Peter Cooper Jr. on Sun, 28 Aug 2005 19:18:50 -0500 (CDT)


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[s-n] Rules Archive 94/11


Attached is a copy of the rules as of nweek 94, nday 11, (or in real
time, Tue Jul 26 22:25:24 UTC 2005)

-- 
Peter C.
I've discovered that I often visit the state of confusion, and I know
my way around pretty well.
   #[1]Start  [2]Wiki Markup [3]Print View [4]Search [5]Index [6]Glossary
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B Nomic Ruleset

Section 0: Emergencies

Rule 0-0/6: Tweaks

   At any time, regardless of the state of any time-keeping device in the game,
   any player may submit a Tweak. A Tweak is a Motion.

   Legal Votes on a Tweak are SECOND, OBJECT, and ABSTAIN.

   Eligible Voters on a Tweak are all players.

   Casting a Vote on an Open Tweak is a legal Game Action regardless of the
   state of any time-keeping device in the game.

   The Player who submitted a Tweak may not vote SECOND on that Tweak.

   1 real-world day after a Tweak is created, it becomes Open.

   6 real-world days after a Tweak becomes Open, it becomes Historical.

   When a Tweak becomes Historical, if it received at least two SECOND Final
   Votes and received no OBJECT Final Votes, the Tweak Passes.

Section I: Basics

Rule 1-1/0: The Game of B

   The name of this game is B Nomic.

Rule 1-2/3: Objects

   A Game Object is anything which exists within the context of the game. That
   is, its existence must be sanctioned by the rules; 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 independently 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 acknowledged 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 state it.]]

   In a Game Document, with the exception of this paragraph, text between
   doubled square brackets (that is, text between "[[" and "]]") shall be
   deemed Comment Text and has no direct effect on the gamestate.

Rule 1-3/2: Actions

   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.

   Should a player send an action to a private forum when a public is needed
   for that action, the action is not taken unless there is a Minister in
   charge of tracking the effects of that action and said Minister announces on
   a public forum that e is recognizing the action (and repeats what the action
   was).  If the Minister does do this, then the action happens if it was
   otherwise legal. The player attempting to perform the action may object
   within one day of its recognition (or before the recognition) and assert
   that  it was not a true attempt at an action, in which case the action
   doesn't happen, or is negated if it already happened. [[ So that if you
   jokingly say "I give Wonko all my money" on spoon-discuss, you can object
   when Wonko recognizes it.]]

   An Outsider does not take a game action 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).

Rule 1-4/0: Fora

   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.

Rule 1-5/1: Revision

   Game Documents may be specified by the rules as Revisable. Every Revisable
   Document has a revision number associated with it. This is an integer that
   is equal to zero when the Document is created and is increased by one every
   time it is modified.

   Note that an object that is not Revisable may still be changeable; it simply
   will not be assigned revision numbers according to this rule.

   The  revision number may be specified by appending a slash (/) and the
   revision number to the identifying number of the document.

Rule 1-6/0: Submission

   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.

Section II: Rules and Proposals

Rule 2-1/0: The Rules

   Rules are Revisable Game Documents. They govern how the game is played. All
   Outsiders must abide by all current rules at all times.

   Rules may only be modified as described in the rules.

   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. Rulebooks themselves may be divided into Sections.

   In each Rulebook, every Rule and Section is assigned an id number. Section
   id numbers must be unique within that Rulebook; Rule id numbers must be
   unique within each Section.

   Each Rulebook must have a rule which mandates its existence; these rules
   must always be in the Ruleset [[And thus not in any other book]].

Rule 2-2/0: Precedence

   Should  it  happen  that the text of one rule contradicts or otherwise
   invalidates the text of another, the two rules are considered to be in
   conflict. If one of the rules explicitly states that it takes precedence
   over or defers to the other, and the other does not make a contrary claim,
   these claims are used to determine which shall take precedence.

   If this is not the case, then:
     * If the two rules are in the same Section of the same Rulebook, the one
       with the lower id number shall take precedence.
     * If the two rules are in different Sections of the same Rulebook, the one
       with the lower Section number shall take precedence.
     * If the two rules are in different Rulebooks, precedence is determined as
       if the conflict were between the rules defining the Rulebooks.

   In the case of conflicting passages within the text of a single rule, the
   text occurring later in the rule will take precedence over the earlier text.

   This rule takes precedence over all other rules.

Rule 2-3/2: Proposals

   Proposals are Motions.

   A Proposal is owned by the entity that submitted it.

   [[See rule 3-3 for more information.]]

Rule 2-4/3: Rules of Grammar

   The  following  rules apply to all Game Documents. If a Revisable Game
   Document is revised and a violation of one of the following rules is not
   amended as part of the revision, the repeated error is treated as a new
   violation.

   The Grammar Nazi is expected to enforce the following rules:
     * Correct spelling
     * Proper use of commas and apostrophes
     * Proper use of the following homonyms:

     * there/their/they're
     * your/you're
     * its/it's
     * lose/loose



   Proper use of Spivak pronouns (when Spivak pronouns are used)



   Proper use of adjectives vs. adverbs



   Proper use of periods



   Proper use of that/which

   Every time a proposal is created or revised, the Grammar Nazi is required to
   post a list of all violations of the above grammar rules, if any exist, to a
   public forum. For each such list, the offending player is given two suck
   points, plus one suck point for each violation not corrected within two
   ndays of the Grammar Nazi's report. When a proposal passes, the player who
   created it receives one Suck Point for each violation of the above rules in
   that proposal. At the beginning of each nweek, each player with 10 or more
   Suck Points loses 10 Suck Points and is able to propose one fewer proposal
   that nweek than they would otherwise. This process is repeated until no
   player has both 10 or more Suck Points and the ability to make one or more
   proposals. A player may spend 1A at any time to have 5 Suck Points taken
   away from them.

