Replace the following text from Rule 854 (Ackanomic Institute of Genetic Replication): " Extra head: Cost -- 50 A$. Players with extra heads are encouraged to occasionally get into public arguments amongst their heads. [See also rule 931] " with: " Extra head: Cost -- 50 A$. Players with extra heads are encouraged to occasionally get into public arguments amongst their heads. A player with an extra head may wear one more piece of headwear than would otherwise be allowed. [See also rule 931] "
Amend rule 671 (Nemesis Eggplants and Agenda Hats) by replacing the following " delimited text " No player may wear more than three Agenda Hats at any given time. " with the following " delimited text " A player may wear either one, two or three Agenda Hats at any given time, but may in no cases wear more hats than they have heads. "
Insert the following KABLOOIE-delimited text as Rule 1190, “Mad Bomber Rule Suite” KABLOOIE A player who has lost at least 3 honour and has been in gaol during the current cycle may become a Mad Bomber by publically expressing eir desire to do so. A Mad Bomber can make a mad bomb through the following procedure: 1) E must renounce the world and technology, and spend a week in the Wilds. During this time, e may not post more than 3 messages per day [as if e were in gaol]. At the commencement of this time, e must compose a haiku stating eir intent to do so. A player may not attempt this step more than once per calender month. 2) E must make the bomb and attatch a fuse. This can only be done if e owns a mechanical gadget, an antiquity worth at least A$50 [before the 30% interest], and a garment out of which to make the fuse. While still in the Wilds, e publicly posts a sonnet describing the process of making the bomb out of these components. At this time, if the action succeeds, the garment and gadget are destroyed and the trinket is given to the treasury. Then the Mad Bomber is given a Mad Bomb. Mad Bombs are nonunique, tradeable entities. If e leaves the wilds before making the bomb, e must fulfill the first step again. A Mad Bomber can only make one Bomb per creation, and must fully specify which e is making in eir sonnet. If e does not, the creation fails. To use a Mad Bomb, it must be thrown. Only a Mad Bomber may throw a Mad Bomb. To do so, e must compose a sestina describing the throwing of the bomb, and specify a target that is a location in Ackanomic other than the location of the Mad Bomber. When a bomb is thrown, it has a chance of hitting its target of twice the value of the dexterity characteristic of the Mad Bomber. It has a chance of hitting a random target equal to the value of the strength characteristic of the Mad Bomber. It has a chance of going off as if it had not been thrown anywhere, in the location of the Mad Bomber, equal to the greater of 10 and (40 - the intelligence and wisdom characteristics of the Mad Bomber). The denominator for the determination is equal to the sum of the chances. Once a bomb hits its target, it goes off and is destroyed A Member of the Mad Bomber Rule Suite with the title “Mad Bomb Type: XXX”, where XXX is replaced with some string, defines XXX as a type of Mad Bombs. Such rules may include restrictions on the materials used to make the bomb, the effects that various bombs have on various locations, and any other effect related to the Bomb. If no effect is defined for an interaction of a Mad Bomb type and a location, then the bomb is a dud and explodes harmlessly in a scented cloud of potpourri. The Scaremonger is Custodian of the Mad Bomber Rule Suite and makes all random determinations (unless otherwise specified) KABLOOIE Add the following STINK-delimited text as rule 1190.1 , “Mad Bomb Type: Fertilizer Bomb” STINK Fertilizer Bomb Effects on Locations: The Library: The Vault of the Book gets all stinky and covered with fertilizer and no one can enter it for the rest of the month. The Wilds: Bombing The Wilds causes a Wildebeest Stampede. During a Wildebeest stampede, all the animals rumble bandy through Acka. When this happens: The Goose, the Little Lamb, and Phoebe and her Matchbox go Somewhere Else , and all donkeys bray noisily. Then Wildebeests stampede over all unsheltered Ackans, causing em to lose 10 points. Any Player who has a lariat may attempt to lariat a Wildebeest. This is a test of dexterity against the Wildebeest's 17. If this succeeds, the player must wrestle the wildebeest. This is a test of strength against the wildebeest's 20. If a player successfully wrestles a wildebeest, e gets to keep it as a nonunique, tradeable enitity, and becomes a Daring Adventurer. The owner of a Wildebeest may make Wild Wooly Wildebeest Milk as a public action. WWWM is a Frink. The owner of a Wildebeest may also pay the treasury A$10 to make a Wooly Fur Sweater. If a Wildebeest lariating fails, the player who attempted to lariat loses another 15 points for more trampling. Finally, at the end of a stampede, The Brass Monkey climbs to the top of the tallest building in Acka and proclaims "The Makers of the Wildebeest Stampede shall be awarded 10 bonus points!" With that, the Mad Bomber who made the bomb and the Mad Bomber who thew the bomb each gain 10 points. If the same bomber did both, e gets all 20 points. The Ackanomic Institute of Genetic Replication If hit by a fertilizer bomb, a hole is blown in the containment chamber and the mutants are let loose. There are a total number of mutants equal to twice the number of active players, and they run around until all of them are caught. Mutants are Pesky. Mutants are entities. If a player catches a mutant, e is deemed to have returned it, and is given a random Boon of the Ancients. A player may catch at most one mutant each day. A mutant can be caught by: Hiding in the wilds near the river and luring a mutant with food or frink has a 20% chance of capturing a mutant. A player may try to lariat mutants if e has a lariat. This costs the SHF for a lassoing licence and has a 50% chance of working. A player may try to catch a mutant if e has a BWG Laser or a Highlander's Sword. This has a half chance of destroying the mutant and a half chance of catching it. The above may be tried at most once per day A random active player who has not yet caught a mutant that day automatically catches a mutant each tuesday at noon. Ackanomic Printing Guild two rules are randomly chosen. The Scaremonger picks a adjective from the lower numbered rule, and the Harfmeister picks a adjective from the higher numbered rule. The two adjectives switch places in the rules. A Moon of Ackanomic: A chunk of cheese is blown off the moon, and a random player is awarded a random cheese STINK
{{[now that there are no drastically abusable things (fel pop, govs/paradigms where only an elect few can vote, etc... there's no reason for 3 days of anarchy. Anarchy sucks, as i'm sure we all remember. 2 weeks (3 weeks for most of us) without proposals wasnt any fun, and even 3 days per rebellion is a bit much for me.]}} In rule 320 (Paradigms), replace the text beginning with the 5th paragraph and continuing to the end of the rule with the following LIKE_BUTTER delimited text LIKE_BUTTER If ever more than 50% of all voting players have a rebelliousness characteristic of "on" and any player points this out publicly, then the following events will happen: 1. All players have their rebelliousness characteristic changed to "off". 2. The OiCoRT should pick a Random Paradigm Type other than the Paradigm type active imediately before the Revolution. If that Paradigm Type specifies any other random determinations are to be made at this point then e should do that too. This Paradigm shall become active immediately All rules in this rulesuite take precedence over all other rules. This rule takes precedence over all other rules in this rulesuite. [Link to the paradigms] LIKE_BUTTER repeal rule 320.1 (Paradigm Type: Anarchy) -- Trent Crazy French-Scotsman, Daring Adventurer, Dungeon Master, Really Weird, Rules-Harfer, Worker Caste, Weird
Create rule 860, "Ackanomic Records" with the following POLYGRAM-delimited text POLYGRAM The Ackanomic Records Headquarters is a small building located in the city. It houses Ackanomic Records (a division of InterNomic Alcohol). It has three labels, Ackanomic Records, Harfy Sounds, and Steel Flea Music. Ackanomic Records and Steel Flea Music specialize in songs about Ackanomic, while Harfy Sounds specializes in anything else. Any player may publicly post the lyrics to parody of a real song and the name of the band which plays it (a made up band for the parody, not the real band). That player then receives 2 points unless their score is greater than 2/3 of the magic number. A player may not submit more than five songs per week. The DJ then assigns one of the labels to publish the song. E is also responsible for making a list of Ackanomic Record's songs publicly available. If one player thinks another is abusing this, they may call a Hearing hearing against a song or multiple songs by that player. The accusing player becomes the Hearing Harfer. The valid responses are "It's a perfectly good, original song" and "How dare you place a copy in our totally original records." If the result is the former than the Hearing Harfer must pay the player who wrote the songs A$5 for every song the Hearing was called against. If the result is the latter then the accused songs are no longer to be published by the DJ and that songs' author is fined 5 points for each song so removed and transfers A$5 per song the the Hearing Harfer. POLYGRAM Reduce else...if's score by three points, increase Trent's score by two points and JT's by one.
