I would like to point out that the rules give no official credence to this document. That is, this document is not the rules. If I fall behind a couple of days, or go on vacation, or go insane and start making stuff up, the current status of the ruleset might vary significantly from what you see below. While I believe the ruleset to be correct as of the date below, I repeat, this document is not the rules.
-- The Governor
Navigation Links to rules beginning with the first word:
GNomic | time | rules | proposals | players |
tabulator | winning | justice | Gnomes |
Current Ruleset (updated 27 June 2000):
GNomic.name
(Steadiness: 1)
The name of this game is GNomic.
Proposed by (unnumbered)
(Zagarna II), Adopted 20 June 2000.
time.week
(Steadiness: 0.751)
A calendar week shall end at noon on Sunday, Greenwich Mean
Time, and a new calendar week shall then begin.
Proposed by marsh.27
(The Governor), Adopted 27 June 2000.
rules (Steadiness: 1)
This ruleset shall govern the game of Gnomic. The rules may
not be changed except as specified therein.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Proposed by (unnumbered)
(Thomas), Adopted 7 June 2000.
Amended by marsh.8
(The Governor), on 20 June 2000.
rules.priority.first
(Steadiness: 0.75)
If two or more rules conflict, the rule(s) with larger steadiness
values shall have priority over the rule(s) with smaller
steadiness values.
Proposed by marsh.19
(The Governor), Adopted 27 June 2000.
rules.priority.second
(Steadiness: 0.5)
If two rules of equal steadiness conflict, or if a rule should
conflict with itself, a player may Call For Justice on the
question of which rule or part of a rule shall have
priority. A legally made ruling of the Chief Justice under
this rule, shall be binding upon the ruleset, and any official
ruleset shall be annotated with the priority findings of the
Chief Justice.
Proposed by marsh.19
(The Governor), Adopted 27 June 2000.
rules.steadiness (Steadiness:
1)
Every rule is associated with a value named its steadiness, which
must be a rational number between 0 and 1 inclusive. Unless
another value is specified, a rule's steadiness shall be equal to
1.
Proposed by hirsch.5
(Thomas), Adopted 20 June 2000.
rules.spelling (Steadiness:
1)
If a spelling error is discovered in the current ruleset, it may
be corrected if the correction does not change the proposals
meaning and targets. The amendment shall be reported to all
players.
Proposed by hirsch.2
(Thomas), Adopted 10 June 2000.
rules.comments (Steadiness:
1)
Rules can contain comments. A comment starts with the
character '[' and ends with the character ']'. A comment in a
rule is non-binding for gameplay purposes. Comments may be used
by a Chief Justice when issuing rulings to settle rule disputes.
Proposed by jeff.4
(Jeff Weston), Adopted 28 June 2000.
proposals (Steadiness: 0.75)
A player may make a proposal under this rule by publishing it to
all players. Such proposal shall include any combination of
one or more of the following:
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by marsh.20
(The Governor), on 27 June 2000.
proposals.conflicts
(Steadiness: 0.50)
No more than one active proposal is allowed to modify a
particular rule. If a rule is proposed to be modified by any
active proposal, no proposals may be made that modify that same
rule until the first proposal either succeeds or fails.
This rule has no effect on any proposals that are already active
when it is enacted.
Proposed by jeff.2
(Jeff Weston), Adopted 27 June 2000.
proposals.numbers (Steadiness:
1)
Each proposal shall have a unique identifier. This
identifier shall consist of two words separated by a dot
(period). The first word shall be unique to each player,
and shall be the same on all proposals made by any one
player. Both words shall consist only of lower- and
upper-case roman letters and arabic digits.
Proposed by marsh.6
(The Governor), Adopted 8 June 2000.
proposals.steadiness
(Steadiness: 1)
Every proposal is associated with a value named its steadiness,
which must be a rational number between 0 and 1 inclusive. This
value is the maximum of the following: the steadiness of all
rules amended by the proposal. the steadiness of all rules
repealed by the proposal. the future steadiness of all rules
created by the proposal. other steadiness values defined by any
element changed by the proposal. 0.5.