Rule 2-5/0: Order of Operations

   If two rules would cause a change to the gamestate to occur at the same time
   (such as "at the end of each nweek"), then the rule that takes precedence
   over the other has its change happen before the other.

Rule 2-6/1: Motions

   There is a class of Game Documents called Motions.

   A Motion consists of a list of changes to the state of the game (that is,
   changes to the state and/or existence of some number of Game Objects) and an
   optional title. The definition of a particular Motion may include additional
   properties.

   At the time a Motion is created, it is assigned a unique serial number at
   the discretion of the Minister of Change.

   Any object which is a Motion:
     * can be in one of these three states: Pending, Open, and Historical.
     * has a list of Legal Votes
     * has a list of Eligible Voters

   Motions are initially Pending.

   Motions are Revisable. When a Motion is Pending, the object that submitted
   it may revise it by resubmitting it.

   For each Open Motion, each Eligible Voter for that object has a Current Vote
   on that object. A Current Vote can be any Legal Vote for that object. The
   Current Vote for each Eligible Voter is initially set to ABSTAIN for each
   Open Motion.

   As a game action, a player may set eir Current Vote for any Open Motion if e
   is an Eligible Voter for it. This action may also be known as casting a
   Vote.

   When a Motion changes from Open to Historical, it is said to have Resolved.
   When a Motion resolves, the latest Current Vote that each Eligible Voter had
   on the object while it was Open becomes known as that entity's Final Vote on
   that object. A reference to the votes, or count of votes, of a Resolved
   Motion shall be understood to refer only to the Final Votes on that object.

   [[The definition of each object then describes the meaning of "Passing".]]

   A Motion that does not Pass is said to have Failed.

   When a Motion Passes, the changes to the game state listed within it are
   made. If more than one Motion Passes at the same time, the changes are made
   sequentially in ascending serial number order.

Section III: Gameplay

Rule 3-1/6: NTime

   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.

   For the purposes of this rule, 'X' denotes the number 12, and 'Y' denotes
   the number 10. [[X is the length of an nweek, Y is the length of an nyear.]]

   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
   X, in which case it shall become equal to 1 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
   X, in which case it shall become equal to 1 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 X 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 X 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.]]

   If  the  Clock  is  Off, any game-related actions taken by players are
   implemented when the Clock is turned On and in the order in which they
   occurred. This does not apply if a rule explicitly allows other times for
   the Game Action to occur.

   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.

   A period of Y nweeks is known as an nyear. A period of Y wweeks is known as
   a wyear. Hence the first Y nweeks (1-Y on the Clock) comprise nyear 1, the
   second (Y+1-2Y on the Clock) comprise nyear 2 and so on.

Rule 3-2/2: Joining and Leaving

   A Player is an Outsider who consents to be governed by the rules, fulfills
   all requirements for continued 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. E may do this if and only if e fulfills the
   following requirements:
     * E is capable of passing a Turing Test
     * Eir Soul is Lost, Found, or e has no Soul
     * E has a working e-mail address

   If a player whose Soul is Found rejoins the game, eir Soul does not cease to
   be Found and remains in the possession of its Master.

   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 all players privately instead.

   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 eir Soul becomes Lost,
   unless it is possessed by another player, in which case it remains Found and
   in the possession of its Master.

Rule 3-3/11: Proposing and Voting

Timing

   The period of time starting with the tenth nday of each nweek and lasting
   through the end of that nweek is known as the Voting Period of that nweek.

   At the beginning of the Voting Period of each nweek, every Pending Proposal
   becomes Open. At the end of the Voting Period of each nweek, every Open
   Proposal becomes Historical.

Proposal Submission

   Any player may Submit a Proposal, unless the number of Pending Proposals e
   owns is greater than or equal to 5 minus the number of Burns e has.

Voting

   A Voting Entity is a Game Object that has the right to vote on Proposals.
   All players are Voting Entities.

   Eligible Voters for proposals are all Voting Entities.

   Legal Votes on proposals are FOR, MAYBE, MAYBE NOT, AGAINST, and ABSTAIN.

Proposal Resolution

   When a proposal resolves, the proposal Passes if any of the following are
   true:
     * All non-ABSTAIN Final Votes on that proposal are the same value.
     * Twice the number of Final Votes FOR the proposal, plus the number of
       MAYBE Final Votes on the proposal, is greater than twice the number of
       Final Votes AGAINST the proposal plus the number of MAYBE NOTs.

   Otherwise, the proposal Fails.

Burns

   Players may get Burns; these may only be removed or otherwise altered as
   explicitly permitted by the rules. At the end of each nweek, all Burns Heal
   and are destroyed.

Rule 3-4/6: Scoring

   Each player has an attribute called eir Amplitude, which is an integer that
   is initially 0.

   A single unit of Amplitude may be referred to as an Angstrom, denoted by a
   capital A. [[ As in, "Wonko gains 1000A"]]

   When a Proposal changes from Open to Historical, each player whose Final
   Vote on it was not ABSTAIN gains 1A.

   When a Proposal Passes, for each Final Vote on the proposal that was FOR it,
   the proposal's owner gains 2A.

   When a Proposal Passes, for each Final Vote on the proposal that was MAYBE,
   the proposal's owner gains 1A.

Rule 3-9/6: Do The Funny Voice!

1: Specialty Proposals

   Specialty Proposals are Proposals which meet the requirements to be one or
   more of the types of Specialty Proposals listed below. A single Proposal may
   belong to multiple types of Specialty Proposal.

