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 [7]Help 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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