Proposed by hirsch.5
(Thomas), Adopted 20 June 2000.
proposals.voting (Steadiness:
1)
Upon receipt of a proposal, a player may vote on its passage by
communicating such vote to the Tabulator, or, if there is no
Tabulator, to all players.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
proposals.voting.options
(Steadiness: 1)
A proposal vote shall be one of the following: SUPPORT, OPPOSE,
or ABSTAIN. Capitilization of the vote choice does not matter for
purposes of this rule.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by jeff.6
(Jeff Weston), Adopted 28 June 2000.
proposals.voting.passive.abstention
(Steadiness: 1)
If an official voting period is specified, any player casting no
vote on a proposal within such period shall be considered to have
cast a vote of ABSTAIN. This may be referred to as
passively abstaining, or passive abstention.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by hirsch.3
(Thomas), Adopted 10 June 2000. -- Successor rule to proposals.voting.abstention.passive.
proposals.voting.passive.support
(Steadiness: 1)
The creator of a proposal automagically votes SUPPORT for his own
proposals, unless he specifies another vote.
Proposed by hirsch.3
(Thomas), Adopted 10 June 2000.
proposals.passage (Steadiness:
1)
A proposal is adopted, if enough players voted for the proposal,
at least two players voted SUPPORT and the number of players
voting SUPPORT divided by the number of players not voting
ABSTAIN is greater than or equal to the proposal's steadiness.
The change proposed shall then be made, unless such change is
forbidden by the rules.
In the context of this rule, enough players have voted either if
all players cast one vote or if the proposal may not be defeated
even if all remaining players cast OPPOSE.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by hirsch.5
(Thomas), Adopted 20 June 2000.
Amended by hirsch.7
(Thomas), Adopted 27 June 2000.
proposals.failing
(Steadiness: 1)
A proposal fails, if all players casted a vote on this proposal
and it did not pass. A proposal also fails if even when all
remaining votes to cast would be SUPPORT it will not pass.
Proposed by hirsch.9
(Thomas), Adopted 27 June 2000.
proposals.withdrawing
(Steadiness: 0.50)
Anytime before a proposal has succeeded or failed, the
proposal author may elect to withdraw their proposal. Such a
withdrawal is made by communicating it to all the players. This
has the effect of causing the proposal to immediately fail,
regardless of whatever votes it had already received.
Proposed by jeff.3
(Jeff Weston), Adopted 27 June 2000.
Amended under rules.spelling
by The Governor on 27 June 2000.
Amended by jeff.5
(Jeff Weston), Adopted 28 June 2000.
players.list
(Steadiness: 1)
the players of the game are:
Initial Rule; Amended several times by action of the rules.
players.listmaintenance
(Steadiness: 1)
A player is declared "missing" if he does not make any
game-relevant action during 7 consecutive days. A player's
name and Email address shall be added to rule "players.list" if he communicates
his intent to join the game to all players listed in the
rule. A player's name and Email address shall be removed
from rule "players.list" if
he communicates his intent to leave the game to all players
listed in the rule.
Proposed by (unnumbered) (unknown), Adopted prior to 5 June
2000.
Amended by marsh.7
(The Governor) on 8 June 2000.
Amended by rg.1
(RG) on 10 June 2000. -- Successor rule to players.quitting.
Amended under rules.spelling
by The Governor on 10 June 2000. -- Successor rule to players.listmaintenence.
Amended by hirsch.4
(Thomas) on 20 June 2000.
players.missing (Steadiness:
1)
Players may be declared as 'missing'. Missing players are marked
in the players List as such and do not have to participate in the
regular gameplay. For the purpose of rules which require an
action of players, missing players are considered as non-players.
A player may declare himself as no longer missing at any time.
Proposed by hirsch.4
(Thomas), Adopted 20 June 2000.
tabulator (Steadiness: 1)
The Tabulator shall count all votes cast on each proposal.
When the outcome is assured, or when any prescribed voting period
has ended, the Tabulator shall publish the results of the vote to
all players. Should a proposal be reported by the Tabulator
as being adopted, it shall have effect immediately after such
publication.