   Specialty  Proposal  types  must  each  have  a requirement or list of
   requirements that a Proposal must meet to qualify as an example of the type
   and a reward to be given to a Player who creates a Proposal of that type
   which passes. Additional effects of a Specialty Proposal may be specified as
   well.

   If no proposals passed in the 2 nweeks prior belonging to a proposal type
   then that type is worth double the amount of genechips it would be worth
   otherwise.

2: Types

2.A: Story Proposals

   A Story Proposal makes use of comment text to tell a story that has some
   connection to the effects of the proposal. The text of the story may not
   become part of any rule upon the Story Proposal's passing. A Story Proposal
   may be indicated to be part of an ongoing story by use of a story name and
   chapter number in the proposal's title. When a Story Proposal passes, its
   owner  is awarded ten Genechips plus three Genechips for each previous
   chapter in the story it is part of, if one exists.

   It is expected that chapters in an ongoing story will be connected by common
   characters,  plot,  and  concepts  central  to the story. Although new
   characters, plot twists, and concepts may be introduced in a chapter, a
   chapter which is not clearly part of the story to that point will not recive
   any bonus for being part of an ongoing story.

2.B: Short Poem Proposals

   A Short Poem Proposal is a proposal which is either in haiku, limerick, or
   rhyming couplet form of four or fewer couplets, or creates a rule or new
   section of a rule in one of those forms. Whether the title of the Short Poem
   Proposal is included in the poem is up to the creator of the proposal. When
   a Short Poem Proposal passes, its owner is awarded four Genechips.

2.C: Sonnet Proposals

   A Shakespearean Sonnet Proposal is a proposal which is in Shakespearean
   sonnet  form. ABABCDCDEFEFGG a sonnet's rhyme scheme is; five iambs do
   comprise each line by def, and fourteen lines exact should sonnets get.
   Whether the title of a Shakespearean Sonnet Proposal is included in the
   Shakespearean  sonnet is up to the creator of the Shakespearean Sonnet
   proposal. If a Shakespearean Sonnet Proposal passes, its creator is awarded
   14 Genechips and the right to act very superior for one nweek. If a Sonnet
   Proposal fails, its creator is awarded seven Genechips. If the Shakespearean
   sonnet  was  identical to a Shakespearean Sonnet created in a previous
   proposal, no Genechips are awarded.

2.D: Miscellaneous Form Proposals

   A Miscellaneous Form Proposal is a proposal which meets any of the following
   requirements:
     * The Title is a multi word palindrome
     * The FOR votes exceed the AGAINST votes by one and there are at least 9
       votes total
     * The Title forms an acronym that is a Nomic Word or sequence of Nomic
       Words and at least four letters long.
     * The Title contains exclusively Nomic Words, each Nomic Word in that
       title at least 3 letters long starts with the same letter, and there are
       at least 3 such alliterative words.
     * It defines the Gibberish Word

   Proposals that satisfy any of the above requirements are worth 3 Genechips
   per requirement fulfilled.

Rule 3-12/2: Victory

   "Overlord of Everything" is a Title, and Wins are Game Objects. The act of
   receiving a Win is called Winning; the most recent player to Win, if there
   is one, holds the title "Overlord of Everything".

   Any player may Win at any time by declaring so in a public forum, but only
   if a sentence in the Ruleset other than this one explicitly permits it.

   This rule takes precedence over all rules which contradict it.

Rule 3-14/2: Article 1, Section 7

   There exists a game object called The Big Rubber Stamp. The player who is
   holding the Big Rubber Stamp is known as the Dictator. At any time during
   voting, the Dictator may use the Big Rubber Stamp to veto one proposal by
   declaring that e does so in a public forum and spending one genechip; that
   proposal fails that nweek regardless of the votes it receives and may not be
   revised. A player may do this up to twice during each distinct continuous
   period of time they have the Big Rubber Stamp.

   Once the Dictator has vetoed two proposals since they became Dictator, the
   Big Rubber Stamp is transferred to one of the authors of the proposals that
   were vetoed at the beginning of the next nweek (chosen at random) and the
   new player becomes the Dictator.

   If the Big Rubber Stamp has been in the possession of one player for 3
   consecutive nweeks, transfer it to a different random player at the end of
   the third nweek regardless of how many times it was used.

Rule 3-15/1: Clock Stops

Clock Keys

   Clock Keys are Game Objects. They have a value, which is either Off or On.
   Clock Keys are initially On.

   If a player is a Minister and does not have a Clock Key, one is created and
   given to em. If a player has a Clock Key and is not a Minister, eir Clock
   Key is destroyed.

   A player who has a Clock Key may as a Game Action change eir Clock Key's
   value from Off to On or from On to Off. This Game Action may be performed
   regardless of the Clock state.

Waiting for Update

   When one or more proposals resolve, if the Rules Public Display requires
   updating to reflect the changes caused by the resolution but that Public
   Display has not yet been updated, the game is said to be Waiting for Update.

Clock State

   If a majority of existing Clock Keys have a value of Off, or if the game is
   Waiting for Update, then the Clock is Off. Otherwise, the Clock is On.

Rule 3-16/1: The Voting Gremlin

   There exists a Game Object called the Voting Gremlin. The Voting Gremlin is
   a Voting Entity. The Voting Gremlin may possess Genechips.

   During the Voting Period of each nweek, a player may, at most once per Open
   Proposal, Bribe the Voting Gremlin by giving 10 Genechips to the Voting
   Gremlin and specifying a Legal Vote for that Proposal.

   The Current Vote of the Voting Gremlin on an Open Proposal is the Vote
   specified in Bribes for that proposal by the most players. If there is a tie
   for which Vote to use for a given Proposal, the Current Vote of the Voting
   Gremlin on that proposal is ABSTAIN.

