist except for: * Bandwidth calculations * Historical documentation [[ i.e. it's in the gamestate but dosen't do much. ]] [[ Created by [364]1404/3. ]] _________________________________________________________________ Rule 1583/5 Duties Last Revision: nweek 87. [365]Revision History Keywords: Uncategorized [[This rule is intended to reduce the workload caused by the excessive number of things that need doing on the admin. The idea is to put the responsibility for doing things upon the players, but in a much more distributed fashion than the current Ministers system, which is prone to problems if a Minister just ups and disappears.]] A. There shall exist such things as Duties. A Duty is a process that alters gamestate in a way laid down in the rules and specified as a Duty. A Duty may have one of three states of being; Deactivated, Waiting, and Requiring Attention. A.1. Duties may come to Require Attention as laid down in the rules. When a Duty Requires Attention, any player who is not otherwise barred from performing that Duty may perform it. A Player who performs a Duty shall receive the reward specified for that Duty, which shall be refered to as a Perk. The Duty shall then cease to Require Attention. A.2. A Duty is waiting at any time it is not in any other state of being. Should a Duty enter any other state of being, it ceases to be waiting. A.3. A Duty may be deactivated. Duties may only come to be deactivated as laid down explicitly in the rules, or by direct proposition. A Deactivated Duty may not become Waiting, or Require Attention. Should any Deactivated Duties try to become Waiting, or Require Attention, they do not. Only a Proposal may alter the state of a Deactivated Proposal. This section of this rule takes precedence over all other rules except rule 33 that may change the state of Duties. A.4. If a Duty consists of performing one or more Actions, merely performing those Actions is not performing the Duty unless the entity performing the Actions states explicitly that e is performing the Duty. No player may perform a Duty more than once an nweek. To perform a Duty, a player must be able to perform the Actions it consists of regardless of whether or not e is performing the Duty, unless the Duty explicitly empowers Players to perform Actions. B. All Duties must be listed within the text of this rule, for ease of reference, and if a Duty is specifically related to another rule then a reference or link to that rule must be provided. Any Duty which is not listed within the text of this rule is not a Duty, even if it claims to be so. This rule takes precedence over all other rules except rule 33 for the purposes of defining Duties. [[Essentially, this rule does nothing as yet - what it creates is a framework for us to hang further rules modifications on without needing to burden the admin. Things like weather can be quite easily performed by whoever - there is no secrecy involved, so no need for admin work]] C. The following is the current list of Duties; C.1. The Duty Duty. The Duty Duty shall Require Attention whenever a Duty has been Requiring Attention for 3 nweeks and no Player has performed that Duty. It shall be the responsibility of the Player carrying out the Duty Duty to recognize, on a public forum, that 'The Duty '' has not been performed in a timely fashion by the players of B Nomic, and has therefore become Deactivated'. The Perk for performing the Duty Duty shall be 25 points. [[So the admin doesn't have to keep track of things, and the loose ends tie themselves off]] C.2. The Election Duty The Election Duty shall Require Attention whenever a Ministry has been Free for at least five ndays in any one nweek. It shall be the responsibility of the Player carrying out the Duty to call an Election for all Free Ministries. The Perk for performing the Election Duty shall be 20 points. C.3. The Backup Duty The Backup Duty becomes active whenever a Minister other than a Society Minister has failed to fulfill one of eir duties for four or more ndays, or two or more wdays. To fulfill the Backup Duty, a player must perform said duties; e is empowered to do so. The Perk for fulfilling the Backup Duty is nothing. [[ Created by [366]1574/0. Revised by [367]1813/1, p1898, p1903, p1907, p1998. ]] _________________________________________________________________ Rule 1639/9 Political Go Last Revision: nweek 85. [368]Revision History Keywords: Uncategorized A. The Game There exists a Subgame called Political Go. The game is played on a 9x9 board, which is initially empty. At any given time, every position on the board is either empty, or occupied by a Stone belonging to a certain player. The rows of the game board are numbered 1 through 9 from bottom to top, and the columns are labeled A through I from left to right. Each player has a Go Score, which is a quantity of Go Points (possibly negative), which begins at 0. A player's Go Score may only be changed as defined in this rule. Go Score is a quantity independent from the "Score" and "Points" referred to elsewhere in the ruleset. Players may place Go Stones on the board in accordance with the rules of this subgame. To "place" a Go Stone means to create a Go Stone in a certain position on the board. Go Stones do not exist when they are not on the board. B. Alliances Every Player has a set of Allies, who are other Players. Anyone who is not an Ally to a given player is considered an Opponent of that player. Alliances are not necessarily transitive. Player A can be allied with player B, and player B with player C, while player A remains an opponent of player C. C. Moving A Move consists of doing one of the following: 1. Placing a Stone on the board on an empty space. 2. Forming or breaking an Alliance with another Player. 3. Passing. Note that despite the name "Moving", Go Stones may not move to another location on the board once they have been placed. After any Move, some pieces may be Captured (as defined below). To form an Alliance, both players must publically consent to do so. (The first player consenting does not count as a move; the second player consents by actually forming the Alliance, which counts as a move.) The two players then add each other to their list of Allies. Anyone in an Alliance with another player can break the Alliance at any time. In that case, the two players remove each other from their list of Allies. A player may move at most once per Checking Period, and may not place a Stone if one of eir Allies has made the most recent move. D. Capturing Two positions on the board are considered adjacent to each other if their row or column, but not both, differs by 1. In other words, "adjacent" is taken to mean "horizontally or vertically adjacent", and diagonal adjacence does not count. A set of positions is considered adjacent if there is a path made of adjacent positions in that set from any position in the set to any other. When the following rules refer to Stones being adjacent, it means the same thing as the positions of those stones being adjacent. A Dragon is a set of adjacent Stones that belong to players who are all Allied with each other, and that are not adjacent to any other stones belonging to a mutual ally of those players. [[This ensures that all Dragons are of maximal size.]] If alliances are not transitive, it is possible for a stone to be part of more than one Dragon. [[For example, if A is allied with B and B is allied with C, then in the formation AAABBCCC, the B stones are in both the AB dragon and the BC dragon.]] A Liberty is an empty position adjacent to a Dragon (possibly on the interior of it). If a Dragon has no Liberties, then it is Captured. In the event of a Dragon being Captured, the players having Stones directly adjacent to that Dragon are considered the Capturers. The Capturers collectively receive one Go Point per stone Captured, as follows: as many of these Go Points as possible are divided equally among the Capturers, and the remaining Go Points are given to the Capturers with the most stones adjacent to the Dragon, with ties going to the player who played most recently. Each player whose Stones are being Captured loses one Go Point for each stone that e loses. Once a Dragon has been Captured, all the Stones in it are removed from the board, and therefore cease to exist. You may not play a piece in a position where it would be immediately Captured. Multiple dragons can be captured in the same turn, but one at a time. If, as a result of a stone being placed, there exists more than one Dragon with no liberties, then the player making the capturing move chooses in what order they are captured. If a capture creates Liberties for a Dragon that had none, then the Dragon with the newly-found Liberties is not captured. E. Ko Two states of the board are considered "equivalent" if the only difference between them is that, at any number of given positions, a stone belonging to one player is replaced by a stone belonging to another, and those two players are allied in either state. Only the positions of pieces on the board are considered when checking for equivalence; differences in the state of alliances or in who made the most recent move are not considered. A player may not make a move that involves placing a Go Stone, if that move would change the board position so that it is