{{[ This removes the dependence on Hosing from being tied to the subject line and makes it a perogative of the postmaster. ]}} In rule 422 (Postmaster) replace the following WATER_GUN delimited text WATER_GUN If a player posts a public message with a subject line that does not contain either "Ackanomic:" or "Acka:", the Postmaster may declare that player to have Gone Postal. A player who has Gone Postal is treated as if e is Hosed for one day; this period is extended by another day for each additional message lacking the aforementioned strings that is posted while e has Gone Postal. WATER_GUN with the following text as delimited by GARDEN_HOSE GARDEN_HOSE It is a privilege of the Postmaster to declare that a player has Gone Postal if that player posts a message to a list which is an inappropriate (in the opinion of the Postmaster) list for that message according to the Postal Code. Such a player has Gone Postal for one day following the announcement; this period is extended by another day for each additional message sent to an inappropriate forum which is pointed out by any player during the time the player has Gone Postal. While a player has Gone Postal, e is treated as if e is Hosed. GARDEN_HOSE
{{[Hi, I know this won't pass. I just like to see my name in the queue.]}} Repeal Rule 309 ("Substantially Similar Proposals ") Repeal Rule 315 ("Tammany") Repeal Rule 330 ("Retractions") Repeal Rule 431 ("Illuminatus") Repeal Rule 440 ("Thrallmaster") Repeal Rule 507 ("Magicks") Repeal Rule 607 ("Winning By Agenda") Repeal Rule 615 ("Win By World Domination") Repeal Rule 671 ("Nemesis Eggplants and Agenda Hats") Repeal Rule 675 ("Mercury Poisoning") Repeal Rule 750 ("Thrall: Definition") Repeal Rule 753 ("Thrall-Related Etymology") Repeal Rule 755 ("Entrallments") Repeal Rule 760 ("Purchasing Thralls") Repeal Rule 765 ("Circularity in Enthrallments") Repeal Rule 850 ("Museum") Repeal Rule 933 ("Purple Robe of Justice") {{[Sadly, I will have continue my repulsion as another time.]}}
This is a modest proposal. Repeal Rule 760 (Purchasing Thralls)
{{[The Commission d'Arts becomes a unique organization which players my leave if they do not wish to participate in the nomination process. ]}} Amend Rule 670 (Commission d'Arts) in the following ways: A. Replace Section 1 with the following text: " 1) Upon the end of a cycle which exceeded 30 days in length The Commission d'Arts shall be called. The Commission d'Arts is a unique organization also referred to as The Commission. The only time The Commission has members (Commissioners) is while it is in session. When the rules call for a Commission d'Arts it shall begin session and the Historian, Poet Laureate and President and sufficient randomly selected players to give it 5 members automatically join, unless a call was made less than 60 days previously, in which case the call shall have no effect. When a player leaves the Commission a random player who is not already a member and has not been a member since the commission came into session shall automatically join. The Commission shall remain in session for 7 days after its newest member joined or until a report is produced which ever is sooner. When the commission ceases to be in session all players are removed from it. " B. Replace the following text in section 2: " 2) The Commission (as represented by one of its members) shall publicly post a report listing 4 Silver Moon Nominees, which the Commission created as if the Commissioners were an organization and creating such a report was an organizational action permitted to this organization. " with: " 2) The Commission shall publicly post a report listing 4 Silver Moon Nominees as an organizational action. "
This is a modest proposal. {{[ The previous commission ended rather abruptly when the senate was bereft of its members so.... ]}} {{ For the purposes of applying the following sentence, any effects of Rule 670 (Commission d'Arts) which would restrict or alter the effect of a call for a Commission d'Arts based on the amount of time which has elapsed since a previous call are not applied. A Commission d'Arts is called. }}
This is a modest proposal Replace the following phrase [End of the first sentence of the fifth paragraph] in Rule 251.1 (True Names): " the True Name of any current or former player. " with: " the True Name of any other current or former player. " {{[This will allow someone to use eir real name as eir Ackanomic name]}}
In rule 710, replace the following OVERLYTIMECONCIOUS-delimited text with the following NOWWERETALKING-delimited text. OVERLYTIMECONCIOUS Its "statement" shall be "X committed the Crime of Y on Z", where X is replaced with the name of a registered player, Y is replaced by the name of a Crime as defined in the current ruleset, and Z is replaced by a date between 0 and 30 days prior to the current date. OVERLYTIMECONCIOUS NOWWERETALKING Its "statement" shall be "X committed the Crime of Y", where X is replaced with the name of a registered player and Y is replaced by the name of a Crime as defined in the current ruleset. NOWWERETALKING Remove all occurances of "on date Z" in rule 710. Append to the end of section 4 of rule 710 "CFCJ's in which player X has not commited crime Y for more that 30 days, in the judgement of the judge, shall be judged INVALID."
Repeal all rules between 800 and 900 except for rules 843 [Hall of Elders], 851 [Hafonian Institute], 851.1 [Remembrance Hearing] {{[Various small changes to remove references. Note that some comments refer to the content of the rule, not the name.]}} Repeal rule 423 [Map-Harfer] Repeal rule 709 [Gaol] Remove step k from rule 666 and reletter accordingly. Remove items 5c and 8b from rule 710, and reletter those sublists accordingly. Remove section 1 from rule 843 and renumber that list accordingly. Remove the first sentence of rule 851. Replace the third paragraph and first sentence of the fourth paragraph of rule 910 [Ackanomicon] with "The Ackanomicon is stored in the Vault of the Book. A player may visit the Ackanomicon by publicly announcing that they are going to visit *it*." Remove the second sentence of rule 929 [Baaa] Remove from rule 950 [ASS], section II, the first paragraph and the first sentence of the second paragraph, then remove "which is in the library". Repeal rule 975 [Voting Gnome] {{[Sorry, but it's too dependant on locations. We'll have time to make a new version.]}} Repeal the last two paragraphs of rule 1150 [Vulcan] Replace section II of rule 1209 [Machine that goes *ping*] with "The Machine that Goes *ping* is attuned to one active player. The player the Machine is attuned to has the duty of assisting Acka in its study of the Machine and is given the title "Scholar of *ping*" (hereafter, Scholar) for as long as the Machine is attuned to em. For the purposes of this rule, "the current Scholar's term" refers to the period of time since the Machine last changed attunements. It specifically does not refer to any periods of time before the Machine's most recent change in attunement during which the current Scholar was also Scholar." In section VIII of rule 1209, replace the second paragraph with "When the Scholar posts the undisguised truth as described by this section, the Machine randomly attunes itself to another active player." Remove "is placed in gaol or" from rule 1209. In rule 1209 replace "teleports itself to another active player's home" with "attunes itself to another active player", "teleports itself to the home of" with "attunes itself to", "locations" with "atunements", "teleports" with "attunes" and "location" with "attunement."
in rule 213, replace "and the CFJ e defaulted on to be reassigned to another random judge." with "and all CFJs to which e is appointed Judge to be reassigned to new judges as if e had declined judgment."
