| 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. ]]
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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. ]]
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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.]]
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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.]]
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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
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