equivalent to a previous board position. [[This is the political extension of Go's Ko rule. It really does apply to any previous board position, but since the total number of stones on the board tends to increase, it is generally not necessary to look back more than 2 or 4 moves.]] F. Ending the game The subgame of Political Go ends during a Checkpoint when the most recent move was to Pass, and nobody has placed a stone for more than an Nweek. When the subgame ends, the game is scored as in subsection G. G. Scoring A Territory is a set of adjacent empty board positions, none of which are adjacent to any other empty positions. [[Again, this makes sure that Territories are maximal.]] Any player who has a stone adjacent to a Territory at the end of the game is considered to own a share of that Territory. For each Territory, each player adjacent to that Territory receives a number of Go Points equal to 2*M/N, rounded down, where M is the number of positions in that Territory, and N is the number of players with stones directly adjacent to the Territory. After the Go Points are totaled, any player with a positive number of Go Points receives that many actual Nomic points. The Go game is then reset; the Board is cleared of stones, all Alliances are broken, and all players' Go Scores return to 0. H. Displaying the Game When a player makes a Move, he does so by posting a message to a Public Forum describing the move and displaying the state of the game in an agreed-upon format. Such a message may look like the contents of the following comment. [[ I place a stone at G3. A B C D E F G H I .-------------------. 9| . . . . . . . . . |9 8| . . . . . . . . . |8 7| S . . . . . . . . |7 6| . . . R . . . . . |6 5| . . . . . S . . . |5 4| . . . . . . . . . |4 3| . . . . . . R . . |3 2| . . . . . . . . . |2 1| . . . . . . R . . |1 '-------------------' A B C D E F G H I [R] Rob 0 points Allies: S [b] Bob the Voting Fish 0 points Allies: none [S] Someone Else 0 points Allies: R ]] If a Move as posted is illegal, then it is not considered to occur. If the state of the game displayed in the message does not accurately reflect the result of making that Move - for example, because the board does not reflect another Move made just before that - then the described Move takes precedence. [[ Created by [369]1603/1. Revised by [370]1655/0, [371]1685/0, [372]1686/0, [373]1755/0, p1883, p1917, p1927, p1971, p1993. ]] _________________________________________________________________ Rule 1673/1 Underwriting Last Revision: nweek 67. [374]Revision History Keywords: Uncategorized A Society that provides a service to its members that involves the paying out of points may Apply for Underwriting. An Application for Underwriting is an unauthored proposal. To Apply for Underwriting, a Society must have defined in its charter the following properties: * a clear statement of the activity members of the Society participate in in order to gain points. * a Moderator (who can have a separate title in the context of the Society) who is responsible for basic administration of the Society, and who does not participate in the primary point-gaining activity. * a means of selecting a new Moderator, should the current Moderator cease to be a member of the society and/or a player in this game. * a budget, stating the most total points that can be paid out in a given nweek by the primary point-gaining activity. If an Application for Underwriting passes, the Society gains the property Underwritten. While a Society is Underwritten, its budget, its definition of its primary point-gaining activity and its means of selecting a new Moderator cannot change except through a proposal made by the Society. An Underwritten Society can cease to be Underwritten by posting an announcement to that effect on the public forum. [[ Created by [375]1669/0. Modified by p1887.]] _________________________________________________________________ Rule 1726/1 Cards Last Revision: nweek 60. [376]Revision History Keywords: Uncategorized A. Cards There exist Game Objects called Cards. Each Card consists of a Name, an Image, and a Body. The Name is a string. The Image can be either a description of a picture, or a reference to an existing image outside the game of B Nomic. The Body is a Game Document; it should describe the card's direct effects on the gamestate, and may be empty. If not stated otherwise, all effects are assumed to occur when the card is played. No card may ever be created that has the same name as an existing Card but a different body or image (however, this does not limit the number of identical copies of a given card that may exist). Rules and Card bodies may use the term 'Card' to refer to a copy of a Card, if the meaning is clear. B. Body Shorthand The term "you" in the body of a card designates the entity who played the card. [[ Created by [377]1709/0. Revised by [378]1820/0. ]] _________________________________________________________________ Rule 1727/3 All Hands On Deck Last Revision: nweek 89. [379]Revision History Keywords: Uncategorized A. Hands Each player has a Hand, which is a collection of Cards. Players may not transfer Cards from their Hands to any Game Objects except as permitted by the rules. B. The Deck The Deck is a collection of cards; if a card's location is not defined, it is moved to the Deck. When a player Draws a card, this means a card is chosen at random from the Deck an put in that player's hand. When a card is discarded, it is moved into the Deck. C. Keeping the Deck Full If a player would draw a card but cannot because there are no cards in the Deck, one copy of the following card is created in the deck and e draws it: {{ __ Card of DOOM! __ Image: A Card with glowing red eyes and big, gnashy teeth. It is foaming at the mouth; the foam is tinged red with blood. Other cards run wildly from it as it messily devours a four of spades. Fragments of other cards litter the ground around it. Body: You may attempt to choose any three cards held by players and one card you hold other than this one. If you do so and those cards exist, they are all discarded and you gain 15 points. Otherwise, five cards are chosen at random and all of them are discarded. The random choices will be made from cards in your hand until you have no unchosen cards left in your hand; the remaining choices will be made from cards in all player's hands. }} At the beginning of each nweek, before any cards are dealt out, all copies of the Card of DOOM! in the Deck are destroyed. [[ Created by [380]1709/0. Revised by p1906, p1937. ]] _________________________________________________________________ Rule 1728/2 Card Manipulation Last Revision: nweek 89. [381]Revision History Keywords: Uncategorized Each player may, no more than once per Checking Period, Play a card from eir hand. This causes the effects described in the Body of that card to take effect; the card is then put back into the deck. At the beginning of each nweek, each player with less than 7 cards in eir hand recieves a Card from the Deck. If a player has not yet played a card during a given nweek, e may Draw an additional card from the Deck. A player who does this may not play any cards for the rest of the nweek. [[ Created by [382]1709/0. Revised by [383]1739/0, p2031. ]] _________________________________________________________________ Rule 1729/0 The Cardlist Last Revision: nweek 55. Keywords: Uncategorized The Cardlist is the set of all card descriptions. [[ Created by [384]1709/0. ]] _________________________________________________________________ Rule 1823/2 Standard Election Procedure Last Revision: nweek 73. [385]Revision History Keywords: Uncategorized An Election is a type of event used to make a decision. An Election has five primary attributes: a list of Eligible Voters, a Duration, a Selection Algorithm, a list of choices, and a Moderator. The Moderator is an Outsider. E is responsible for counting the votes and announcing the results of the election. The Eligible Voters set is the set of all Game Objects who are allowed to cast votes in the Election. Each Eligible Voter may cast a single vote in the Election. If a Voter submits more than one vote, the *last* one submitted is their actual vote (so votes can be changed by resubmitting them). The Duration of a Election is an amount of time signifying how long voting will continue. When the Duration of the Election Concludes, a single choice from the list of choices is selected using the Selection Algorithm. A Selection Method is a means of choosing one of many choices through votes. A method is a valid Selection Method if and only if it specifies A) what constitutes a legal vote, and B) how to determine a winner based on legally cast votes. Only Selection Methods defined by the rules may be used in Elections. Elections are only called when specified by the rules. If a Election is called, but no list of Eligible Voters is specified for it, it is assumed that all Players are Eligible Voters, and nothing else is. If a Election is called, but no Duration is specified, it is assumed that the Duration is until the end of the current nweek.If an election is called by an Outsider, but no Moderator is specified, it is assumed that the caller is the Moderator. A. Types of Durations The Duration of a Election may be any of the following: * An