{{devjoe smacks Trent around for playing with a hole in the bot}}
Insert the following KABLOOIE-delimited text as Rule 1190, “Mad Bomber Rule Suite” KABLOOIE A player who has lost at least 3 honour and has been in gaol during the current cycle may become a Mad Bomber by publically expressing eir desire to do so. A Mad Bomber can make a mad bomb through the following procedure: 1) E must renounce the world and technology, and spend a week in the Wilds. During this time, e may not post more than 3 messages per day [as if e were in gaol]. At the commencement of this time, e must compose a haiku stating eir intent to do so. A player may not attempt this step more than once per calender month. 2) E must make the bomb and attatch a fuse. This can only be done if e owns a mechanical gadget, an antiquity worth at least A$50 [before the 30% interest], and a garment out of which to make the fuse. While still in the Wilds, e publicly posts a sonnet describing the process of making the bomb out of these components. At this time, if the action succeeds, the garment and gadget are destroyed and the trinket is given to the treasury. Then the Mad Bomber is given a Mad Bomb. Mad Bombs are nonunique, tradeable entities. If e leaves the wilds before making the bomb, e must fulfill the first step again. A Mad Bomber can only make one Bomb per creation, and must fully specify which e is making in eir sonnet. If e does not, the creation fails. To use a Mad Bomb, it must be thrown. Only a Mad Bomber may throw a Mad Bomb. To do so, e must compose a sestina describing the throwing of the bomb, and specify a target that is a location in Ackanomic other than the location of the Mad Bomber. When a bomb is thrown, it has a chance of hitting its target of twice the value of the dexterity characteristic of the Mad Bomber. It has a chance of hitting a random target equal to the value of the strength characteristic of the Mad Bomber. It has a chance of going off as if it had not been thrown anywhere, in the location of the Mad Bomber, equal to the greater of 10 and (40 - the intelligence and wisdom characteristics of the Mad Bomber). The denominator for the determination is equal to the sum of the chances. Exactly one day after a bomb hits its target, it goes off and is destroyed A Member of the Mad Bomber Rule Suite with the title "Mad Bomb Type: XXX", where XXX is replaced with a legal name, defines XXX as a type of Mad Bomb. Such rules may include restrictions on the materials used to make the bomb, the effects that various bombs have on various locations, and any other effect related to the Mad Bomb. If no effect is defined for an interaction of a Mad Bomb type and a location, then the bomb is a dud and explodes harmlessly in a scented cloud of potpourri. The Scaremonger is Custodian of the Mad Bomber Rule Suite and makes all random determinations for Mad Bombs (unless otherwise specified) KABLOOIE Add the following STINK-delimited text as rule 1190.1 , "Mad Bomb Type: Fertilizer Bomb" STINK Fertilizer Bomb Effects on Locations: The Library: The Vault of the Book gets all stinky and covered with fertilizer and no one can enter it for the rest of the month. The Wilds: Bombing The Wilds causes a Wildebeest Stampede, provided that no wildebeest stampede has occurred in the past week. During a Wildebeest stampede, all the animals rumble bandy through Acka. When this happens: The Goose, the Little Lamb, and Phoebe and her Matchbox go Somewhere Else, and all donkeys bray noisily. Then Wildebeests stampede over all unsheltered Ackans, causing em to lose 10 points. Any Player who has a lariat may attempt to lariat a Wildebeest. This is a test of dexterity against the Wildebeest's 17. If this succeeds, the player must wrestle the wildebeest. This is a test of strength against the wildebeest's 20. If a player successfully wrestles a wildebeest, e gets to keep it as a nonunique, tradeable enitity, and becomes a Daring Adventurer. The owner of a Wildebeest may make Wild Wooly Wildebeest Milk as a public action. WWWM is a Frink. The owner of a Wildebeest may also pay the treasury A$10 to make a Wooly Fur Sweater. If a Wildebeest lariating fails, the player who attempted to lariat loses another 5 points for more trampling. Finally, at the end of a stampede, The Brass Monkey climbs to the top of the tallest building in Acka and proclaims "The Makers of the Wildebeest Stampede shall be awarded 10 bonus points!" With that, the Mad Bomber who made the bomb and the Mad Bomber who thew the bomb each gain 10 points. If the same bomber did both, e gets all 20 points. The Ackanomic Institute of Genetic Replication A hole is blown in the containment chamber and the mutants are let loose. There are a total number of mutants equal to twice the number of active players, and they run around until all of them are caught. Mutants are Pesky. Mutants are entities. If a player catches a mutant, e is deemed to have returned it, and is given a random Boon of the Ancients. A player may catch at most one mutant each day. A mutant can be caught by: Hiding in the wilds near the river and luring a mutant with food or frink has a 20% chance of capturing a mutant. A player may try to lariat mutants if e has a lariat. This costs the SHF for a lassoing licence and has a 50% chance of working. A player may try to catch a mutant if e has a BWG Laser or a Highlander's Sword. This has a half chance of destroying the mutant and a half chance of catching it. The above may be tried at most once per day A random active player who has not yet caught a mutant that day automatically catches a mutant each tuesday at noon. If any moon becomes full, all the mutants get frightened and run back to the AIGR. Ackanomic Printing Guild two rules are randomly chosen. The Scaremonger picks a adjective from the lower numbered rule, and the Harfmeister picks a adjective from the higher numbered rule. The two adjectives switch places in the rules. A Moon of Ackanomic: A chunk of cheese is blown off the moon, and a random player is awarded a random cheese. STINK
Amend Rule 1020 (Conspiracy Theory) Section I by replacing the following text delimited by " " An Organized Group which has zero Resistance is an Illuminatus Group. " with the following text delmited by BETTER BETTER An Organized Group which has zero Resistance and the Organizational power of Illuminati is an Illuminatus Group. BETTER Create rule 1014 titled Illuminati Power with the following text as delimited by ILLUMINATED ILLUMINATED An Illuminati is an Organizational Power. An Organization may purchase the Illuminati Power for A$500. ILLUMINATED Amend Rule 1020 (Conspiracy Theory) Section III by appending the following text as delimited by CONTROL to the end of the section. CONTROL No group may directly control a number of groups greater than the minimum of 4 or their Power. [IE a group with Power 1 can control 1 group max] CONTROL Amend Rule 1020 (Conspiracy Thory) section IV of the same rule by inserting the following text as delimited by NO_ILLUMINATUS as the second paragraph of that section NO_ILLUMINATUS It is impermissable to Attack an Illuminatus Group. NO_ILLUMINATUS {{[ I'll let someone else propose how power and resistance are gained. I have some thoughts, but I want to give other people a chance. *fnord* ]}}
Create a rule numbered 999 named Quests Rule Suite with the following text as delimited by QUEST QUEST [link to quests] Each rule in the Quest Rule Suite defines a specific quest which may be undertaken by the players of Ackanomic. Each Quest must define a condition to be achieved in order to fulfill the quest, and a reward which is recieved for fulfilling the quest. A quest may also define a medal which will be recieved by each player to fulfill the quest. If a quest does not define a medal, the medal for that quest will be a medal named 'The Gold Medallion for Achieving Quest XXX.X' where XXX.X is replaced by the rule number of the quest completed. All medals for completed quests are made by the Frobozz Magic Medal Company, Ackanomic Division. Each quest may also define additional effects which occur once at the time the quest is completed. Each quest must be defined within a rule contained within this rule suite. If a player already has the medal for completing a quest, that player may not complete that quest again. The previous sentence takes precedence over any rule with which it conflicts. The player completing a quest must point out the fact of its completion publically before the reward or medal for that quest will be awarded. If ever more than 60% of all active and vacationing players have completed a given quest and that fact is pointed out publically, then the rule defining that quest will be repealed as it has become too easy and is therefore no longer worth the recognition of achieving it. QUEST Create a new rule numbered numbered 999.1 named Quest of the Magic A$ with text as delimited by USED_TO_BE_MUSEUM USED_TO_BE_MUSEUM Condition: A Voting player Achieving a Benefactor Value of A$5000 Reward: The player achieves a winning condition. Medal: A Gold-Plated Ruby-Encrusted $-sign Other Effects: The player becomes a Life Member of the Museum and his name is added to the end of the list of names on the plaque in front of the West Wing of the Museum and the lighted sign in front of the North Wing of the Museum begins displaying North. All objects donated by the player are moved to the West Wing. If any Trinkets were moved to the West Wing by the previous sentence, they become Magicks. The lighted in front of the West Wing begins displaying the players Name. {{ Delete section VII and all of its text from rule 850 (Museum) and renumber the sections accordingly. All players who have achieved a Museum Win in the past are given a Gold-Plated Ruby-Encrusted $-sign. (I believe this would be /dev/joe, Slakko, Saaremaa, else...if, Trent, r-attilla the farce, and Studge) }} USED_TO_BE_MUSEUM Create rule 999.2 named Quest of the Royal Frink with the following FRINKING delimited text FRINKING Condition: A player successfully frinks 5 different Royal Frinks. Reward: A Random Boon of the Ancients Medal: A Bronze Frinking Straw {{delete the first sentence from rule 1390.2 (Royal Frinks)}} {{Slakko is given a Bronze Frinking Straw}} FRINKING