Proposed by marsh.2
(The Governor), Adopted 7 June 2000.
winning.list
(Steadiness: 1)
The winning list is a list of players or people having played
GNomic. It is initially empty. Once a player wins the game, his
name is added to the winning list, together with the time and
reason of his win. The game does not end, when a player is a
winner. A player may win GNomic multiple times.
Proposed by (unnumbered)
(Thomas), Adopted 8 June 2000.
justice.chief.selection
(Steadiness: 1)
At the beginning of each calendar week, a new player shall become
Chief Justice. The Chief Justice shall have been a player
for a minimum of two weeks. Within this restriction, the
player chosen shall be the player for whom the longest time has
elapsed since he has been Chief Justice. A player who has
never been Chief Justice shall always be chosen if he is not
otherwise restricted. If, through action of this rule, two
players appear equally qualified to be chosen Chief Justice, the
Chief Justice shall be the qualified player whose Email address
is first alphabetically, sorting first upon Email domain, and
second on Email name.
Proposed by marsh.16
(The Governor), Adopted 27 June 2000.
Amended by marsh.27
(The Governor), on 27 June 2000.
justice.callfor (Steadiness:
1)
When a dispute arises as to the interpretation of the rules, or
the correctness or legality of any action, finding, or
determination within the context of this game is in question, a
player may submit a Call For Justice to the Chief Justice.
Such a problem shall, as nearly as possible, describe the
question to be decided by the Chief Justice.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.limitations
(Steadiness: 1)
The Chief Justice may not submit a Call For Justice.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.numbers
(Steadiness: 1)
Immediately upon receipt of a Call For Justice, the Chief Justice
shall assign it a unique identifier. This identifier
shall consist of two words separated by a dot (period). The
first word shall be unique to any particular Chief Justice, and
shall be the same on all Calls For Justice made to that
Justice. Both words shall consist only of one or more
lower- or upper-case roman letters, or arabic digits. The
identifier so assigned may be referred to as a "Call For
Justice Number", a "CFJ Number", or a
"CFJ#".
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.procedure
(Steadiness: 1)
Immediately upon receipt of a Call For Justice, the Chief Justice
shall publish it to all players together with the identifier
assigned by rule "justice.callfor.numbers".
Nothing in this rule shall prevent the Chief Justice from
including his ruling in the same publication.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.rulings (Steadiness:
1)
Upon receipt of a Call For Justice, the Chief Justice shall issue
a ruling by publishing it to all players. Such publication
shall refer to the identifier assigned to the Call For Justice by
rule "justice.callfor.numbers",
and may, at the Chief Justice's option, include the Call For
Justice itself.
Proposed by marsh.11
(The Governor), Adopted 20 June 2000.
justice.rulings.standards
(Steadiness: 1)
All rulings shall be made in accordance to the rules. If the
rules are silent, inconsistent, or unclear, the Chief Justice
shall consider game custom and the spirit of the game before
applying other standards.
Proposed by marsh.12
(The Governor), Adopted 20 June 2000.
justice.rulings.limitations
(Steadiness: 1)
A ruling issued by a Chief Justice shall be limited in scope to
answering the question posed by the Call For Justice.
However, nothing in this rule shall prevent the Chief Justice
from including with his ruling any comments or arguments
supporting his ruling.
Proposed by marsh.13
(The Governor), Adopted 20 June 2000.
Gnomes
(Steadiness: 0.6)
Gnomes are beings. They live in GnHomes. A Gnome who has got no
GnHome is going to Migrate.
Proposed by (unnumbered)
(Thomas), Adopted 8 June 2000.
Amended by marsh.22
(The Governor), on 27 June 2000. -- Successor rule to winning.score.
Amended by hirsch.12
(Thomas), on 28 June 2000.
Gnomes.creation
(Steadiness: 0.5)
Making a Gnome is a Task that requires four Gnomeweeks.
Proposed by hirsch.13
(Thomas), on 28 June 2000.
Gnomes.mantainance.Mines
(Steadiness: 1)
Gnomes live in Mines under the earth. Mines may be owned by
players. Mines may not be traded by players. Every specific
Mine has a name, chosen when that Mine is originally
created. In order to possess Gnomes a player must own a
Mine for the Gnomes to live in. Every Mine may hold 400
Gnomes. Initially, there are no Mines in GNomic.