absolute point in ntime, such as "nweek 212, nday 6". In this case, the Duration Concludes at that point in ntime, or, if it has not elapsed but that time has already passed, immediately. * A relative point in ntime, such as "three ndays from the calling of the Election". In this case, the Duration Concludes at the end of the specified period. A Election, where is a unit of ntime, is a Election with as its Duration (for example, a 3-nday Election) * Either of the above, with a point/amount in real time/wtime substituted for the point in ntime. This use is strongly discouraged except in cases where ntime would be unsuitable. * Indeterminate. An Indeterminate Duration does not Conclude based on time. Indeterminate Elections should generally be Short-Circuited (see below), but don't have to be... B. Special Elections A Election may have any of the following optional flags: * Short-Circuited: The Duration of a Short-Circuited Election Concludes as soon as every Eligible Voter has cast a vote. * Very Badly Wired (VBW): A VBW Election's Duration Concludes as soon as enough Eligible Voters have cast votes that the outcome of the Election could not be changed by the votes cast by the rest of the Voters. * Strict: In a Strict Election, each Voter gets exactly one Vote; this sentence takes precedence over any rule that would allow players to cast multiple votes on a Election. * Concealable: In a Concealable Election, votes may be sent to the Moderator privately; when the Duration Concludes, the Moderator must post publicly the private votes. C. Selection Methods C.1. Borda Count The Borda Count is a Selection Method. In an election using a Borda Count, a legal vote consists of a list of all the choices, numbered one to n (where n is the number of choices), listed in the order of the Voter's choosing (so each Voter chooses one choice for First Place, one for Second, etc.). The approval rating of a choice in this case is xn-m, where x is the number of votes cast, n is the number of choices in the Election, and m is the sum of the ranks it received in all Voter's votes. [[ This is equivalent to giving each choice n points every time it was voted first, n-1 every time it was voted second, etc. ]] When a choice needs to be selected, a Choice Pool is made. The Choice Pool is intially the set of all choices. The following removals are then made from the Choice Pool, until only one choice remains; that choice is then selected. At each step, only those choices left in the Pool are considered. First, every choice that had a lower approval rating than any other choice is removed. Then, every choice that received fewer votes for First Place than any other choice is removed. Then the same is done for second place, then third, etc., until every place has been considered. If, after all of this, the Choice Pool still contains more than one choice, a choice is selected at random from the Choice Pool. If the Selection Method of an election is not specified, it is assumed to be using the Borda Count. C.2. Approval Voting Approval Voting is a Selection Method. In an election using Approval Voting, a legal vote consists of a list of any number of the choices. The choice selected by the Election is whichever choice appeared on the greatest number of Eligible voters' votes; in the event of a tie, the Moderator picks one of the tied choices to be selected. C.3. Instant Runoff Voting (IRV) IRV is a Selection Method. In an election using IRV, a legal vote is a list of all the choices, ranked in an order of the Voter's choosing. The choices are then eliminated, one by one, by repeatedly eliminating the choice which ranked highest on the fewest number of votes, and then removing that choice from each of the votes (so that those who ranked it highest have their votes transferred to their second choice). If there are multiple such choices, and removing them would not remove all remaining choices, then all of them are eliminated simultaneously. If this results in all but one choice being eliminated, then that choice is Selected by the election. Otherwise, the Moderator selects one of the winning choices to be Selected by the election. [[ Created by [386]1812/0. Modified by p1891, p1909.]] _________________________________________________________________ Rule 1854/2 Technology Last Revision: nweek 82. [387]Revision History Keywords: Uncategorized Attributes: Chutzpah 2 Chutzpah 3 There can exist Technologies. A Technology represents the ability for an entity that has the Technology to perform an action or set of actions specified by the Technology. A Player having a Technology shall mean that e has an attribute with the same name as that technology. If a Technology has Levels, a Player having the Technology at Level N shall mean that e has an attribute whose name is the technology with N appended. An entity can come to have a Technology by one of the following means: * a rule or passed proposal gives the Technology to the entity * another entity can give the Technology to the entity (this does not cause the giving entity to lose the Technology) * an entity can spend accumulated Research Points in the amount required by the Technology A Technology may have Levels. If so, a Player may have the Technology at any level N, provided N is a positive integer. If N>1, a Player may not have a Technology at Level N unless he previously had it at some Level < N In order to exist, a Technology must consist of the following: * a unique name * a number of Research Points necessary to spend in order to gain the Technology * a description of the action(s) the possessor of a Technology is entitled to perform Masonry is a Technology that costs 250 research points. An entity possessing Masonry may attempt to play one Political Go stone without Moving each nweek. The attempt succeeds with a probability of 1/4. Mining is a Technology that costs 500 research points. An entity possessing Mining may attempt to remove one Political Go stone each nweek. The attempt succeeds with a probability of 1/4. Theft is a Technology that costs 1000 research points. An entity possessing Theft may attempt to steal one Political Go stone each nweek. The attempt succeeds with a probability of 1/4. If the attempt succeeds, the stone now belongs to the player who attempted to steal it. Diplomacy is a Technology that costs 500 research points. An entity possessing Diplomacy may attempt once each nweek to form or break an Alliance with another Player without Moving. The attempt succeeds with probability 1/4. The following Technologies have Levels: Playing the Board Game is a Technology that costs 600*N research points for Level N. A Player who possesses Playing the Board Game at Level N may make N moves each checking period instead of 1. Extra Bandwidth is a Technology that costs 600*N research points for Level N. A Player who possesses Extra Bandwidth at Level N receives 2N extra BW at the beginning of each week. Printing Tildex is a Technology that costs 800*N research points for Level N. A Player who possesses Printing Tildex at Level N receives 5N extra ~ at the beginning of each week. Drawing is a Technology that costs 400*N research points for Level N. A Player who possesses Drawing at Level N may draw N extra cards each week. [[ Created by [388]1841/1. Modified by p1899, p1971. ]] _________________________________________________________________ Rule 1855/2 Research Points Last Revision: nweek 89. [389]Revision History Keywords: Uncategorized An entity can have Research Points, as a result of having conducted research or being given Research Points by another entity. Research Points are either General (applicable to any Technology) or Applied (applicable only to a specific Technology). If a Technology ceases to exist, half of each entity's Applied Research Points specific to that Technology are converted to General Research Points; the other half are destroyed. Conducting research costs an entity five points; the entity must specify whether the research is General or Applied, and, if Applied, what Technology it is specific to. General research yields (3d10)-3 General Research Points; Applied research yields 3d10 Applied Research Points. If a roll < 0, that roll is 0. When Research Points are spent, those spent Research Points are destroyed. [[ Created by [390]1841/1. Modified by p2019, p2032. ]] _________________________________________________________________ Rule 1896/0 Game Actions Last Revision: nweek 67. Keywords: Uncategorized A Game Action is defined as any activity specified by the rules to be a Game Action. Any Outsider may take any Game Action at any time unless the rules say otherwise. To do this, e must specify to a Public Forum that e is taking that action. E must also specify any targets necessary for that action [[for example, you must specify a proposal in order to vote against a proposal]]. E may list multiple actions that e wishes to take, in which case e takes them in the order e lists them. E may also state that e performs an action multiple times, in which case e performs the action that many times (if legal, of course) sequentially. The Rules also have the power to cause an Outsider to take Game Actions whether e posts or not. An Outsider does not take a game action if e states that e does something conditionally [[As in, if my score