Insert the following KABLOOIE-delimited text as Rule 1190, "Mad Bomber Rule Suite" KABLOOIE A player who has lost at least 3 honour and has been in gaol during the current cycle may become a Mad Bomber by publically expressing eir desire to do so. A Mad Bomber can make a mad bomb through the following procedure: 1) E must renounce the world and technology, and spend a week in the Wilds. During this time, e may not post more than 3 messages per day [as if e were in gaol]. At the commencement of this time, e must compose a haiku stating eir intent to do so. A player may not attempt this step more than once per calender month. 2) E must make the bomb and attatch a fuse. This can only be done if e owns a mechanical gadget, an antiquity worth at least A$50 [before the 30% interest], and a garment out of which to make the fuse. While still in the Wilds, e publicly posts a sonnet describing the process of making the bomb out of these components. At this time, if the action succeeds, the garment and gadget are destroyed and the trinket is given to the treasury. Then the Mad Bomber is given a Mad Bomb. Mad Bombs are nonunique, tradeable entities. If e leaves the wilds before making the bomb, e must fulfill the first step again. A Mad Bomber can only make one Bomb per creation, and must fully specify which e is making in eir sonnet. If e does not, the creation fails. To use a Mad Bomb, it must be thrown. Only a Mad Bomber may throw a Mad Bomb. To do so, e must compose a sestina describing the throwing of the bomb, and specify a target that is a location in Ackanomic other than the location of the Mad Bomber. When a bomb is thrown, it has a chance of hitting its target of twice the value of the dexterity characteristic of the Mad Bomber. It has a chance of hitting a random target equal to the value of the strength characteristic of the Mad Bomber. It has a chance of going off as if it had not been thrown anywhere, in the location of the Mad Bomber, equal to the greater of 10 and (40 - the intelligence and wisdom characteristics of the Mad Bomber). The denominator for the determination is equal to the sum of the chances. Exactly one day after a bomb hits its target, it goes off and is destroyed A Member of the Mad Bomber Rule Suite with the title "Mad Bomb Type: XXX", where XXX is replaced with a legal name, defines XXX as a type of Mad Bomb. Such rules may include restrictions on the materials used to make the bomb, the effects that various bombs have on various locations, and any other effect related to the Mad Bomb. If no effect is defined for an interaction of a Mad Bomb type and a location, then the bomb is a dud and explodes harmlessly in a scented cloud of potpourri. The Scaremonger is Custodian of the Mad Bomber Rule Suite and makes all random determinations for Mad Bombs (unless otherwise specified) KABLOOIE Add the following STINK-delimited text as rule 1190.1 , "Mad Bomb Type: Fertilizer Bomb" STINK Fertilizer Bomb Effects on Locations: The Library: The Vault of the Book gets all stinky and covered with fertilizer and no one can enter it for the rest of the month. The Wilds: Bombing The Wilds causes a Wildebeest Stampede, provided that no wildebeest stampede has occurred in the past week. During a Wildebeest stampede, all the animals rumble bandy through Acka. When this happens: The Goose, the Little Lamb, and Phoebe and her Matchbox go Somewhere Else, and all donkeys bray noisily. Then Wildebeests stampede over all unsheltered Ackans, causing em to lose 10 points. Any Player who has a lariat may attempt to lariat a Wildebeest. This is a test of dexterity against the Wildebeest's 17. If this succeeds, the player must wrestle the wildebeest. This is a test of strength against the wildebeest's 20. If a player successfully wrestles a wildebeest, e gets to keep it as a nonunique, tradeable enitity, and becomes a Daring Adventurer. The owner of a Wildebeest may make Wild Wooly Wildebeest Milk as a public action. WWWM is a Frink. The owner of a Wildebeest may also pay the treasury A$10 to make a Wooly Fur Sweater. If a Wildebeest lariating fails, the player who attempted to lariat loses another 5 points for more trampling. Finally, at the end of a stampede, The Brass Monkey climbs to the top of the tallest building in Acka and proclaims "The Makers of the Wildebeest Stampede shall be awarded 10 bonus points!" With that, the Mad Bomber who made the bomb and the Mad Bomber who thew the bomb each gain 10 points. If the same bomber did both, e gets all 20 points. The Ackanomic Institute of Genetic Replication A hole is blown in the containment chamber and the mutants are let loose. There are a total number of mutants equal to twice the number of active players, and they run around until all of them are caught. Mutants are Pesky. Mutants are entities. If a player catches a mutant, e is deemed to have returned it, and is given a random Boon of the Ancients. A player may catch at most one mutant each day. A mutant can be caught by: Hiding in the wilds near the river and luring a mutant with food or frink has a 20% chance of capturing a mutant. A player may try to lariat mutants if e has a lariat. This costs the SHF for a lassoing licence and has a 50% chance of working. A player may try to catch a mutant if e has a BWG Laser or a Highlander's Sword. This has a half chance of destroying the mutant and a half chance of catching it. The above may be tried at most once per day A random active player who has not yet caught a mutant that day automatically catches a mutant each tuesday at noon. If any moon becomes full, all the mutants get frightened and run back to the AIGR. Ackanomic Printing Guild two rules are randomly chosen. The Scaremonger picks a adjective from the lower numbered rule, and the Harfmeister picks a adjective from the higher numbered rule. The two adjectives switch places in the rules. A Moon of Ackanomic: A chunk of cheese is blown off the moon, and a random player is awarded a random cheese. STINK
Create a rule numbered 361 with the title What's the Will of the People and the following text as delimited by WILL_O_THE_FOLK WILL_O_THE_FOLK Any player may call a hearing on a matter to be decided as a Will of the People, and will be the Hearing Harfer for that Hearing. The Hearing Harfer for a Will of the People hearing may be referred to as WillWho? for the duration of the Hearing. A Will of the People Hearing is an Extremely Silly Affair. It is also a Serious Matter [just to prevent EBSs from skewing the results]. The valid responses to a Will of the People Hearing are "Hey Man, I'm an Induhvidual" and "I cannot wait to catch up to the Jones'". If the result is the former (Induhvidual), the matter about which the hearing is being called is considered to not be the will of the people. If the result is the latter (Jones'), then the will of the people has spoken. This type of hearing should be used to gauge public opinion on a given topic. WILL_O_THE_FOLK {{ A Will of the People Hearing is called with JT as the WillWho? on the matter of should the mailing list software automatically add 'Acka:' to the subject lines for the Ackanomic mailing lists. }}
This is a grandiose proposal Amend rule 303 to read as delimited by HEIRARCHICALSYSTEM HEIRARCHICALSYSTEM I. All rules have an H number. All references to rule numbers are to H numbers unless otherwise specified; this is a Class 1 sentence. Some rules may also have an L number, this is a Class 1 sentence. {{All rules receive an L number equal to their rule number before the proposal which most recently modified this rule passed.}} An H number consists of a string of positive integers separated by hyphens, optionally preceded by an H. Each integer in that string is known as a locator. A rule number is an H number if is preceded by H; this is a Class 1 sentence. A rule number is an L number if is is preceded by L; this is a Class 1 sentence. A rule number is an L number if the number is preceded by neither; this is a Class 1 sentence. The following relations are defined between rules: (Z means an indeterminate set of locators separated by hyphens, X means a single locator. Zn, where n is an integer, is another indeterminate set of locators, Xn is another single locator.) Rule 1 Rule 2 Rule 1 is a ____ of Rule 2 HZ HZ-X Parent HZ-X HZ Child HZ1 HZ1-Z2 Ancestor HZ1-Z2 HZ1 Descendant HZ-X1 HZ-X2 Sibling An H number is larger than another H number if the first (from left to right) integer which differs between the two is larger. When a rule Z1 is moved to become rule Z2, all its children Z1-X are moved to Z2-X II. When a new rule is created it is numbered as follows: 1. If the creator (be it proposal, rule, or something else) assigned it a valid H number not already assigned to a rule than it receives that number. 