Rule 3-17/1: Legislator of the Nweek

   At the beginning of each Nweek, the Manager selects a proposal at random
   which passed during the previous nweek. The author of that proposal gains
   the title, "Legislator of the Nweek," for the duration of the nweek. Only
   proposals made by Senators can be selected this way; if no such proposals
   exist, then no player is Legislator of the Nweek.

   Once during the nweek, The Legislator of the Nweek may give a proposal that
   e did not propose eir Seal of Approval by stating that they do so in a
   public forum. During resolution, that proposal is treated as if it received
   one fewer AGAINST vote than it would have otherwise.

Rule 3-18/3: Referenda

   Referenda are Motions.

   Legal Votes on Referenda are OBJECT and ABSTAIN.

   Eligible Voters for Referenda are all players.

   One nday after a Referendum is created, it becomes Open.

   Two ndays after a Referendum becomes Open, it becomes Historical.

   When a Referendum Resolves, if there are less than two OBJECT Final Votes on
   it, the Referendum Passes.

   Referenda may only be submitted as explicitly permitted by the rules. If a
   rule says that a player may submit a Referendum to change some aspect of the
   game, then this permits players to submit Referenda as long as the referenda
   contain no changes to the gamestate besides the one explicitly permitted by
   the rules. [[ Thus, if the rules say "player X may change Y by Referendum at
   any time", it means that player X is allowed to submit referenda that do
   nothing but change Y; no other player is permitted to submit Referenda by
   this sentence, nor is player X allowed to submit Referenda changing other
   aspects of the game. ]]

Rule 3-19/3: Classes

   Each player belongs to a Class. Any player may change eir class at any time,
   but the change will not take effect until the end of the nweek in which it
   is made. All players are initially of Class Boring Guy.

   The following classes exist:

Boring Guy

   Boring Guys have no special powers or restrictions.

Priest

   A Priest may not take any action that includes giving up eir Soul or binding
   to another object. A Player may not become a Priest unless e possesses eir
   own  Soul.  A Priest can Heal another Player as a Game Action, if that
   Player's Soul is Lost or held by another Player; this causes the targeted
   Player's Soul to return to its owner's possession.

Senator

   A Senator may make up to three additional proposals each nweek, but may not
   vote FOR on eir own proposals.

Lobbyist

   The number of proposals a Lobbyist may make each nweek is reduced by one. A
   Lobbyist can Lobby a Senator to vote a certain way on any proposal made by
   that Senator. If, for a given Senator and proposal, the number of Lobbyists
   for one possible vote exceeds the number of Lobbyists for any other possible
   vote (i.e., if one choice has a plurality of Lobbyists), then the Senator's
   Current Vote is that vote, regardless of what the Senator has submitted
   emself. This can override the restriction that a Senator can't vote FOR eir
   own proposals.

Necromancer

   A Necromancer may, once per nweek, Reanimate any Soul e possesses. If the
   Soul does not belong to a current player, then this allows the Necromancer
   to cast a single extra vote on any Open proposal. If Soul does belong to a
   current player, then this allows the Necromancer to set that player's votes
   on all Open proposals.

   A Necromancer may only do this if e does not possess eir own Soul, and may
   not do this with the Souls of Priests.

Section IV: Tracking the Game

Rule 4-1/2: Ministers

   Ministries are Game Objects. Each Ministry must be held by at most one
   player at any given time; this player is the 'Minister' of that Ministry.
   Each Ministry has a list of powers and responsibilities; the Minister is
   empowered   to   use  those  powers  and  expected  to  fulfill  those
   responsibilities. If a Ministry has a Minister, that Ministry is 'Filled';
   otherwise, it is 'Free'.

   There exists a Ministry called the Meta-Ministry, whose Minister may be
   called the Meta-Minister, or Kurt Godel [[alternate spellings of Godel are
   also acceptable, for you umlaut fans out there]]. The Meta-Minister is
   responsible for maintain a Public Display of the current status of all
   Ministries.

   Any player may start an Election for any Open Ministry as a Game Action,
   provided  that  there  is not already an Election in progress for that
   Ministry.

   The current Minister of a Ministry may start an Election for that Ministry
   as a Game Action, provided that there is not already an Election in progress
   for that Ministry.

   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, when every player may cast a vote for a single
   candidate (players may cast multiple votes, but only the last vote cast by
   each player shall be counted). Three ndays later, the Election ends, and the
   candidate who received the most votes becomes the Minister of the Open
   Ministry.

   In the event of a tie, the candidate among those tied for first who first
   accepted eir nomination for that position for that election becomes the new
   minister.

Rule 4-2/2: The Backup Duty

   If a change has been made to the state of the game more than three days ago
   and a Minister responsible for presenting that portion of the gamestate in a
   Public Display has not updated that display or notified a Public Forum of
   the change, then any player may Perform The Backup Duty by notifying a
   Public Forum of the change and either modifying the appropriate Public
   Display, if possible, or creating a new Public Display with the corrected
   information.

Rule 4-3/0: Public Displays

   A Public Display is a document [[possibly, but not necessarily, a body of
   text]] containing information as specified by the Rules. Public Displays
   must be reasonably accessible to all players. For the purposes of this rule,
   reasonably accessible objects include:
     * Wiki pages
     * other websites
     * information held by an individual but released to a public forum no less
       frequently than once every eight ndays and communicated to any Outsider
       on demand

   The Public Metadisplay is a Public Display, containing a list of the names
   and locations of all other Public Displays.