is higher 20, I do X]] or if the number of times the action is repeated is infinite or cannot be determined [[so "I do X until my score hits 100" is legal only if you can show that your score will hit 100 and that it is possible to figure out how many times you do X before it happens]]. Game Actions occur upon reaching the appropriate fora, in the order they arrived, unless a rule states otherwise. A Game Action that is caused by a Rule instead of by a Forum Post takes place at the time specified by the rule. A text to the effect that "any player may do X" should be interpreted to mean that X is a Game Action; but such a declaration implies that only players may take the Game Action X (unless another declaration permits other Outsiders to as well). [[Created by p1889.]] _________________________________________________________________ Rule 1897/0 Submission Last Revision: nweek 67. Keywords: Uncategorized The rules may state that it is legal for Outsiders to Submit certain document types as a Game Action. To Submit a Game Document, an Outsider must provide a full description of the Document in the Public Forum message where they take the Action of Submitting. [[Created by p1889.]] _________________________________________________________________ Rule 1899/1 Renown Last Revision: nweek 80. [391]Revision History Keywords: Uncategorized Players may possess varying forms of Renown. Renown may not be given away, it must be earned. A given point of Renown must be either Temporary or Permanent, and must belong to a category of Renown. If a player has 10 points of Temporary Renown in a given category, that player loses all points of Temporary Renown in that category and gains one point of Permanent Renown in that category. [[Note that conversion the other way is not automatic--if you have 2 Permanent Renown and 0 Temporary Renown and something causes you to lose 1 Temporary Renown, you won't then have 1 PR and 9 TR.]] The categories of Renown are Glory [[intended for various forms of 'winning'--one normal 1000-point win = 1 Permanent Glory]], Honor [[intended for various forms of playing by the Rules, such as getting proposals passed]], and Wisdom [[intended for performing additional duties beyond those required, such as working in a Ministry or Judging CFIs]]. A point of [type] Renown in the [category] category may also be referred to as just [type] [category]. For instance, one could gain 1 Temporary Wisdom. A point of Permanent Glory is also called a Win. [[ Created by p1910. Modified by p1953.]] _________________________________________________________________ Rule 1900/1 The Board Game Last Revision: nweek 79. [392]Revision History Keywords: Uncategorized A. Board Stiff The Board is a Game Object. The Board consists of 110 squares arranged in a 10-by-11 grid. The rows are labeled in order with the numbers 0-9, with 0 being the uppermost row. The columns are labeled with the letters A-K, with A being the leftmost column. Each square may be uniquely identified by its row-number and column-letter (as in, A-5 or J-9). Two rows are adjacent if their numbers differ by at most 1. Two columns are adjacent if their letters are the same or are one after the other in the alphabet. Two squares are adjacent if their rows and columns are both adjacent. A path between a square A and another square B is a sequence of squares starting with A and ending with B such that every square in the sequence is adjacent to its predecessor and successor. The distance between two squares is the number of squares in the shortest path between them, minus 1. B. Piece on Earth Pieces are Game Objects that exist on the Board. Each piece occupies a single square; no more than one piece may occupy a square unless a rule specifies otherwise. Each piece has a type; the types of pieces and their properties are described in the Book of Piece. Each piece has a unique character associated with it, also specified in the Book. The Book of Piece is a Rulebook; rules in the Book of Piece may be referred to as Piece Specifications, or P-Specs. P-Specs are assigned serial numbers independently of rules in other Rulebooks. Each P-Spec, upon creation, receives an id number equal to one higher than the highest id number of any current P-Spec. P-Specs describe the existing types of pieces and their properties. In the event of a conflict between a P-Spec and rule in a different rulebook, the P-Spec will take precedence. C. And It's a Draw Each entity that can own pieces must have a unique character identifying it. For unowned pieces, the character used is a dash: '-'. When an Outsider becomes the owner of a Piece, e may choose any unused character (it must be a single printable ASCII character) to represent em. An owned piece is thus represented by two characters, the first denoting the owner, the second denoting the type of piece. A textual representation of the board thus is a grid drawn in ascii characters, with each piece properly represented at the correct location. [[ Much like the way a Political Go board is drawn]] D. One Good Turn Each Checking Period, each player may perform one move on The Board. Legal moves are defined in the Book of Piece; only moves defined by the rules may be performed in this manner. In general, each Piece has a move associated with it; it is implicit that only the owner of a piece may move it in this way unless the rules specify otherwise. In order to perform a Move, a player should include with it an accurate textual representation of the board. If e does not, the Minister of the Board may reject the Move at eir discretion, in which case the Move fails and has no effect. [[ Created by p1913. Modified by p1952.]] _________________________________________________________________ Rule 1902/7 Gardening 101 Last Revision: nweek 89. [393]Revision History Keywords: Uncategorized A. Gardens Gardens are Game Objects. Each player has a Garden; Gardens may not be given away. Plants are Game Objects. Plants must always be in gardens; if a Plant isn't in a garden, it withers and dies. When a Plant dies, it is destroyed. Plants in gardens owned by players are called Proprietary Plants. Each type of Plant has a Watering Cost associated with it, and each garden owned by a player has a Gardening Cost. The Gardening Cost of a garden is the sum of the Watering Costs of the Plants in that garden. During each Checking Period, players may pay tildex for watering any garden. A statement to the effect of choosing to water one's Garden means that the player is paying tildex for watering equal to the Gardening Cost of that garden. At the end of each Checking Period, if the amount of tildex paid for watering a garden is less than the Gardening Cost of that Garden, the Plant in that Garden with the largest Watering Cost (ties settled at random) is destroyed, and this process is repeated until the amount of tildex paid for watering that garden is less than or equal to the new Gardening Cost of that Garden. If, at the end of a Checking Period, a Garden has more than 10 Plants in it, the one with the largest watering and weeding cost (ties settled at random) is destroyed, and this process is repeated until there are at most 10 Plants in the Garden. B. Fruits Fruits are Game Objects. Plants may have Fruits associated with them. At the beginning of each nweek, every Plant that existed during the preceding nweek creates one Fruit of each type of Fruit associated with that Plants. Any player may pick any Fruit off of any Plant, causing said Fruit to move to eir possession. However, no player may pick a Fruit if e already holds 5 fruits (because eir arms are full), and no player may pick Fruits from more than three gardens e doesn't own in any given Checking Period (because it takes too long to run from garden to garden). C. The Town Square There exists a Garden called The Town Square. This garden is not owned by anyone, nor does anyone own Plants in the Town Square. D. Burning Any player may Burn a Plant in eir garden. Doing so destroys the Plant and gives the player 2 tildex. [[ Created by p1915. Modified by p1919, p1922, p1930, p1935, p1950, p1964, p2020. ]] _________________________________________________________________ Rule 1903/2 There is a rainbow Last Revision: nweek 77. [394]Revision History Keywords: Uncategorized The following are the Official Colors of B Nomic, in order: 1. Red 2. Orange 3. Yellow 4. Green 5. Blue 6. Indigo 7. Violet Each player has a Color, which is either one of the Official Colors, or the string 'Murky Brown' or 'Clear'. All players are initially Clear. The cards whose names are the Official Colors of B Nomic, as well as the Card entitled 'Apple White', may be referred to as Color Cards. Any player may discard any three or more different Color Cards that are adjacent in the above ordering to get a prize based on the number so discarded, as follows: 3 : ~30 4 : ~80 5 : ~100 6 : ~120 7 : ~160 and one point of Permanent Honor The Card called 'Apple White' may be used as any color to make such a sequence, but the prize received for a sequence including an Apple White card is reduced by ~30. If a player discards a sequence that includes the Color Card whose name matches the player's color, then the prize for discarding is increased by ~30. If a Color Card is stained any of the Official Colors, it can