2. Otherwise, if the creator assigned it a valid H number and there is a parent (hereafter called THEPARENT to the rule with that H number than the rule receives the smallest H number, not already assigned to a rule, which would leave it as a child of THEPARENT. 3. Otherwise, it is given the smallest H number which would make a child of the Unassigned Rule Section. One week after the proposal which defined H numbers passed, replace all L numbers in the rules with the H number of that rule, and remove all Class 1 sentences from this rule; this is a Class 1 sentence. HEIRARCHICALSYSTEM Repeal rule 311 Create rule 99, "Unassigned Rule Section" with the following EXTRAPOWER delimited text EXTRAPOWER The rule-harfer may renumber descendants of this rule as a public action. EXTRAPOWER This LIST-delimited list contains numbers in the form X:Y. For each item, give rule LX the number HY. If X is the head of a rule suite, assign all children, LX.N of that suite to rule HY-N. {{[I've done my best, but some of these rules will have to be shifted, in particular 13-n rules, which were ones I got stuck on.]}} LIST 42: 42 101: 1 102: 4 104: 3 106: 3-1 107: 3-2 110: 1-1 205: 4-2 206: 7-6 207: 3-3 209: 3-4 210: 3-5 211: 5 212: 5-1 213: 5-2 214: 5-3 215: 5-4 217: 5-5 230: 8-4-1 250: 7 251: 7-1 252: 7-2 253: 7-2-1 254: 7-3 257: 7-4 301: 1-4-1 303: 1-6 309: 3-6 313: 3-1-1 315: 3-1-2 317: 3-1-3 319: 3-1-4 320: 1-5 330: 3-7 340: 1-2 342: 8-2-14-1 343: 8-2-14-2 346: 1-3 348: 1-4 360: 13-1 362: 1-6 370: 7-5 371: 4-2 373: 7-7 374: 7-5-2 380: 1-7 399: 13-2 401: 8 402: 8-1 403: 8-2 404: 8-3 405: 8-4 406: 8-2-1 407: 8-2-2 408: 8-2-3 409: 8-2-4 410: 8-2-5 412: 8-2-6 413: 8-2-7 414: 8-5 415: 8-5-1 416: 8-6 418: 8-6-1 419: 8-7 420: 8-2-8 422: 8-2-9 423: 8-2-10 424: 8-8 427: 8-2-11 428: 8-2-12 429: 8-2-13 430: 8-2-14 431: 8-9 432: 8-10 433: 8-2-15 435: 8-2-16 440: 8-2-17 441: 8-2-18 451: 8-2-2-1-1 500: 9 501: 9-1 503: 9-1-1 505: 9-2 506: 9-3 507: 9-3-1 508: 9-4 510: 9-2-1 515: 9-5 516: 9-6 520: 9-6-1 540: 9-7 541: 9-7-1 550: 9-8 560: 9-9 594: 9-10-1 595: 9-10 600: 6 601: 6-2 603: 6-3 605: 6-4 607: 6-5 611: 6-6 613: 6-7 615: 6-8 620: 6-1-1 666: 6-1 667: 6-1-2 668: 6-1-3 669: 6-1-4 670: 6-1-5 671: 6-5-1 675: 6-5-2 701: 5-5 709: 5-5-6 710: 5-5-1 711: 5-5-2 715: 5-5-3 716: 5-5-4 721: 5-5-5 750: 7-9 752: 7-9-1 755: 7-9-2 760: 7-9-3 765: 7-9-4 801: 10 810: 10-1 820: 10-2 821: 10-2-1 825: 10-2-2 837: 10-3 840: 10-4 841: 10-2-2-1 842: 10-5 843: 10-6 844: 10-7 845: 10-8 846: 10-7-1 847: 10-9 850: 10-10 851: 10-11 852: 10-12 854: 10-13 855: 10-14 856: 10-15 901: 9-11 903: 9-12 905: 3-8 907: 9-13 909: 9-14 910: 9-15 913: 13-3 915: 9-16 919: 3-7 920: 9-17 921: 9-18 923: 9-18-1 925: 7-5-3 929: 9-19 931: 9-20 933: 5-6 935: 9-20-1 940: 9-20-2 943: 9-20-3 950: 13-4 975: 9-21 1003: 11 1004: 11-1 1005: 11-2 1006: 11-3 1007: 11-4 1008: 11-5 1009: 11-6 1011: 11-5-1 1013: 11-5-2 1015: 11-5-3 1017: 11-7 1030: 11-8 1031: 11-8-1 1040: 11-9 1044: 11-10 1045: 8-2-5-1 1112: 3-9 1123: 7-5-4 1125: 9-3-2 1127: 1-4-2 1129: 7-2-2 1131: 8-2-5-2 1142: 7-8 1145: 7-5-5 1150: 13-5 1151: 13-5-1 1155: 1-8 1160: 8-2-16-1 1177: 9-20-4 1195: 13-6 1205: 12 1209: 12-1 1211: 12-2 1213: 12-3 1215: 12-4 1216: 12-4-1 1217: 12-5 1230: 11-10-1 1240: 12-6 1250: 12-7 1270: 12-8 1301: 11-11 1304: 11-11-1 1309: 10-16 1311: 10-16-1 1313: 10-17 1350: 10-18 1351: 10-19 LIST Move all descendants of rule L1390, L1390.N to H99-N.
Create rule 555, "INTO Ambassador" with the following THISONCEWASTHELIAISON-delimited text THISONCEWASTHELIAISON The office of Ambassador is a political office. The Ambassador is the delegate^0 of Ackanomic to the InterNomic Treaty Organization^0. The Ambassador must always be subscribed to the offical INTO-mailing-list^0. Any player may call an Agreement hearing on an InterNomic-Treaty^0 which Ackanomic has not signed or a Disagreement hearing on an InterNomic-Treaty^0 which Ackanomic has signed^0 and which allows Ackanomic to unsign^0 it. The Ambassador is the Hearing Harfer on both types of hearings. The valid responses to an Agreement hearing are "No! We want to mess up things for ourselves, without help from those black-helicopter flying INTO goons!" and "Surrender control to those black-helicopter flying INTO goons!". If the result is the latter than the Ambassador should sign^0 the treaty^0 the hearing was called on for Ackanomic. The valid responses to a Disagreement hearing are "What's your problem? Our rulers are doing a great job of pretending they still have power" and "Never mind prosperity for all, let's return to the dark ages". If the result is the latter the Ambassador should unsign^0 the treaty^0. The Ambassador may never sign^0 a treaty^0 which has terms which include hyphens or carets. Should the INTO Archivist^0 be a player of Ackanomic then that player receives a monthly A$25 stipend as a salary for bringing glory to Ackanomic. If a word or string of hyphenated words is followed by a caret and then a nonnegative integer: [^n] then the word is considered to be equivalent to the way that word or that word with the hypens replaced by spaces is used in INT#n^0. No other terms or words used in the rules are considered to be the same as any terms defined in an InterNomic-Treaty^0. If n is 0 then it means the term is considered equivalent to a term defined in the INTO-rules^0. THISONCEWASTHELIAISON
Amend rule 419, "Ambassador" to read as the following THISONCEWASTHELIAISON-delimited text THISONCEWASTHELIAISON The office of Ambassador is a political office. The Ambassador is the delegate^0 of Ackanomic to the InterNomic Treaty Organization^0 as defined in rule 419.1. The Ambassador must always be subscribed to the offical INTO-mailing-list^0. Any player may call an Agreement hearing on an InterNomic-Treaty^0 which Ackanomic has not signed or a Disagreement hearing on an InterNomic-Treaty^0 which Ackanomic has signed^0 and which allows Ackanomic to unsign^0 it. The Ambassador is the Hearing Harfer on both types of hearings. The valid responses to an Agreement hearing are "No! We want to mess up things for ourselves, without help from those black-helicopter flying INTO goons!" and "Surrender control to those black-helicopter flying INTO goons!". If the result is the latter than the Ambassador should sign^0 the treaty^0 the hearing was called on for Ackanomic. The valid responses to a Disagreement hearing are "What's your problem? Our rulers are doing a great job of pretending they still have power" and "Never mind prosperity for all, let's return to the dark ages". If the result is the latter the Ambassador should unsign^0 the treaty^0. The Ambassador may never sign^0 a treaty^0 which has terms which include hyphens or carets. Should the INTO Archivist^0 be a player of Ackanomic then that player receives a monthly A$25 stipend as a salary for bringing glory to Ackanomic. If a word or string of hyphenated words is followed by a caret and then a nonnegative integer: [^n] then the word is considered to be equivalent to the way that word or that word with the hyphens replaced by spaces is used in INT#n^0. No other terms or words used in the rules are considered to be the same as any terms defined in an InterNomic-Treaty^0. If n is 0 then it means the term is considered equivalent to a term defined in the INTO-rules^0. THISONCEWASTHELIAISON Create rule 419.1, "INTO Ruleset" with the following RULESANDREGULATIONS-delimited text RULESANDREGULATIONS Everything in this rule after this sentence is the ruleset of the InterNomic Treaty Organization Rule 1: The Archivist is responsible for tracking InterNomic Treaties. Rule 2: The Archivist selects the official mailing list, and must make a public notification of any changes to it. The first Archivist will be Uri Bruck (bruck@actcom.co.il) and the first mailing list will be internomic@muppetlabs.com. Rule 3: A notification is public if it is sent to everyone subscribed to the mailing list. Rule 4: A Nomic may designate a single delegate to the InterNomic Treaty Organization. Changes to the identity or the initial announcement of a delegate must be made by public notice. If there is an ambiguity about the identity of the delegate, the Archivist should determine the correct identity by inspecting the ruleset of that Nomic and other documents relating to that Nomic. If the rules and other documents for a Nomic are not available on the Web, then that Nomic must make them available to the Archivist in order have a delegate. Rule 5: The Archivist is elected. When there is no Archivist, Treaties may not be made or signed. If public notice is made that there is no Archivist, and no public notice is made by the Archivist contradicting this fact for one week, then nominations begin. A person nominates emself by making public notice of this. After one week of nominations, each Nomic, through its delegate, may vote for a candidate via public notice. Two weeks after the votes begin, the person who received the most votes becomes Archivist. If there is a tie, a runoff is held between tied people as if nominations had just ended and those two were the only nominees. Note that this ay require multiple runoffs. Rule 6: A person proposes a Treaty by making public notice of the content of the treaty. For two weeks after it is proposed, a Treaty is preliminary. After a Treaty has been preliminary for two weeks, it becomes an official InterNomic Treaty if it has been endorsed by at least three people, one of whom must be a delegate, including the player who proposed it (who is automatically assumed to endorse it). Otherwise it is destroyed. Endorsements may only be made by public notice. Rule 7: When a Treaty becomes an official InterNomic Treaty, the Archivist must assign it the smallest positive integer not already assigned to a Treaty and make its content available upon request (preferably be storing it on a web page). In any occurances of the string "INT#n" in that Treaty, the "n" is replaced by the number of the Treaty. Rule 8: Any Nomic, through its delegate, may sign an InterNomic Treaty by making public notice of this. The signing succeeds if and only if the Nomic has met all prerequisites within the Treaty for signing it. The Archivist should track which Nomics have signed a Treaty along with the content of the Treaty. A Nomic may remove its signature from an InterNomic Treaty unless the Treaty puts restrictions on doing so, in which case the Nomic must meet those restrictions before doing so. Rule 9: Although Nomics are expected to abide by an honor code, and obey the treaties they have signed, there is no general enforcement method in existance. Treaties should include enforcement when it is neccessary. RULESANDREGULATIONS