Rule 4-4/14: Ministry Listing

   Besides the Meta-Ministry, the following Ministries exist:

The Ministry of Law

   The Ministry of Law is a Ministry; its Minister may be called the Keeper of
   the Game, or just the Keeper. The Keeper is responsible for maintaining a
   Public Display of the current Ruleset, and notifying a Public Forum when the
   Rules change.

The Ministry of Change

   The  Ministry  of Change is a Ministry; its Minister may be called the
   Manager. The Manager is responsible for maintaining a Public Display of
   Motions.

The Ministry of Communications

   The Ministry of Communications is a Ministry; its Minister may be called the
   Fair Communications Commissioner, or the FCC. The FCC is responsible for
   maintaining  a  Public  Display of all existing Public Fora. 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.

The Ministry of Everyone

   The Ministry of Everyone is a Ministry; its Minister may be called the
   Secretary. The Secretary is responsible for maintaining the Roster, a Public
   Display containing the names of all players and any relevant information
   about them that isn't tracked by any other Ministry or Duty.

The Ministry of Arcana

   The Ministry of Arcana is a Ministry; its Minister may be called the Adept.
   The Adept is responsible for maintaining a Public Display list all Game
   Objects and all of their attributes, except for Objects and attributes that
   other Ministries or Duties are responsible for tracking.

The Ministry of Tiles

   The Ministry of Tiles is a Ministry; its Minister may be called the Tiler.
   The Tiler is responsible for maintaining a Public Display of current Tiles,
   and determining which Tile a player gets when e Draws a Tile.

The Ministry of Grammar

   The Ministry of Grammar is a Ministry; its Minister may be known as the
   Grammar  Nazi.  The Grammar Nazi is responsible for maintaining a high
   standard of grammar in the Game, as defined by the rules laid down in Rule
   2-4.

The Ministry of Spirituality

   The Ministry of Spirituality is a Ministry; its Minister may be called
   Death. Death is responsible for tracking the locations and values of all
   Souls and Talismans, and for tracking the number of SP in each player's
   possession.

The Ministry of Banking

   The Ministry of Banking is a Ministry; its Minister may be referred to as
   the Banker. The Banker is responsible for maintaining a Public Display of
   each player's holdings of all currencies not tracked by another Ministry.

Rule 4-6/0: Deputies

   A player who is a minister may designate a player as eir deputy. A player's
   deputy is empowered to use the ministry powers of the deputizing player and
   may fulfill eir responsibilities. A player may revoke eir deputization once
   the deputy is no longer needed.

Rule 4-7/1: Tidiness

Executive Tidiness

   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; then the Minister responsible for
   producing, maintaining, or listing the document shall be permitted to submit
   a Referendum to correct the error. This power is referred to as Executive
   Tidiness.

Grammatical Tidiness

   An error in grammar or spelling in a Game Document may be corrected by the
   Minister of Grammar by Referendum. This power is referred to as Grammatical
   Tidiness.

Section V: Justice

Rule 5-1/3: Calls for Inquiry

   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
   Interpretation 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 is a Motion that also includes a statement about the game. A CFI may
   be submitted at any time regardless of the state of any time-keeping device
   used in the game.

   The  entity that submitted a CFI is called its Plaintiff. When Calling
   Shenanigans, the Plaintiff may choose to Call Shenanigans on another player;
   if e does, the chosen player is the CFI's Defendant.

   Both the Plaintiff and the Defendant of a CFI are encouraged to submit
   arguments for or against the statement of the CFI.

   At the second time midnight UTC occurs after a CFI becomes Pending, it
   becomes Open. At the fourth time midnight UTC occurs after a CFI becomes
   Open, it becomes Historical.

Rule 5-2/1: Judges

   Eligible  Voters on a CFI are all players except for the Plaintiff and
   Defendant of that CFI.

   Legal Votes on a CFI are YES, NO, REFUSED, and ABSTAIN.

   Casting a Vote on a CFI is a legal Game Action regardless of the state of
   any time-keeping device used in the game.

   When a CFI resolves, count the non-ABSTAIN Final Votes and interpret the
   results as follows:

   If  a  majority of the counted votes are YES, then the CFI Passes; the
   statement should be treated as true for the purposes of interpreting the
   ruleset.

   If a majority of the counted votes are REFUSED, then the CFI is declared
   Moot, and has no effect on the gamestate or the interpretation of the rules.

   Otherwise, the CFI Fails; the statement should be treated as false for the
   purposes of interpreting the ruleset.

Section VI: Tiles

Rule 6-1/2: Definitions

   Tiles are Game Objects.

   Each Tile may have a Tile Letter, which is any of the 26 letters in the
   standard English alphabet (case doesn't matter), or any of the Gremlic
   Runes.

   A Tile may be owned by a Player; the set of Tiles that a player owns is
   called eir Rack.

   The Bag is a collection of Tiles; all Tiles whose locations aren't defined
   or specified are put in the Bag.

   A statement that a player Draws a Tile means that if there are any Tiles in
   the Bag, a random Tile from the Bag becomes owned by that player.

Rule 6-2/1: Joining and Leaving

   Each player may be Playing Tiles. Players initially are not Playing Tiles.

   A player not Playing Tiles and who has not been Playing Tiles for at least
   one nweek may choose to be Playing Tiles as a Game Action.

   A player who is Playing Tiles may choose to no longer be Playing Tiles as a
   Game Action. When e does so, all Tiles in eir Rack are put into the Bag.

Rule 6-3/0: Drawing

   If a player who is Playing Tiles at any point does not have at least 7 tiles
   in eir Rack, e Draws Tiles until either e has 7 Tiles or there are no more
   Tiles in the Bag, whichever comes first.