only be used in a sequence as if it were the Color Card for that color. If it is stained any other color, it can't be used in a sequence at all. [[ Created by p1916. Modified by p1931, p1936. ]] _________________________________________________________________ Rule 1905/0 Clean Up After Yourselves Last Revision: nweek 79. Keywords: Uncategorized If a legal move is taken that would result in the update of a Public Display, and there is no Minister in charge of the Display in question, the Player who took that move must update the Display themselves within one full nday of taking the move. If the Player neglects to do so, then the move is considered to have been an illegal move. [[ Created by p1944. ]] _________________________________________________________________ Rule 1906/2 Seals Last Revision: nweek 88. [395]Revision History Keywords: Uncategorized A Seal is a block of ASCII text that a Ministry has reserved. A Minister may reserve any block of text as a Seal for eir Ministry, with the following restrictions: * A Minister may not reserve a block of text in common usage. Blocks in common usage include all English sentences and words, any textual graphics already used by the game (for example, specific PGo board states), and any components of either of these (Other blocks may also be in common usage; the Justice System should be called upon if the commonality of some string of text is in question). * No Ministry may ever have more than one Seal. * No Ministry may have a Seal reserved by a different Ministry A Minister using the Seal of eir ministry in a posting to a Public Forum is declaring that the Public Displays associated with that ministry are up-to-date. This shall count as an announcement to all players of that fact for the purposes of rule 129. [[ Created by p1945. Modified by p1959, p2015. ]] _________________________________________________________________ Rule 1908/2 Tomatoes on Vines Last Revision: nweek 89. [396]Revision History Keywords: Uncategorized A. Vines Vines are Plants with a Watering Cost of 5~. They have Tomatoes as their Fruit. B. Tomatoes B.1 What they are Tomatoes are Fruits. One nweek after a Tomato's creation, it becomes Rotten. Players may Plant Rotten Tomatoes they hold in any garden, destroying the Tomato and creating a Vine in that Garden. The vine so created is owned by the owner of the Garden (or by nobody, if the Garden is unowned). If a Tomato becomes Rotten while on a Vine, it falls off the Vine and is planted in the Garden the Vine was in. B.2 Food Fights Any player may Throw a Tomato they hold at any other player. 1d4 is rolled; on a 1, the target player is Hit with the Tomato and becomes Stained with Tomato juice. All eir cards also become Stained Red with Tomato Juice. Regardless of whether it hits, a Tomato is destroyed when thrown. Players who are Stained With Tomato Juice are treated for all ruleset purposes as though they had one less Permanent Honor than they would have if they weren't so Stained. Cards which are Stained With Tomato Juice do nothing upon being played. Any player may discard two cards in eir hand that are Stained With Tomato Juice to draw a new card, but may not play any more cards during a checking period when e does this. Cards put into the Deck cease to be Stained. B.3 Free Throws Under certain circumstances, a player may be entitled to a Free Throw. If a player announces along with an intent to throw that they are claiming a Free Throw, and e is entitled to a free throw against the intended target, then the 1d20 is rolled for the throw instead of 1d4, and the Tomato hits on anything but a 20. If a player picks a Fruit from another player's Garden without that player's permission, the owner of the Garden gets one Free Throw against the picking player; this opportunity is lost one nweek after the picking (or when it's claimed, obviously). [[Created by p1964, Modified by p1974, p2028.]] _________________________________________________________________ Rule 1909/0 Thorns Last Revision: nweek 80. Keywords: Uncategorized Thorn Bushes are Plants with a Watering Cost of 6~. They have Thorn Seeds as their Fruits, and produce two each nweek instead of one. When a player picks a Fruit from a garden e doesn't own that contains a Thorn Bush, e may choose to Pick Slowly. E may only do this if e hasn't picked any Fruits from Gardens e doesn't own during that Checking Period, and after doing this, e may not pick any Fruits from any Gardens e doesn't own for the rest of the Checking Period, because e spent so much time carefully getting Fruits from this one. If a Player picks a Fruit from a garden that e doesn't own and that contains a Thorn Bush, and that player doesn't Pick Slowly, that player loses 8 points per Thorn Bush in the Garden instead, from being badly scratched up. Thorn Seeds are Fruits; any player may Plant a Thorn Seed they hold in their own Garden to create a Thorn Bush. If a Thorn Seed stays on a Thorn Bush for more than an nweek, it is eaten by squirrels and destroyed. If at any time no Thorn Bushes exist, one is created in the Town Square. [[Created by p1964.]] _________________________________________________________________ Rule 1911/3 At a retailer near You Last Revision: nweek 89. [397]Revision History Keywords: Uncategorized There exists a Game Object called the Store. The Store has a list called its Inventory; every entry in this list is a type of object which the Store is implicitly empowered to create. Every object type in the Store's Inventory has a price in tildex. If an object's price isn't specified elsewhere in the rules, then it has a price of 200~. Any player may Buy an object from the Store as a Game Action. To do this, e must select any type of object in the Inventory and give a quantity of tildex equal to the price of said object to the Store. The Store then creates an instance of that object type and gives it to the purchasing player. The following types of objects are on the Store's Inventory: * Thorn Seeds: 130~ These are defined by r1909. * Fluffy Bunnies: 250~ A Fluffy Bunny may be used to destroy any single plant in any garden. Doing so destroys the Bunny. * Hungry Bunnies: 100~ A Hungry Bunny may be used to raid any garden. Doing so destroys both a random plant in that garden and the Bunny. * Ninja Bunnies: 350~ A Ninja Bunny may be used to steal any fruit from any player or plant at any time (this does not count as picking the fruit and so is not affected by side effects such as Thorn Bushes). A Ninja Bunny will not steal fruit from a player or garden if said player or garden has already been targeted by a Bunny that nweek (they can smell that another Bunny was there). Once a Ninja Bunny has stolen a fruit, it fades into the mists and is destroyed. * Smoke Bombs: 140~ Smoke Bombs are Arena Tools. A Player with an Avatar may use a Smoke Bomb e holds on any Cube occupied by or adjacent to eir Avatar. This destroys the Bomb and causes the Cube to become full of smoke. If a player fires a jet of water while eir Avatar is in a smoke-filled Cube, then eir AvSkill is treated as though it were 1 for the purposes of random decisions regarding that jet. If a Cube is full of smoke and also Filled with Water, it immediately ceases to be full of smoke. * Shieldkit: 200~ Shieldkits are Arena Tools. A Player with an Avatar may use a Shieldkit e holds on eir Avatar. This destroys the Shieldkit causes the Cube the Avatar is in to become Shielded. If a Shielded Cube is Hit by a Jet, the Jet's normal effects are cancelled (as the liquid boils away), and instead the Shielding is removed and the Cube becomes full of smoke [[really it should be steam, but it's basically the same thing]]. * Water Jet: 200~ or free to New Players * Air Jet: * Flame Thrower: * A Rock: 50~ [[Created by p1973, Modified by p1992, p2026.]] _________________________________________________________________ Rule 1912/6 Arena Last Revision: nweek 89. [398]Revision History Keywords: Uncategorized There exists a 4x4x4 grid known as the Arena. Positions on the Arena are known as Cubes and may be referred to by triples (1,1,1) through (4,4,4). Each Cube may contain any number of Avatars. Avatars are Objects that represent Players. No two Avatars may represent the same Player, nor may an Avatar represent more than one Player. An Avatar must be in exactly one Cube at all times. Any Player may create an Avatar which represents em in a Cube on the edge of the Arena (that is, a Cube with at least two components of its triple equal to either 1 or 4), provided that there is no Avatar already representing em and the chosen Cube isn't Full. There exist the following Attributes, called Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These attributes must always have values that are positive integers. New players have all these stats set to 1. If an Avatar has no weapon within the Arena then e is given a Water Jet upon entering the Arena. New Players are given a Water Jet automatically. Continuing players must declare they have no weapon when they create a new Avatar. Each checking period, each Player may Take AvSpeed Turns. Taking a Turn consists of exactly one of the following actions: * Moving eir Avatar orthogonally (an orthogonal move consists of changing the value of exactly one component of the Avatar's triple by either +1 or -1). * Firing