Proposed by (unnumbered)
(Zagarna II), Adopted 20 June 2000.
Gnomes.Mines.creation
(Steadiness: 0.5)
If a player does not own a Mine, he may create one Mine in his
possesion by specifying its name, as well as 10 GnHomes in its
proximity, populated by 10 Gnomes.
Proposed by hirsch.10
(Thomas), Adopted 28 June 2000.
Gnomes.Mines.depth
(Steadiness: 0.51)
A Mine's depth may be measured in rope lengths. Upon
creation, a Mine's depth is 0.
Proposed by marsh.28
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.depth.extension
(Steadiness: 0.51)
During one calendar week, five Gnomes may increase the depth
of
one Mine by one rope length if the Gnomes are not otherwise
employed.
Proposed by marsh.28
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.production
(Steadiness: 0.51)
A Mine's production value is a number from the following set: { .
. . 1/4, 1/3, 1/2, 1, 2, 3, 4 . . . }. Upon creation, a
Mine's production value is 1.
Proposed by marsh.29
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.production.increase
(Steadiness: 0.51)
During one calendar week, one hundred Gnomes expending one
hundred Ingots may increase the production value of a mine to the
next higher value, if the Gnomes are not otherwise
employed. Any Ingots so expended, are destroyed.
Proposed by marsh.29
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.livingcondition
(Steadiness: 0.5)
Every Mine is associated with a value L called its Living
Condition. L is calculated as follows: Take the number of free
GnHomes in a mine.. Subtract the depth of the mine in rope
lengths.
Proposed by hirsch.16
(Thomas), Adopted 28 June 2000.
Gnomes.GnHomes
(Steadiness: 0.6)
A GnHome is a place where a Gnome lives. GnHomes are situated in
direct proximity to Mines and considered to belong to their
Mines. Every Gnome in a mine will occupy a GnHome in the same
mine. Only one Gnome may live in one GnHome.
Proposed by hirsch.12
(Thomas), Adopted 28 June 2000.
Gnomes.GnHomes.creation
(Steadiness: 0.5)
Making a GnHome is a Task that requires two Gnomeweeks. This
GnHome will belong to the Mine where the Gnomes belong to.
Proposed by hirsch.12
(Thomas), Adopted 28 June 2000.
Gnomes.Ingots (Steadiness:
0.51)
An Ingot is a unit of a metal which is found only in Mines.
At the time this rule is adopted, no Ingots shall exist.
Proposed by marsh.30
(The Governor), Adopted 27 June 2000.
Gnomes.Ingots.production
(Steadiness: 0.51)
During one calendar week, ten Gnomes may produce a number of
Ingots equivalent to the Mine's production value for each two
rope lengths of depth of that Mine, if the Gnomes are not
otherwise employed. Any fractional Ingots left after
application of this rule are destroyed; the ore processing
machines are remarkably inefficient. [Gnomes/10 * depth/2 *
PValue = Ingots.]
Proposed by marsh.30
(The Governor), Adopted 27 June 2000.
Gnomes.accountinggnome
(Steadiness: 0.51)
The Accounting Gnome shall maintain an accurate record of all
Gnomes, Mines, and Ingots, their owners, how all Gnomes are
currently being employed, and the production values and depths of
all Mines. He shall make such record available to any
player upon request.
Proposed by marsh.31
(The Governor), Adopted 27 June 2000.
Gnomes.employment
(Steadiness: 0.51)
A player may choose how to employ any or all of his Gnomes by
notifying the Accounting Gnome of any change. The change
shall occur at the beginning of the next calendar week.
Proposed by marsh.32
(The Governor), Adopted 27 June 2000.
Gnomes.migration.immigration
(Steadiness: 0.5)
Every week, one Gnome is coming from the legendary World Beyond
GNomic and Migrates.
Proposed by hirsch.14
(Thomas), Adopted 28 June 2000.
Gnomes.migration.intragnomical
(Steadiness: 0.5)
Every four weeks, one Gnome from each Mine having more than five
Gnomes is going to Migrate.
Proposed by hirsch.14
(Thomas), Adopted 28 June 2000.