Rule 6-4/3: English Words

   An  English Word is a word recognized as a word by the [8][WWW] Yahoo!
   dictionary  and  labeled as a part of speech with the exception of the
   following:
     * Words that always contain a capital letter
     * Abbreviations
     * Words having only prefix and/or suffix as their part of speech.
     * Words  that contain a character that is not one of the 26 standard
       English letters, such as a hyphen or apostrophe.

Rule 6-5/8: Playing

   At most twice per nweek, a player may make a Tile Play. A Tile Play consists
   of doing any one of the following:
     * Playing a Word in a Zone. Arrange all the Tiles in that Zone, plus at
       least one tile from your Rack, plus any number of Tiles from Connected
       Zones, such that the sequence of Tiles forms a Nomic Word in that Zone.
       Tiles used from your Rack are removed from it and put on the Board in
       that Zone, and Tiles used from Connected Zones are moved to the Zone
       being played in. If you use Tiles from Connected zones, you must also
       arrange the remaining Tiles in that Zone (without adding more) to form a
       Nomic Word in order for the play to be valid. You gain control of the
       Zone you played in, as well as any Connected Zones that you used Tiles
       from. If all of the Tiles in a Connected Zone are used in a play, that
       Connected Zone becomes uncontrolled and the play is valid.
     * Zapping up to three Zones. A Zone may only be Zapped if it contains at
       least one Tile and has not had any new Tiles added to it for at least 10
       ndays. When you Zap a Zone, you gain amplitude equal to half the number
       of tiles in that Zone, rounded down. If a player controls that Zone,
       then that player gains Amplitude equal to the number of Tiles in the
       Zone times n, where n is one plus the number of Runes in that Zone. Then
       the Zone becomes uncontrolled, and all Tiles in it are put in the Bag.
     * Exchanging Tiles. Put all Tiles from your Rack into the Bag. You may
       only make this play if you have not made a Tile Play already during the
       nweek. You may not make another Tile Play for the rest of the nweek.

Rule 6-6/1: Nomic Words

   There exists a Game Document called the [9]Nbrgd Dctnry of B Nmc, also know
   as the B-Dict. The B-Dict consists of a series of Entries, each of which is
   a name and a definition.

   A Nomic Word is any string of characters that is also any of
     * an English Word
     * the name of an Entry in the Nbrgd Dctnry of B Nmc
     * a word used in a rule in the Ruleset

Rule 6-7/1: The Board

   The Tiles Board is a game object consisting of nine regions called Zones,
   arranged in a 3x3 grid. Two Zones are Connected if they are orthogonally
   adjacent to each other or if one of the Zones is the center Zone.

   Each Zone may contain any number of Tiles; Zones are initially Empty.

   Each Zone is either controlled by a player or uncontrolled. A Zone may not
   be controlled by multiple players.

Rule 6-8/1: Blanks

   Blank Tiles may exist.

   A player may add a Tile Letter of eir choice (as long as it is one of the 26
   English letters) to any Blank Tile in eir Rack. This causes it to lose any
   previous Tile Letter it had.

   When a Blank Tile goes into the Bag, it loses its Tile Letter.

   If there are less than four Blank Tiles in existance, create enough Blank
   Tiles so that there would be four in existance.

   If  there are more than four Blank Tiles in existance, Blank Tiles are
   destroyed when they would be put into the Bag.

Rule 6-9/0: Gremlic Runes

   Gremlic Runes are Tile Letters. Each Rune has a set of letters associated
   with it called its Values; a Rune is denoted by listing its Values between
   slashes, as in /vd/.

   A string of Tiles containing Gremlic Runes forms a Nomic Word if and only if
   it forms a Nomic Word for every possible choice of Value for each Rune in
   it. [[ Hence "ri/dv/er" is a word, because river and rider are both words,
   but "in/dv/erses" is not, because inderses isn't a word]]

Rule 6-10/2: Tiles Time Limit

   There exist objects called Tiles Tokens. The Token Pool is the collection of
   all Tiles Tokens not owned by players.

   Initially, there are one thousand Tokens in the Token Pool.

   At the beginning of each nweek, 50 Tokens from the Token Pool are destroyed,
   or all of them are if there are fewer than 50.

   When a Tiles Token is given to a player, it gains a Type, becoming a Magic
   Token, a Length Token, a Power Token, or a Control Token.
     * When a player Zaps a Zone, e receives 8 Power Tokens.
     * When a Zone controlled by a player is Zapped, the player receives 3
       Length Tokens for every letter in the word beyond 5. If any Gremlic
       Runes are in the Zapped Zone, the length will be considered to be the
       sum of the lengths of all word combinations created by the Rune(s). For
       example: a/rl/e would be 6.
     * When a player takes an action that causes em to gain control of three or
       more Zones at once, e gets 10 Control Tokens plus 4 for each Zone e
       gains  control  of  beyond  3. This does not count Zones e already
       controlled.
     * When a player who does not control every Zone takes an action that
       causes em to gain control of every Zone e doesn't control, e gets 25
       Control Tokens.
     * When a player plays a word with more than one Gremlic Rune in it, e
       receives 10 times the factorial(X) Magic Tokens where X is the number of
       Gremlic Runes. The factorial(X) shall be calculated as the product of
       all integers from 1 to X, inclusive.

   If  a  player would gain Tokens but not enough remain, e gains all the
   remaining Tokens. If these conditions would cause multiple players to gain
   Tokens at once, the gains happen in the order of the sentences above (so
   that if you Zap a zone and only 7 Tokens remain, you get them all as Power
   Tokens and the player whose Zone got zapped gets nothing).