at a given Cube or Avatar. * Using any object denoted as an Arena Tool. Arena Tools may not be used except in this manner. When a Jet Hits a Cube, the Cube is said to be Full [[of whatever it is the Cube is Full of]] until the current nweek ends. No Avatar may enter a Cube that is Full. Full cubes are reset to empty at the start of the next consecutive nweek. Any Arena Tools contained in these cubes are placed in randomly determined cubes. If a Jet Hits a Cube with one or more Avatars, each Avatar in that Cube Gets Destroyed with probability A/(A+B), where A is the AvPower of the Player represented by the Avatar that Fired the Jet, and B is the AvStrength of the Player represented by the Avatar in the Cube where the Jet Hit. If an Avatar Gets Destroyed, that Avatar no longer exists. _Arena Weapons_ Arena weapons may not be exported from the Arena game. Water Jet -description A Water Jet is an Arena Weapon. Water replaces any fire in the Cube Hit. -firing The specified Cube must be orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. (The Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Water, the Jet of Water Hits a Cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Soaked the entity whose Avatar was destroyed. When a player Soaks another player, then the player who did the Soaking may increase a single one of eir Stats by 1. E must do this within one nweek of the Soaking, or else e loses eir chance. E may not do this more than once per Soaking. Air Jet -description An Air Jet is an Arena weapon. An avatar Hit by an Air Jet is not destroyed [[only displaced]]. -firing If the target Avatar is in a Cube orthagonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Avatar (if there be one) in a randomly determined Cube orthagonally adjacent to the specified one. Otherwise, a Jet Hits the specified Avatar. [[confusing but workable - can be tidied when re-writing definitions in positive tense]] If the target Avatar is sharing the same Cube as the Avatar, then the probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding the maximum AvSkill limit)). (All attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Air and the Jet of Air Hits another Avatar, then the Hit Avatar is propelled one Cube away from the Avatar who Hit em, along the same trajectory they were Hit from [[as logic would declare the direction you were pushed in]]. If the Hit Avatar shares the same Cube as the targeting Avatar, then the Hit Avatar is propelled in the direction chosen by the firing Avatar when the shot is declared. If the Avatar cannot be moved in the proper direction, a random direction other than the one the shot came from is chosen with an equal probability. Flame Thrower -description A Flame Thrower is an Arena weapon. Fire replaces any water in the Cube Hit. -firing The specified cube must be orthogonally adjacent to the Avatar. With probability (AvPower / (AvPower + AvSkill)) / 2 , a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. (The Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Flame, the Jet of Flame Hits a Cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Toasted the entity whose Avatar was destroyed. When a player Toasts another player, then the player who did the Toasting may increase a single one of eir Stats by half (.5). E must do this within one nweek of the Toasting or else e loses eir chance. E may not do this more than once per Toasting. This half stat does not count towards any maths! only whole integers do. Rock -description A Rock is an Arena weapon. Rocks are heavy, so a Avatar may only hold a rock if e posseses no other weapons. An Avatar may only hold one rock at a time. An Avatar Hit by a Rock is not destroyed.[[only dazed! :D]] -firing If the target Avatar is in a Cube orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill) , a Rock Hits a randomly chosen Avatar (if there be one) in a randomly determined Cube orthogonally adjacent to the specified one. Otherwise, a Rock Hits the specified Avatar. [[confusing but workable - can be tidied when re-writing definitions in positive tense]] If the target Avatar shares the same Cube as the Avatar, then the probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding the maximum AvSkill limit)). (All Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar throws a Rock and the Rock Hits another Avatar, then the Hit Avatar decends rapidly down to the floor of the arena [[as logic would dictate - straight down]]. Down is always defined by level/grid 1 of the Arena, whatever level/grid 1 may be. If an Avatar cannot decend to level/grid one then they decend as far as they are able. When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one before e may make a move within the Arena. The Rock disintegrates and is no more. If an Avatar is found, and it is declared on the public forum, to have taken a move and e has not decreased a Stat e should have decreased, then the number e should decrease eir Stats by is increased by one. If the number that e should decrease eir Stats by becomes greater than half the Stats that they own then the player to declare it may increase eir Stats by one (before the next checking period). The player who should have decreased eir Stats loses any Arena items and has eir Stats for the Arena reset to New Player. [[Created by p1983. Revised by p1992, p2002, p2004, p2008, p2016, p2026.]] _________________________________________________________________ Rule 1913/2 Alcohol Last Revision: nweek 89. [399]Revision History Keywords: Uncategorized {Chutzpah 3} Fermenting is an Action. A Player may choose to Ferment any Fruit e has, or any Fruit in eir garden, at any time by paying 5~. When a Player Ferments a Fruit, the Fruit changes into an X Drink, where X was the type of Fruit. An X Drink is a Drink for all values of X. The new Drink is in the possession of the Player who fermented the Fruit. All Players have an Attribute called Blood Alcohol Content, which may be referred to as BAC. A Player's BAC is initially 0. Drinking is an Action. A Player may Drink a Drink in eir possession at any time. When e does, eir BAC is incremented by 1, the Drink ceases to exist, and e receives 10 points. A Player with BAC 0 may be referred to as Sober. At the end of each Checking Period, the BAC of each Player who is not Sober is decremented by 1. A Player is said to be Blacked Out if eir BAC equals or exceeds 10. A Blacked Out Player may not perform any of the following actions: * Drinking * Fermenting * Picking fruits * Watering plants * Planting fruits * Creating, moving, or otherwise using an Avatar in the Arena When a nonsober player attempts any of the above actions, e must roll 1d10; if the roll is lower than eir BAC, then the attempt fails and the player may not perform that action for the rest of the checking period. Players who are not Sober are encouraged to be unusually silly. [[Created by p1984. Chutzpah 3. Amended by p2023]] _________________________________________________________________ Rule 1914/1 Potions Last Revision: nweek 87. [400]Revision History Keywords: Uncategorized A. Definition Potions are Game Objects with attributes Recipe and Effects. Recipe is a unique string, (meaning no two Potions may have the same Recipe) delimited by double quotes, which contains a list of Value/Ingredient pairs, of format (Value Ingredient) where Value is a number or mathematical statement, and Ingredient is a posessable Game Object with an optional list of non-ingredient conditions appended to it. To create a Potion, a Player must Follow a Recipe by destroying a number of each Ingredient in a Recipe equal to the Value corresponding to that Ingredient, and fulfill all appended conditions. All Ingredients destroyed in this manner must be owned by the destroying Player. Players may not destroy Ingredients for Potions unless they destroy all of the Ingredients for that Potion, nor may they destroy more Ingredients than the Recipe calls for. After destroying the Ingredients, the Player then recieves one Potion of the type corresponding to the Recipe followed. Effects is a string describing a set of changes to the gamestate. The word 'you' in Effects refers to the Player drinking the Potion. B. Permissable Actions Players may drink Potions they own at any time. When a Player drinks a Potion, the changes listed in that potions Effects occur. When a Potion is drunk, it is destroyed. C. List All Potions must be listed as subsections of this rule. No Potions exist except those listed as subsections of this rule. C.1 Bloody Harry A Bloody Harry is a Potion with Recipe "(1 Tomato Drink) (1 Thorn Drink)" and Effects "Your AvPower is increased by 2 until the end of the current nweek. Your AvSkill is decreased by 1 until the end of the current nweek." C.2 Rainbow Potions Rainbow Potions are Potions with Recipe "(The number of types of Fruit that exist, Different drinks)" and Effects "You are considered to be Following the Rainbow for one nday. When you are no longer Following the Rainbow, you find (get) a Pot of Gold." [[Created by p1991. Amended by p2005.]] _________________________________________________________________ Rule 1915/0 Waterspouts Last Revision: nweek 85. Keywords: Uncategorized Waterspouts are Plants. They have a Watering Cost of -8~; that is, the total per-checkpoing watering and weeding