In rule 613 (Winning is pretty Harfy): replace "all but one" with "twenty" {{[there are 21 right now, it can be fixed later]}} replace "1 Foolish 2 Silly" with "1 Foolish or Silly 2 Puzzler" replace "18 Jazz JackRabbit or Passive Contemplator 19 Third Cat, Sage o'Doe Gas, Agent of KAOS, small lab mouse, or the Puzzler" with "18 Jazz JackRabbit 19 Third Cat, Sage o'Doe Gas, Agent of KAOS, small lab mouse, or Passive Contemplator" replace item 21 with "21 Wrangler" replace the numbers "1" through "21" on the list with "*" remove "and all the others are renumbered accordingly"
{{[there mightve been a proposal that renumbered it (1390.12)]}} remove "and the Current Paradigm of Ackanomia is not Despotism" wherever it appears in the ruleset.
Repeal rule 107 (Quorum). Amend rule 104 (Proposals) by replacing the following QUORUM_STUFF delimited text QUORUM_STUFF As soon as possible after a proposal's prescribed voting period ends, the votes on that proposal shall be posted publicly. The proposal is then accepted if a quorum has been achieved and the required number of YES votes were cast on the proposal. QUORUM_STUFF with the following text delimited by NON_QUORUM_STUFF NON_QUORUM_STUFF As soon as possible after a proposal's prescribed voting period ends, the votes on that proposal shall be posted publicly. The proposal is then accepted if the required number of YES votes were cast on the proposal. NON_QUORUM_STUFF Amend rule 207 (Scoring When A Proposal's Voting Results are Reported) by replacing the following text as delimited by QUORUM_STUFF QUORUM_STUFF If a Modest proposal is rejected, but meets quorum, the player who proposed it loses 4 points. If a Grandiose proposal is rejected, but meets quorum, the player who proposed it loses 12 points. If a proposal which is neither Modest nor Grandiose is rejected, but meets quorum, the player who proposed it loses 7 points. QUORUM_STUFF with the following NON_QUORUM_STUFF delimited text NON_QUORUM_STUFF If a Modest proposal is rejected, the player who proposed it loses 4 points. If a Grandiose proposal is rejected, the player who proposed it loses 12 points. If a proposal which is neither Modest nor Grandiose is rejected, the player who proposed it loses 7 points. NON_QUORUM_STUFF Amend rule 207 (Scoring When A Proposal's Voting Results are Reported) by removing section IV (Effect of Proposals which do not meet Quorum) and all of it's text and renumber the remaining sections appropriately. Amend rule 709 (Gaol) by removing the following QUORUM_STUFF delimited text QUORUM_STUFF If a player is in the Gaol, they shall not count for the purposes of determining Quorum. QUORUM_STUFF
In rule 1021, "Political Parties and Rewarding Party Unity", replace "At the end of a proposal's voting period, but before votes on that proposal are counted, if every voting player member of a given organization voted YES on that proposal, and no member of the Party is also a member of some other Party, then the political party itself shall cast an additional YES vote on that proposal for every three voting player members it has." with "At the end of a proposal's voting period, but before votes on that proposal are counted, if every voting player member of a given organization made the same vote on that proposal, and no member of the Party is also a member of some other Party, then the political party itself shall cast an additional vote of that type on that proposal for each point of Influence the party has." Append to the same rule, "A party's Influence is equal to the number of political offices held by members of that party, plus the number of voting players who are members of that party, all divided by 3, rounded down, but is 0 for a party with fewer than 3 voting members."
{{[There's really no point in maintaining the distinction. CSR's are for minor tweaks, proposals are for important stuff. CSR's are fast, but easier to block.]}} Amend rule 421.1 to read as delimtied by FREEDOMORATLEASTCSRSFORALL FREEDOMORATLEASTCSRSFORALL There shall be a functional office called Common Sense, Redundancy, and Redundancy. This office may be referred to as CSRR. The purpose of the CSRR is to sort and make available an archive of CSR's. FREEDOMORATLEASTCSRSFORALL Remove from rule 421.2 everything in the first paragraph except for the first sentence and replace it with "The purpose of a CSR is to bring the literal meaning of the rules in line with intend, interpretation, or custom, or to repair minor mistakes in the rules, such as punctuation, capitalization, or rule number references." Remove privilage d from rule 407.1 Remove the second sentence of the third paragraph of rule 422. Remove the last sentence of rule 311
{{[they really don't; the 2nd and 3rd paragraphs lack the precedence to override 101, and CFJs do not actually change game state; they just clarify what the case was all along]}} Insert between the first two paragraphs of rule 214 the following BLAHBLAH delimited text BLAHBLAH All Judgements must be in accordance with all the rules in effect at the time judgement was invoked, and with respect to the game state at that time. When the rules are silent, inconsistent, or unclear on the statement in question, however, then the Judge shall consider currently existing game custom and the spirit of the game in reaching a decision. BLAHBLAH Repeal rule 215
Amend rule 710 to read as delimited by IRON IRON A Crime Hearing is a Hearing. If a player believes that another player (the Dirty Crook) is guilty of a Crime then they may call a Crime Hearing against them iff e has the SHF. When a player calls a Crime Hearing e transfers the SHF to the Treasury and may specify a penalty, as defined below. The player who calls the hearing is the Judge (Hearing Harfer). The legal responses are "Innocent", "Guilty, I guess", and "Lock 'em up and throw away the key". The winning response is determined as follows: 1) If one response has an absolute majority, it wins. 2) Otherwise, if all three are equal, "Innocent" wins 3) Otherwise, if one has an absolute majority ignoring EBS votes, that response wins 4) Otherwise, if the total votes for "Guilty, I guess" and "Lock 'em up and throw away the key" are greater than the total votes for "Innocent", "Guilty, I guess" wins 5) Otherwise, if the total votes for "Guilty, I guess" and "Lock 'em up and throw away the key" are greater than the total votes for "Innocent", ignoring EBS's "Guilty, I guess" wins 6) Otherwise "Innocent" wins If the verdict is "Guilty, I guess", then the Dirty Crook must transfer the SHF or all eir A$ to the Judge, whichever is greater. If the verdict is "Lock 'em up and throw away the key" then the penalty requested by the judge is enforced; if the Judge didn't request a penalty then the verdict is the same as "Guilty, I guess". The valid classes of penalties are: a) a DEDUCTION of 1 or more points from Player X's score. b) a FINE of 1 or more A$ payable by Player X to the Treasury. c) a SENTENCE in the Gaol of 1 or more days for Player X. d) the TRANSFERENCE of one or more trinkets, gadgets, Otzma Cards, or A$ in the possession of Player X to the initiator of the CFCJ. e) a PUBLIC APOLOGY of 1 or more lines by Player X. f) the REMOVAL of Player X from one or more Organizations to which e currently belongs. g) The IMPEACHMENT of Player X from a single specific office which e currently holds. h) the EXPULSION of Player X from the game. If the penalty was a SENTENCE in the Gaol, player X shall be moved from their current Location to the Gaol at which time their sentence will start. If, however, player X was already in the Gaol, the sentence they are currently serving shall be increased by the length of the new sentence. If the penalty specifies a TRANSFERENCE of any entity which it is not permissible to transfer, that part of the penalty shall be void, but such shall not necessarily void other parts of the penalty. If the penalty includes a PUBLIC APOLOGY, Player X is required to post a public message of at least the court-required length apologizing for his criminal ways. This should be done within three days of the expiration of his grace period, and it should have "Acka: Public Apology" as its subject line. Failure to comply will result in the addition of three days to that player's Gaol sentence, if he is in Gaol, or the immediate transfer of that player to the Gaol for a three-day incarceration if he is not in Gaol. Self-abasement is especially encouraged in such a message. IRON Repeal rule 711.