   When there are no Tokens in the Token Pool, the game of Tiles ends. At this
   point, players gain Genechips as follows:
     * +20GC if you have more Power Tokens than each other player
     * +30GC if you have more Length Tokens than each other player
     * +30GC if you have more Control Tokens than each other player
     * +35GC if you have more Magic Tokens than each other player
     * +60GC if you have more Tokens total than each other player.
     * +40GC if you have more Tokens total than each other player save one, who
       has more than you.

   Then, section six of the ruleset is repealed, all Wand definitions are
   destroyed, and the section of rule 4-4 pertaining to the Minister of Tiles
   is removed.

Section VII: All Things Mystical

Rule 7-1/4: Fun With Souls

   Souls are Game Objects. Upon joining, all Players are given a Soul, which
   gains eir player name as an attribute. Players are said to be the Owner of
   the Soul which bears eir name. A player may only lose possession of eir Soul
   or gain possession of another Soul in a manner stated by the rules. A Player
   who possesses any Soul may be referred to as that Soul's Master.

   A  Player who does not have the maximum allowed number of Souls in eir
   possession may take possession of a Lost Soul by declaring in a public forum
   which Lost Soul e is taking possession of. When a Player takes possession of
   a Lost Soul, the Soul ceases to be Lost and becomes Found. If a Found Soul's
   Master leaves the Game for any reason, that Soul ceases to be Found. If its
   original owner is a Player, it returns to eir possession. If the original
   owner is not a player, it becomes Lost.

   Players whose Souls are Found may not take possession of Lost Souls until
   they have reclaimed possession of their own Souls. Players whose Souls are
   Bound may not take possession of Lost Souls until their Souls are no longer
   Bound.

   The maximum number of Souls a Player may possess is 3. If a player possesses
   more than 3 Souls, Souls will be randomly chosen from all Souls e possesses
   (including eir own) and taken away until e is down to 3 Souls. If eir Soul
   is taken away in this manner, it becomes Lost.

Rule 7-2/2: Talismans

   Certain objects may be designated Inventory Objects, which may also be
   referred to as Talismans. Each Talisman has a body of text associated with
   it called its Effects; this describes what happens when a player uses the
   Talisman, and may also include general effects of having the Talisman and
   other such things. The Effects field of a Talisman 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 Talisman.

   The Effects of a Talisman may include static effects, triggered effects,
   and/or activated effects.

   [[ Examples:
     * static effect: "as long as you hold this, X applies to you" or "X always
       applies"
     * triggered effect: "When X happens, Y happens"
     * activated effect: "You may do X to have Y happen"

   ]]

   Each  Talisman  also has a Game Document associated with it called its
   Appearance; this may be an empty text (and is if no Appearance has been
   specified for that Talisman), but in general it should be a description of
   what the Talisman looks like, either in plain text or via a link to an
   existing image outside of the game (such as the url of a gif or some such
   thing).

   No  Talisman may ever be created that has the same name as an existing
   Talisman but a different Effects field (however, this does not limit the
   number of identical copies of a given Talisman that may exist).

   Entities may give Talismans they hold to other Entities if and only if both
   Entities agree to the trade.

   All talismans have a rarity. A player may not receive or create a "rare"
   talisman  if  e already holds a copy of one. A player may not create a
   "unique" talisman if a copy of one already exists. A player may not trade a
   talisman that is "cursed". Any other rarities have no effect.

Rule 7-4/4: Soul Binding

   Each type of Talisman may have a Price, which is a list of objects.

   If  the  price of a Talisman type lists X SP for any number X, this is
   shorthand  for  "A  Soul or group of Souls with combined value X SP or
   greater".

   Any player who has at least one of the objects in a given Talisman type's
   price may attempt to Forge a Talisman of that type, or may contribute the
   object(s) to another player's attempt to Forge a Talisman of that type.

   If, at the end of the 4th, 8th, or 12th nday of an nweek, a player has been
   attempting to Forge a Talisman for four or more ndays, and for four or more
   ndays enough objects have been contributed to the forging to fulfill the
   price, then the Forging resolves: a new Talisman of that type is created in
   the possession of the player who attempted to Forge it. This destroys the
   objects spent for the price, except for Souls. Souls spent this way become
   Bound  to  that  Talisman,  ceasing  to be Lost, Found, or in anyone's
   possession.

   When a Talisman is destroyed, all Souls Bound to it become Lost.

Rule 7-5/2: The Value of a Soul

   Souls may have an attribute called Value. The Value of a Soul is expressed
   in Soul Pennies, or SP. The Value of a Soul is determined by the following
   formulas:
     * If the Soul is possessed by its Owner, its Value is equal to 100 plus
       twice its Owner's Amplitude.
     * If the Soul is Lost, its Value is equal to the last Value it had before
       it last became Lost, unless it became Lost before the passing of this
       rule or was Bound immediately prior to becoming Lost, in which case its
       Value is 100.
     * If the Soul is Found, its Value is equal to its Value when it became
       Found plus 10 per nweek it has been Found.
     * If the Soul is Bound, it has no Value.

Section IX: Section Nine

Rule 9-3/2: The Vat

   There exists a set of players that are known as being In The Vat. This set
   is initially empty.

   If a player (to be known as the Vat-ee) has not posted any messages to a
   public forum within the past four nweeks, any player (to be known as the
   Vat-er) may choose to put the Vat-ee In The Vat. Performing this Game Action
   requires the Vat-er to not only post a message to that effect to a public
   forum, but also to send a copy of the message to the Vat-ee at the email
   addresss that the Vat-ee last used when e last posted to a public forum.

   When a player who is In The Vat posts to a public forum, e is automatically
   removed from being In The Vat.