costs for a Garden is reduced by 8~ for every Waterspout in that garden. If this results in negative costs, the cost is treated as 0 (so the owner of a Garden containing only Waterspouts does not gain Tildex for it). Any player holding a Thorn Seed Drink, a Rotten Tomato, and at least 30~, and whose Avatar is adjacent to a Cube Filled with Water, may mix the Tomato and the Tildex into the Thorn Drink and dip the whole thing in the Water to create a Waterspout Concoction. This destroys the Drink, the Tomato, and the Tildex. A Waterspout Concoction may be poured on any Plant to turn that Plant into a Waterspout (it ceases to be whatever other type of plant it was). Water Pods are Fruits, produced by Waterspouts. Water Pods are Arena Tools. A Water Pod may be used to cause any Cube with no Avatars in it to become Filled with Water. [[Created by p1994.]] _________________________________________________________________ Rule 1916/0 The Five-Week Plan Last Revision: nweek 87. Keywords: Uncategorized A. State-based Occurences If the current nweek's number is evenly divisible by five, the current nweek is a Great Leap Forward. When an nweek begins, if it is a Great Leap Forward, all players recieve one Advancement token. At the end of any nweek which is also a Great Leap Forward, all Advancement tokens are destroyed and every player loses 20 points and 1 Permanent Honor for each Advancement token they used during the Great Leap Forward. Players may only use Advancement tokens they own. Advancement tokens may only be used once. B. Permissable Actions Any player may use an Advancement token to temporarily double all of their Arena stats. Any stat doubled in this manner is halved (rounded down) at the end of the current checking period. Any player may use an Advancement token to cause all Avatars in Cubes orthagonally or diagonally adjacent [[player's choice]] to the Cube their Avatar is in to be destroyed with a probability of 1/5. This probability is computed on a Cube-by-Cube basis, so that if mulitple Avatars are in one affected Cube, they are either all destroyed or all not destroyed. Any player may use an Advancement token to make three legal Board Game moves in one checking period. [[This includes creating Pieces]] Any player may use an Advancement token to draw four cards. Any player may use an Advancement token to get a Pot of Gold and 50 tildex. [[Created by p2005.]] _________________________________________________________________ Rule 1917/0 Pots of Gold Last Revision: nweek 87. Keywords: Uncategorized A. Definition Pots of Gold are Game Objects. When a Pot of Gold is created, 100 tildex are created and put in it. A Player who owns a Pot of Gold may not give or sell it to anyone, ever. Only the Player who owns any given Pot of Gold may remove or add tildex from it. Pots of Gold cannot hold anything but tildex, and cannot hold more than 300 tildex. At the end of every nweek, for each Pot of Gold a Player owns, e puts n tildex into it, where n is 100 minus the number of tildex in the Pot of Gold. If n <= 0, nothing happens. If a Player does not have enough tildex to pay this, they put all of eir tildex into the Pot of Gold, and the Pot of Gold is destroyed, as are all tildex that were in it. B. Legalese Tildex that are in Pots of Gold are not owned by Players. They may not be used by anyone for any purpose until they have been removed from the Pot of Gold. No individual tilde may be in more than one Pot of Gold simultaneously. C. Acquisition Pots of Gold may be acquired by drinking a Rainbow Potion (see _Potions_) or by spending one Advancement token (see _The Five-Week Plan_). [[Created by p2005.]] _________________________________________________________________ Rule 1918/0 More Plants Last Revision: nweek 87. Keywords: Uncategorized A. Blood Ferns Blood Ferns are Plants, with a watering cost of 7 tildex and with Blood Spores as their Fruits. Blood Spores are Fruits; a Blood Spore may be planted in any Garden to create a Blood Fern in that Garden (this destroys the Spores). If at any time no Blood Ferns or Blood Spores exist, a Blood Fern is created in the Town Square. B. Lemon Trees Lemon Trees are Plants with a watering cost of 2 tildex and with Lemons as their Fruits. WIth regards to limits on the number of plants in a garden, a Lemon Tree takes up the space of two plants. Lemons are Fruits. When a player with a Lemon has their Avatar Fire a Jet of Water, e may use a Lemon Drink to increase the shot's power: if the Jet hits an Avatar, the Firing Avatar gets a +1 bonus to eir power for the purposes of deciding if that Avatar Gets Destroyed (the bonus is not permanent; it only applies to rolls made for that particular Jet of Water). No more than two Lemons may be used this way on any one Jet of Water. Lemon Trees don't grow around here, but any player may create one in any garden by paying 60~ (to import one from further south). Lemon Trees may not be destroyed by Bunnies. C. Sasquash Pods Sasquash Pods are Plants with no Fruit, and a watering cost of 10~. Each Sasquash Pod can be in one of two stages, Young or Mature. Sasquash Pods are initially Young. One nweek after a Sasquash Pod is planted, it becomes Mature. One nweek after a Sasquash Pod becomes Mature, it Hatches, destroying it and giving its owner a Sasquash. If no player owns it, it is simply destroyed. Huge Seeds are Game Objects; a Huge Seed may be planted in any Garden to create a Sasquash Pod in that Garden (doing so destroys the seed). D. Alchemy Any player who has a Thorn Seed, a Lemon Drink, and a Blood Spore Drink may mix the three together, destroying them and creating a Huge Seed. [[Created by p2006.]] _________________________________________________________________ Rule 1919/1 Spells Last Revision: nweek 89. [401]Revision History Keywords: Uncategorized __Spells__ A. Definition Spells are Technologies. However: * Nonplayer entities may not possess spells. * No player may possess more than three spells. * When a player gives a spell at level N to another player, the receiving player only gets that spell at level N-4, or at level 1 if N-4 < 1. * Except when the rules state otherwise, all spells have levels, but only 20. (i.e., you can't have it a level 21 unless the rules explicitly permit you to) * Except when the rules state otherwise, a player with a Spell at level N also has that spell at all levels less than N. * No player may spend Research Points to gain a spell at level N for N>1 unless e already has it at level N-1. A player who gains a spell is said to have Learned that spell. A player who has a spell is said to Know that spell. A player who loses a spell e possess is said to have Forgotten that spell. If a spell permits a player to take perform a certain action, then that action is considered a Spell Action (unless the rules explicitly state otherwise); a player who takes that action is said to have Cast that Spell. No player may cast more than one spell per checking period (again, unless the rules explicitly state otherwise). Any player may forget any spell they know at any time. B. The Spellbook The following spells exist: B.1. Blight Blight is a spell; it costs 200 Research points for level 1, and 40 Research points for each higher level. A player may Cast Blight at level N. To do so e must choose some number of plants in a single Garden. Each chosen plant is destroyed with probability (((N-1)%5) +1)/6. If e is casting it at level 5 or lower, or at levels 11 through 15, then e may only choose a single plant; otherwise e may choose up to three plants. If e is casting it at level 10 or lower, then e may only choose plants that are in a Garden from which e has successfully picked a Fruit during this nweek. [[ So at level 5, you pick a plant in any garden you've visited recently and destroy it with probability 5/6; at level 6 you only have probability of 1/6 per plant, but you can choose up to three plants; at level 10 you have 5/6 per plant and up to three plants; at 11 you have 1/6 again, and only one plant again, but you can hit any garden; at 20 you can pick three plants from any garden and you have a 5/6 chance of destroying each of them]] B.2. Reincarnation Reincarnation is a spell, costing 150 Research Points for level 1, and 55 Research points for each higher level. A player may Cast Reincarnation at level N. To do so e must choose some number of plants that were destroyed in the past checking period(s); each chosen plant is recreated in the Garden it was in with probability (((N-1)%5) +1)/6, unless that garden cannot hold more plants, in which case the plant isn't recreated. If e is casting Reincarnation at level 5 or lower, or at levels 11 through 15, then e may only choose plants that were destroyed during the current or the previous Checking Period. Otherwise, e may choose any plants that were destroyed during the past three Checking Periods. If e is casting Reincarnation at level 10 or lower, then e may only choose a single plant; otherwise, e may choose up to three plants. B.3. Slight of Hand Slight of Hand is a spell costing 50 Research Points for level 1 and 10*N-10 points for each level above 1. A player may cast Slight of Hand at level N. To do so, e must choose X cards in eir own hand and X-1 cards in another player's hand, where X is a number between 1 and N/3, rounded down. 