{{[I noticed a small bug. A player who has enough thralls to win by thrall can submit a CWCFJ for this and then immediately convert their thralls into puzzle pieces in order to gain the benefits of that as well. They also gain A$25 per puzzle piece for becoming puzzler. This fixes both of these. ]}} Amend rule 615 (Winning by World Domination) by inserting the following text delimited by LESS_SCAMMY as the second paragraph LESS_SCAMMY Whenever a Winning Condition given by this rule becomes Claimed, all players who are in Thrall to the player Claiming the Winning Condition become set to "". If anyone wins a Cycle by this method, then at the end of that Cycle all Thrall Attributes are set to "". LESS_SCAMMY Amend rule 1270 (Puzzle Pieces) by replacing the following OLD delimited text OLD If a player owns all the pieces in a Winnable Bag, they receive a Bonus Vote, A$250 and an Automatic Sculpture, and the Title of Puzzler is transferred to them. OLD with the following NEW delimited text NEW If a player owns all the pieces in a Winnable Bag, they receive a Bonus Vote, A$250 and an Automatic Sculpture, all of their existing Puzzle Pieces are destroyed, and the Title of Puzzler is transferred to them, upon a player pointing this fact out publically. NEW
this is a modest proposal {{All players go home if possible}} Replace the final sentence of the first paragraph of Rule 847 with "All players shall scream in terror, run around like chickens with their heads cut off, and go home."
{{[Here's the fix. You don't even want to know the other bugs I found in the trading rules.]}} If there is a rule 1009, then renumber rule 1009 to 1021. Amend rule 1021 to read "A Political Party is a nameless, unownable entity. Being a member of more than one Political Party simultaneously is the Crime of Branch-Stacking. At the end of a proposal's voting period, but before votes on that proposal are counted, if every voting player member of a given Political Party voted YES on that proposal, and no member of the Party is also a member of some other Party, then the Political Party itself shall cast an additional YES vote on that proposal for every three voting player members it has. Party membership and how players voted are determined based on the facts in force at the end of the voting period for each proposal. Any player may publically announce eir intent to form a Political Party, unless e is a pseudo-Founder. When a player has done so e becomes a pseudo-Founder for a period of 7-days. 7 days after a player became the pseudo-Founder of a Political Party, if at least 2 other players have publicly expressed interest in joining the party, then the pseudo-Founder forms the Party by paying A$300, announcing a legal name for the Party, and announcing the names of at least three members, one of whom must be the pseudo-Founder, and the others must all have expressed interest in joining the Party. " In rule 1003, replace section I with " A Corporation is a named unownable entity. Any player may publically announce eir intent to form a Corporation, unless e is a pseudo-Founder. When a player has done so e becomes a pseudo-Founder for a period of 7-days. If at the end of those 7 days at least two additional players have publically announced that they wish to join the Corporation the pseudo-Founder intends to form then the pseudo-Founder forms the Corporation by announcing the Corporation's name, paying the standard Harfer's Fee, and announceing the names of its members; there must be at least 3 members, one of whom must be the Founder, and the others must all have expressed interest in joining the Corporation. 120 shares in the Corporation are created and distributed equally among the initial members; excess shares are destroyed. The name must be a legal name. " At the end of the first paragraph of rule 1017, add "When a Trust is created no shares are created in it, however a Trust Fund is only destroyed when specified by its charter." Add to the end of rule 1025 "A player may leave a Party at any time." Amend rule 515 to read " This Rule defers to all other rules which specifically override provisions of this rule. [Rules may specify conditions in which certain trades may not take place, even though this rule specifies that they are legal. Rules may specify alternate means of trading entities, beyond those given here.] A Trading entity(TE) is a Player, an Organization, or a Corporation. A TE may offer a trade of one group of entities for another, by sending a public message specifying the entities offered (if any) and the entities requested (if any), if and only if the trade is legal. If the message further states specifically to which TE the trade is offered, then the trade is exclusive; otherwise it is offered at large. A trade that offers or requests any entity that is not tradeable is illegal. A trade that offers any entity not owned by the offering TE the trade is illegal. All other trades are legal. An offer made in this way stands until it is legally retracted or accepted, or the TE who offered it no longer owns the entities offered, or the offer has been standing for at least three days, whichever comes first. A TE may retract a trade he or she offered by sending a public message to that effect. A TE may accept an exclusive trade offered to him or her, or any trade offered at large [but not one that was offered specifically to someone else], if and only if he or she owns all of the entities requested, in at least the quantities requested. He or she does this by sending a public message to that effect. When a TE accepts a standing trade, if the offering TE still has the entities offered, the entities offered are transferred from the TE who offered the trade to the TE who accepted it, and the entities requested in exchange are transferred from the TE who accepted the trade to the Player who offered it. A TE who owns a gift entity may transfer that entity to another TE as a public action. All trades made as described by this rule are said to occur on the Free Market. A trade or gift must specify a positive, integral amount of entities to be traded. "
This is a modest proposal {{[Oops. Missed this.]}} Amend rule 510 to read " No Trading Entity may use more A$'s to buy, trade, give or in any way move out of his account, than there are in his/her account at that moment in time. In other words, a Trading Entity may never voluntarily go into debt, but it is possible that a Trading Entity may go into debt involuntarily. A Trading Entity in debt still earns A$ from events in the game as if they were not in debt. However, they cannot spend any A$ voluntarily until their net A$ balance is positive. "
{{All rules without H numbers are given H numbers with 99 as parent, such that the highest H number in the 99s is the lowest possible}}
{{[Both fixes in one.]}} If there is a rule 1009, then renumber rule 1009 to 1021. Amend rule 1021 to read "A Political Party is a nameless, unownable entity, and is a type of Organization. Being a member of more than one Political Party simultaneously is the Crime of Branch-Stacking. At the end of a proposal's voting period, but before votes on that proposal are counted, if every voting player member of a given Political Party voted YES on that proposal, and no member of the Party is also a member of some other Party, then the Political Party itself shall cast an additional YES vote on that proposal for every three voting player members it has. Party membership and how players voted are determined based on the facts in force at the end of the voting period for each proposal. Any player may publically announce eir intent to form a Political Party, unless e is a pseudo-Founder. When a player has done so e becomes a pseudo-Founder for a period of 7-days. 7 days after a player became the pseudo-Founder of a Political Party, if at least 2 other players have publicly expressed interest in joining the party, then the pseudo-Founder forms the Party by paying A$300, announcing a legal name for the Party, and announcing the names of at least three members, one of whom must be the pseudo-Founder, and the others must all have expressed interest in joining the Party. " In rule 1003, replace section I with " A Corporation is a named unownable entity. Any player may publically announce eir intent to form a Corporation, unless e is a pseudo-Founder. When a player has done so e becomes a pseudo-Founder for a period of 7-days. If at the end of those 7 days at least two additional players have publically announced that they wish to join the Corporation the pseudo-Founder intends to form then the pseudo-Founder forms the Corporation by announcing the Corporation's name, paying the standard Harfer's Fee, and announceing the names of its members; there must be at least 3 members, one of whom must be the Founder, and the others must all have expressed interest in joining the Corporation. 