   If a player has been In The Vat for at least two nweeks, any player may
   Smite em with the Mighty Fist of Oblivion. This removes the targeted player
   from the Vat, and causes em to cease to be a player, just as though e had
   Forfeited.

Rule 9-4/6: Genechips

   Genechips are Game Objects. Players may possess Genechips or exchange them
   with other Players. Initially, all Players hold 0 Genechips.

   There exists a string of letters called the Gibberish word.

   If a proposal passes that defines a new Game Object or type of Game Object
   whose name is the Gibberish word, then that proposal must also set a new
   Gibberish word or it has no effect.

   If a player has the power to rename a Game Object directly, e may not change
   the Object's name to the Gibberish Word. (i.e., you can't change your own
   name to the Gibberish Word or name a building after the Gibberish Word).

Rule 9-7/4: Titles

   Titles are honorifics awarded to players by proposals, Tweaks, or rules. New
   Players initially hold no titles. Titles are recorded on the Roster.

Rule 9-8/8: Wages

   At the beginning of each nweek, each player receives the following bonuses,
   which may be referred to as "Wages:"
     * 15 Genechips for each Ministry e holds. A player may not receive more
       than thirty Genechips each nweek in this manner.
     * A number of Genechips equal to one-fourth the number of sections eir
       Fort has, rounded to the nearest integer
     * ten times the quantity of 4 minus the number of hundreds of genechips ey
       posses [[10(4-h)]]. This bonus is calculated and added after all other
       periodic increases in Genechip holdings calculated at the beginning of
       each nweek, and only awarded to players who performed at least one Game
       Action in the previous nweek.

Rule 9-9/1: Diplomatic Immunity (and double negatives)

   Any  player  may,  at  any time in the public forum, make emself to be
   Unavailable For The Forseeable Future (also known as Hiding Under A Rock).
   When a player declares emself to be Unavailable For The Forseeable Future, e
   must specify a period of forseeable time, either in ndays and nweeks or in
   standard days/weeks/months, with a limit of two nyears or one year.

   Any player who has declared emself to be Unavailable For The Forseeable
   Future may, by posting a message on a public forum, declare emself to be Not
   Unavailable For The Forseeable Future. By taking any game action on a public
   forum, a player who is Unavailable For The Forseeable Future automatically,
   by implication, declares emself to be Not Unavailable For The Forseeable
   Future (or Not Hiding Under A Rock).

   If the player remains Unavailable For The Forseeable Future from the time of
   that  message  until the specified period has elapsed, then the player
   [[enters a period of unforseen future and]] ceases to be Unavailable For The
   Forseeable Future.

   A Player who is Unavailable For The Forseeable Future:
     * may not be put in The Vat
     * cannot be selected by any process which randomly selects a player.
     * may not be the target of other players in subgames (except where the
       rules state otherwise). [[This is to protect your investments from
       players - but there is no guarantee that the rules won't target them
       anyway.]]

Rule 9-10/1: Effect Description Conventions

   When  a body of text describes a property of an object or an activated
   ability, the following conventions apply unless stated otherwise:
     * The use of the 2nd person (i.e., 'You', 'Yourself', 'Your', etc.) is
       assumed to refer to the entity who holds the object in question, except
       when describing activated effects, in which case it refers to the player
       who activated the effect.
     * A string of the form "[price],[actions]:[effects]" is interpreted to
       mean that players may perform the actions in [actions] and pay objects
       they  hold  equal to [price] to cause [effects] to happen (obvious
       variants on this are also acceptable, for example, putting the actions
       before  the price). If such a string is associated with a specific
       object, then it is assumed that only the holder of that object may do
       this unless stated otherwise. "Pay" in this context means "destroy"
       unless there is an obvious other meaning for the objects in question
       (some currencies might go to a Bank, for example, or cards might end up
       in a deck).
     * If the word "sacrifice" is one of the actions in such a description, and
       the description is associated with an object, it means "destroy this
       object".
     * If a player is permitted to invoke an activated effect described as
       above, e is implicitly empowered to perform the necessary actions when
       doing so (i.e., if it says "destroy this and gain 5 GC: target player
       loses 10A", then the holder of the object is implicitly permitted to
       gain 5GC and destroy the object, but only when invoking this ability).

Section X: Haunted House

Rule 10-1/0: The Haunted House

   There exists objects called Rooms. Each player is in exactly one Room at any
   given time.

   Each Room consists of the following:
     * A name
     * A description of the room (this has no direct effect on the game)
     * A (possibly empty) set of Room Ordinances, which are rule-like documents
       that have the force of Rules, but only apply to players in that Room
       unless specified otherwise
     * A (possibly empty) list of other Rooms that can be gotten to directly
       from this one; this list is called the list of Exits for the Room

   The first, fifth, and ninth ndays of each nweek are called Checkpoints; the
   time between two consecutive Checkpoints is called a Period.

   Once per Period, each player may move themselves from the Room they are in
   to any Room that is on their current Room's list of Exits, except where
   prohibited by Room Ordinances.

   Room Ordinances take precedence over other rules when applicable.

References

   1. file://localhost/cgi-bin/moin.cgi/FrontPage
   2. file://localhost/cgi-bin/moin.cgi/Rules?action=raw
   3. file://localhost/cgi-bin/moin.cgi/Rules?action=print
   4. file://localhost/cgi-bin/moin.cgi/FindPage
   5. file://localhost/cgi-bin/moin.cgi/TitleIndex
   6. file://localhost/cgi-bin/moin.cgi/WordIndex
   7. file://localhost/cgi-bin/moin.cgi/HelpOnFormatting
   8. http://education.yahoo.com/reference/dictionary/
   9. file://localhost/cgi-bin/moin.cgi/B_2dDict
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