1d20 is rolled. If the roll is less than or equal to N, then the two sets of cards are swapped. Otherwise, the X cards in the caster's hand are discarded. B.4. Chromomancy Chromomancy is a spell costing 10*N Research Points for level N. A player may cast Chromomancy at level N. The casting then has Power P = N%5 (where % is the modulus operator). If N is 5 or lower, then the caster must choose a color that is within P of their own color in the standard ordering of the official colors of B Nomic. The caster becomes that color. If e was clear, e may choose any color; if e was Murky Brown, e becomes Clear instead. If N is greater than 5 but less than 11, then the effects are as described above, except that the caster may choose any player to change color, and the new color must be with P of the target's current color. If N is in the interval [11,15], then the caster may discard any color card in eir Hand to take a color card from the Deck whose color is P away from the discarded card's color (again under the standard ordering). Finally, if N is 16 or higher, the player may choose any two of the above effects (or any one effect twice) and do both. B.5. Alcomancy Alcomancy is a spell costing 100 Research Points for level 1 and 80 Research points for each additional level. A player may cast Alcomancy at level N. Doing so has the following effects: At level 1-5, ferment up to N/2 fruits you hold for free, rounded up. At level 6-10, increase or decrease your BAC by up to (N-5)/2, rounded up. At level 11-15, ferment up to (N-10)/2 fruits held by any player, rounded up. At level 16-20, increase or decrease any player's BAC by (N-15)/2, rounded up. When you ferment fruits held by other players, those players get the drinks, not you. [[Created by p2018. Amended by p2023.]] _________________________________________________________________ Rule 1920/0 King For a Day Last Revision: nweek 89. Keywords: Uncategorized A. State-Based Occurrences At the beginning of each nweek that is not a Great Leap Forward, 1d15 is rolled. If the result is the number of one of the ndays in the current nweek, that nday gains the attribute Coronation Day. On Coronation Day, the Avatar of each Player who has made a Claim To The Throne is replaced with an Avatar Token owned by that Avatar's owner. Each Avatar so replaced is placed in a newly created Royal Arena at coordinates equal to the coordinates of its corresponding Avatar Token. When Coronation day ends, if only one Avatar remains in the Royal Arena, the Player who owns that Avatar becomes King until the end of the nday immediately following Coronation Day. At the end of every nday, any Player who is King recieves 100~, 2TH, and 1TG. Illegal Cards have the string " *ILLEGAL*" appended to their names and may not be played. Illegal P-Specs have the string " *ILLEGAL* appended to their names in the book of Piece, and may not be created or moved. Illegal Cubes have the string *!* in their ASCII representation, and may not be entered. Any Avatar in a Cube when that Cube becomes Illegal is randomly placed in an adjacent Cube. B. Legal Actions On any nday prior to Coronation Day, any Player may publicly make a Claim To The Throne. Any Player whose Avatar is in a Royal Arena may take up to fifteen Turns. If a Player takes fifteen Turns while their Avatar is in a Royal Arena, all of their Stats become 0 until the end of the nday, at which point they return to their former status. The King may, once per nday, excercise eir Royal Authority. Excercising eir Royal Authority is defined as taking any of the following bulleted actions: * Permanently incrementing or decrementing any number of Tildex, Points, or Research Points found in the body of any Rule by up to x + 2, where x is that number modulus 10. * Creating an instance of any card and playing it or putting it into eir hand. * Removing any one Piece from the Board. * Causing any one Card to be Illegal for the remainder of the nweek, any one P-Spec to be Illegal for the remainder of the nweek, or any one Cube to be Illegal for the remainder of the nweek. C. Things Avatar Tokens are Game Objects. Avatar Tokens may only exist in Cubes in the Arena. Avatar Tokens are denoted by the character T preceded by the ascii representation of it's owner's Avatar. Avatar Tokens cannot be destroyed or otherwise removed from the Arena by any means whatsoever excepting those specified in Part C of this Rule. If a Player would successfully shoot a Jet of Water into a Cube containing an Avatar Token, that Jet is deflected into the Cube from which it was shot. [[Yes, this does mean you can hide behind other people's tokens.]] A Royal Arena, when created, has all the characteristics of the Arena when it was first created. When an Avatar in a Royal Arena would be destroyed, that Avatar instead replaces the Avatar Token representing it in the Arena and one of its owners Stats is decreased by 1 at the discretion of the Player whose Avatar destroyed it, with the restriction that none of eir Stats may be lowered to 0. A Player whose Avatar destroys another Avatar in a Royal Arena does not get to increase any of eir Stats. No more than one Royal Arena may exist at a time. At the beginning of every nday, all Royal Arenas are destroyed. All Avatars in a Royal Arena when it is destroyed replace the Avatar Tokens representing them in the Arena. [[Created by p2017.]] _________________________________________________________________ Rule 1921/0 Inventories Last Revision: nweek 89. Keywords: Uncategorized Certain objects may be designated Inventory Objects, which may also be referred to as Tools. Each Tool has a body of text associated with it called its Effects; this describes what happens when a player uses the Tool, and may also include general effects of having the Tool and other such things. The Effects field of a Tool may only be changed as explictly permitted by the rules. It is acceptable to have a subsection of an existing rule be the Effects field of a given Tool. [[Created by p2029.]] _________________________________________________________________ Rule 1922/0 Traps Last Revision: nweek 90. Keywords: Uncategorized -the creating Place Traps in the arena according to the following equation: If the number of Traps in the arena is less than, or equal to, the number of traps available to the arena divided by two and rounded up the the next complete integer, then increase by one the number of Traps available and restock the Traps in the arena until the maximum available Traps are in the arena. [[TrapsInArena <= TrapsAvailable/2 (rounded up) then TrapsAvailable+1, place traps until TrapsInArena == TrapsAvailable OR If x <= (y/2) then y+1 and x=y ]] If the number of Traps available is less then one, then make four Traps available. [[if TrapsAvailable=<1 then TrapsAvailable=4 OR if y=0 then y=4 ]] Traps shall be displayed in the Arena using the asci symbol '@'. [[Traps may be displayed elsewhere as "x/y" where x is the number of Traps in the Arena and y is the number of Traps available to the Arena.]] -the moving Traps are to be placed in any randomly determined location that is empty. Traps may be moved to either a randomly determined location that contains no Avatar(s), or to any cube that is orthagonally adjacent to its previous position. Each checking period one randomly chosen Trap is Moved to a random location that contains no Avatar, unless a Trap has already been Moved this checking period.[[Traps are seen to have moved at the end of the previous checking period rather than the start of the next, although for convenience they will probably be moved when a check point is declared.]] -the dying Any avatar entering a cube that contains a trap is killed [[feel free to enter your own descriptions of the death here]], the Trap is removed, and the player must decrease a single one of eir Stats by 1 before creating a new Avatar. -tokens If a players Avatar deliberately caused a Trap to be removed [[say, for example, by using an Air Jet to push another Av into a Trap, or by moving a Trap into another players Avatar]] then that player gains a Trap token (this may be denoted by '@' at the end of eir Stats list). Trap tokens can be spent at any time to move a single Trap. Spent tokens cease to exist when a Trap is moved. [[Created by p2026.]] _________________________________________________________________ References 1. http://www.bnomic.org/history.php?rn=0 2. http://www.bnomic.org/bykeyword.php?k=Administrator 3. http://www.bnomic.org/bykeyword.php?k=Emergency 4. http://www.bnomic.org/bykeyword.php?k=Forum 5. http://www.bnomic.org/bykeyword.php?k=Paradox 6. http://www.bnomic.org/bykeyword.php?k=Time 7. http://www.bnomic.org/history.php?rn=367 8. http://www.bnomic.org/history.php?rn=1294 9. http://www.bnomic.org/history.php?rn=1753 10. http://www.bnomic.org/history.php?rn=1 11. http://www.bnomic.org/history.php?rn=966 12. http://www.bnomic.org/history.php?rn=1597 13. http://www.bnomic.org/history.php?rn=1867 14. http://www.bnomic.org/history.php?rn=2 15. http://www.bnomic.org/bykeyword.php?k=Abstract 16. http://www.bnomic.org/bykeyword.php?k=Definitions 17. http://www.bnomic.org/bykeyword.php?k=Names 18. http://www.bnomic.org/bykeyword.php?k=Objects 19. http://www.bnomic.org/history.php?rn=245 20. 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