120 shares in the Corporation are created and distributed equally among the initial members; excess shares are destroyed. The name must be a legal name. " At the end of the first paragraph of rule 1017, add "When a Trust is created no shares are created in it, however a Trust Fund is only destroyed when specified by its charter." Add to the end of rule 1025 "A player may leave a Party at any time." Amend rule 515 to read " This Rule defers to all other rules which specifically override provisions of this rule. [Rules may specify conditions in which certain trades may not take place, even though this rule specifies that they are legal. Rules may specify alternate means of trading entities, beyond those given here.] A Trading entity(TE) is a Player, an Organization, or a Corporation. A TE may offer a trade of one group of entities for another, by sending a public message specifying the entities offered (if any) and the entities requested (if any), if and only if the trade is legal. If the message further states specifically to which TE the trade is offered, then the trade is exclusive; otherwise it is offered at large. A trade that offers or requests any entity that is not tradeable is illegal. A trade that offers any entity not owned by the offering TE the trade is illegal. All other trades are legal. An offer made in this way stands until it is legally retracted or accepted, or the TE who offered it no longer owns the entities offered, or the offer has been standing for at least three days, whichever comes first. A TE may retract a trade he or she offered by sending a public message to that effect. A TE may accept an exclusive trade offered to him or her, or any trade offered at large [but not one that was offered specifically to someone else], if and only if he or she owns all of the entities requested, in at least the quantities requested. He or she does this by sending a public message to that effect. When a TE accepts a standing trade, if the offering TE still has the entities offered, the entities offered are transferred from the TE who offered the trade to the TE who accepted it, and the entities requested in exchange are transferred from the TE who accepted the trade to the Player who offered it. A TE who owns a gift entity may transfer that entity to another TE as a public action. All trades made as described by this rule are said to occur on the Free Market. A trade or gift must specify a positive, integral amount of entities to be traded. " Amend rule 510 to read " No Trading Entity may use more A$'s to buy, trade, give or in any way move out of his account, than there are in his/her account at that moment in time. In other words, a Trading Entity may never voluntarily go into debt, but it is possible that a Trading Entity may go into debt involuntarily. A Trading Entity in debt still earns A$ from events in the game as if they were not in debt. However, they cannot spend any A$ voluntarily until their net A$ balance is positive. "
{{[ I apologize for the phrasing of this, but I want to make sure I catch a rule even if it gets renumbered in the interim. ]}} In any rule with the title "Random Things", remove the phrase "or the score redistribution caused by a Tornado" In any rule with the title "Ackanomicon", remove the section of text delimited by LESS_WINDY LESS_WINDY Catastrophe (1 page): Reading this page unleashes a Tornado into Acka, as described by the Rule Tornado. The reader is considered to be sheltered. LESS_WINDY Repeal any rule with the title "Otzma Card of Type Summon Tornado". {{All Otzma Cards of Type Summon Tornado are destroyed.}} Repeal any rule titled "Tornado".
in rule 1270 (Puzzle Pieces) replace the following BORING-delimited text BORING Any player (A) other than the Puzzler may create an Ackanomic Puzzle Piece through use of indentured labour. This involves specifying a player (B) who has player (A) as their Overlord, and the Attributes of the Puzzle Piece to be created. When the Puzzle Piece is created, player (B) has their Thrall Attribute set to "". A player may not create a Puzzle Piece which is part of a Winnable Bag by the above procedure. BORING with the following HARDER-delimited text HARDER Any player (A) other than the Puzzler may create a random APP that is not part of a Winnable Bag through use of indentured labour. This involves specifying a player (B) who has player (A) as their Overlord. When the specification is made, player (B) has their Thrall Attribute set to "". HARDER
{{each active player gains a random gadget and a random otzma card}}
{{All offices not defined by the rules are destroyed}}
in rule 106, replace "YES, NO or BAA!" with "YES, NO, BAA!, or PLONK" and "The required number of YES votes for a proposal to be accepted is three-fifths of the total number of YES and NO votes legally cast within the prescribed voting period. If that value is 0, however, the required number of YES votes for acceptance is 1" with "The required number of YES votes for a proposal to be accepted is three-fifths of the PASS number, where the PASS number is the total number of votes legally cast less the product of the total number of PLONK votes and BAA! votes legally cast within the prescribed voting period. If that value is 0 or less, however, the required number of YES votes for acceptance is 1."
in rule 106, replace "three-fifths" with "a majority"
in rule 106, replace "seven days" with "six days"
repeal rule 1132
rename any rule with "Government Type" in its title by replacing "Government" with "Paradigm"
remove "(not including Capital Offices)" from rule 611
in rule 594.21 (Good Ballot Stuffer), replace "The possessor of a GBS may flip the harfy lever by publicly announcing they are doing so. Upon doing so, one of the following happens at random and then the GBS then starts to shake and shimmy uncontrollably: 1. The GBS casts a vote for all harfy proposals currently in the voting queue." with "The possessor of a GBS may flip the harfy lever by publicly announcing they are doing so. Upon doing so, the GBS starts to shake and shimmy uncontrollably, and then one of the following happens at random: 1. The GBS casts a YES vote for all harfy proposals currently in the voting queue."
create a rule 594.15, "Blueprint: Wishy-Washy Ballot Stuffer" with the following WHAT_HAPPENED_TO_USING_THE_ELEMENTS_AS_MY_DELIMTERS?-delimited text WHAT_HAPPENED_TO_USING_THE_ELEMENTS_AS_MY_DELIMTERS? The Wishy-Washy Ballot Stuffer (WBS) is a mechanical gadget. When created it is not broken. The Wishy-Washy Ballot Stuffer is lavender and has 2 levers, the Pesky lever and the Silly lever. The Pesky lever enables the WBS to affect Hearings and Elections. The owner of an WBS may flip the Pesky lever in any given Hearing by privately notifying the Hearing Harfer, and in any Election by privately notifying the Officer responsible for conducting the Election. This notification must be in the same private message as a valid response for the relevant Hearing, or valid vote for the relevant Election. The WBS shall do one of the following, to be determined randomly by the hearing harfer or responsible Officer after the response/voting period is over but before voting results are released: 1) make a response (in a Hearing) or cast a vote (in an Election) identically to their owner. 2) attempt to shut out all Evil Ballot Stuffers as if it were a Good Ballot Stuffer 3) cause a random Ballot stuffer used in the election or hearing to become broken and fail. If the randomly chosen ballot stuffer is itself, it becomes broken without failing. If the WBS does 1), it counts as an EBS for the purposes of rule 360 for the duration of the hearing/election. If the WBS does 2), it counts as a GBS for the purposes of rule 360 for the duration of the hearing/election. The Silly lever is used to randomize Acka (sometimes for good, sometimes for evil). The possessor of an WBS may flip the Silly lever. Upon doing so, the WBS starts to shake and shimmy uncontrollably and does one of the following at random: 1) casts a YES vote for all harfy proposals in the queue. 2) gives its owner a Bonus Vote (provided that no instance limits would be exceeded) 3) switches the scores of two randomly chosen active players 4) switches the amounts of A$ owned by two randomly chosen active players 5) switches who owns it with another randomly chosen Ballot Stuffer Upon a WBS starting to shake and shimmy uncontrollably, one of the following three things happen. A WBS may not be used between the time it starts to shimmy and shake and the time the this random determination is publicly knowable at which time it shall cease to shake and shimmy: 1) The WBS will sputter and die, and thus become broken. 2) The WBS will explode in its operator's face, and thus be destroyed, but not before bellowing a raft of annoying laughter ridiculing its user throughout the land of Acka. 3) The WBS will teleport, and thus change possession to, another random active player. Neither lever may be used if the WBS is broken, and only the player who possesses an WBS may use it, the previous provisions of this Blueprint notwithstanding. A broken WBS may only be fixed as described in the rules or by another Gadget empowered to do so. WHAT_HAPPENED_TO_USING_THE_ELEMENTS_AS_MY_DELIMTERS?
Amends rule 1250.1 (Games & Contests) Section VI, d by appending the following text delimited by RESIGNATION to the end of that section. RESIGNATION When a referee resigns as per this section, the Speaker may appoint another interested player as Referee, and the game will be suspended until such an appointment is made. RESIGNATION
Repeal rule 251.1 (True Names)