Proposal 3902
Corporate Transformation
ThinMan
Due: Fri Dec 18 16:47:21 1998
Status: accepted
{{[
My apologies for the rather extreme length of this proposal.  This could not
be done piecemeal.  If you don't want to read it all then just vote yes :-)
This is an overhaul of the Organization/Corporation system bringing
Corporations back under the Organizational hierarchy.  This has the advantage
of making Corporations subject to many of the same rule provisions that
Organizations are subject to, although some of the relevant rules making
provisions for Organizations will still have to be patched up to account
for Corporations.
This proposal re-establishes a framework rule defining Organizations, which,
among other things, will enable players to join Cults (important if Cults are
ever to regain Church status) and Political Parties.  It also concentrates the
rules for Corporation and Political Party formation mostly into one rule.  The
new Org rule leaves open the possibility of non-player entities being Org
members, but does not specifically empower them to be so.
The Corporation rule has been rewritten to eliminate (I hope) uncertainty
about whether Corporations can perform actions and to account for some minor
details like making them disband if there are no shares associated with them,
as well as to comply with the recreated Organizations rule.
This proposal is written so as to hopefully take into account the potential
changes that P3886 may introduce, and it will specifically fix the problem
of P3886 making Political Parties nameless entities (which may not own
anything, c.f. R500.2).  P3886 may still trash all the Parties' names, but
that can be fixed by the Parties once they are named entities again.  I
hestate to ask for P3886's retraction or rejection (in fact I do not so ask)
because of the needed mods to the trading rules; nevertheless, I would have
liked to have had the Org/Corp mods seperate from the trading mods.
This proposal rewrites the Trusts rule so as to avoid paradox claims related
to Trust Fund charters.  (It is always dangerous to put the authority of the
rules behind a single-player created document, even one of limited scope.)
This proposal renumbers the Organization rules into a more logical order and
groups them together.  General Org rules are in 1000-1009, Org Powers are
1010-1019, and specific Org types are 1020-1029.  The church rule should
probably be moved down to the 1020's, but this proposal does not do so.  I
would have preferred to flip-flop the assignment of the 1010's and the 1020's,
but because of P3886's possible renumberings it was easier to do it as I just
described.
This prop does not give the ability to use Secret Labs or Excavation Permits
back to parties and churches.  If the people want that then it can be in
another proposal.  This prop also does not reintroduce Organization
similarity measures.  I worked from what was left of the org structure to
rebuild something that I believe will work well, but I made no attempt to
reverse ancillary changes that were made when Corporations were introduced.
There are probably more details that you would find interesting, so read the
prop.  Because of the degree of flux in which these rules currently abide,
most of the rules with significant changes have an entire new text, so you
should be able to follow along fairly well.
]}}
{{[ ******** ]}}
If there is a rule 1009 entitled "Political Parties and Rewarding Party Unity"
then renumber it to 1021.
If there is a rule 1021 entitled "Political Parties and Rewarding Party Unity"
then amend it by replacing its full text with the following
COMPLIANT-delimited text:
COMPLIANT
A Political Party 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 organization voted YES on that proposal, and no member of the
Party is also a member of another 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.
   
A political party may own and Trade A$, Trinkets, Land, Buildings, and
organizational Powers. A political party may not offer or accept
trades in which it would receive any other kind of entity, but may
trade away anything it owns.
   
An additional fee of A$300 is required for the formation of a Political Party.
   
COMPLIANT
{{[ ******** ]}}
Renumber rule 1003 (Corporations) to 1023.
{{[ ******** ]}}
Renumber rule 1020 (Organization Miscellany) to 1009.
{{[ ******** ]}}
Create a new rule numbered 1001 and entitled "Organizations" with the
following WESTILLNEEDTHIS-delimited text:
WESTILLNEEDTHIS
1. Fundamentals
Organizations are named, unownable entities.  Players may be members of
some types of Organizations, as specified elsewhere in the Rules.  If a
particular Organization is defined by the rules then it is a Unique
Organization, otherwise it is a Player-Sanctioned Organization. 
2. Forming an Organization
Any player who is not a pseudo-Founder may publically announce his intent
to form an Organization.  By so doing he becomes a pseudo-Founder.
If during the following seven-day period at least two other players
publically announce that they wish to join the Organization the
pseudo-Founder intends to form then the pseudo-Founder may form the
organization by announcing its name, its type, and the names of its initial
members (who must be the pseudo-Founder and at least two of the players who
publically announced their desire to join), and paying the standard harfer's
fee plus any additional fee required for the formation of the particular
Organization type specified.  The name must be a legal name.  Only a
pseudo-Founder may perform this action, and upon doing so he ceases to be a
pseudo-Founder.  If a player is a pseudo-Founder for a contiguous seven day
period then he ceases to be one at the end of that period.
If the Organization is of a type that may have members (a Membership
Organization), then:
a) the players specified as the initial members become members of the
   Organization at the time of the Organization's formation, and
b) the pseudo-Founder may specify the initial admissions policy at the
   time that he forms the Organization; if he does not, then the admissions
   policy is initially set to Standard.
This section of this rule defers to rules that specify a modified or
alternative method for the formation of specific types of Organizations.
3. Organization Disbandment
A Player-Santioned Membership Organization disbands if it ever has a
nonpositive number of members.  The rules may specify other conditions under
which an Organization disbands or is disbanded.
When an Organization disbands or is disbanded,
a) any rule-specified procedures for the disbandment of an Organization of
   its type are carried out; then,
b) anything owned by the Organization is transferred to the Treasury; then,
c) the Organization ceases to exist and any members it has cease to be
   members of it.
4. Joining an Organization
Every Player-Sanctioned Membership Organization has an admissions policy that
describes how entities may become members of that Organization.  Only
admissions policies defined by the rules are valid; if a Player-Sanctioned
Membership Organization ever does not have a valid admissions policy then its
admissions policy is set to Standard.  Except as specified otherwise elsewhere
in the rules, only players are elligible to be members of Organizations.  The
following are valid admissions policies:
a) Standard: the Organization may make an eligible entity become a member
   of it as an Organizational action, provided that the entity has requested
   within the past two weeks to become a member of that Organization.
b) Open: an elligible entity that can perform public actions may become a
   member as a public action.
c) Privileged Single Player: a particular single member may grant any
   request for membership in that Organization made by an elligible entity
   within the past two weeks, thereby causing the entity to become a member.
   The single member with this ability must be specified.
d) Quasi-open: Any elligible entity that requests membership in the
   Organization becomes a member three days thereafter unless any member
   refuses the entity admission during that time.
e) Communist Single Player: any member may grant any request for membership
   in that Organization made by an elligible entity within the past two
   weeks, thereby causing the entity to become a member.
In no case shall an entity which is not elligible to be a member of a
particular Organization ever become a member of that Organization.  If an
Organization ever has a member that is inelligible to be a member of that
Organization, then that member ceases to be a member of that Organization.
Other rules may define other valid admissions policies for specific types of
Organizations, or make any of the above policies invalid for for specific
types of Organizations.  Player-Sanctioned Membership Organizations may change
their admissions policies by Organizational Action unless forbidden by other
rules.
5. Entity Liberty
An entity may leave any Organization of which it is a member as a public
action.
6. Actions
Organizations may attempt actions as described in other rules.
WESTILLNEEDTHIS
{{[ ******** ]}}
Amend rule 1011 (Corporations) by replacing its text with the following
LETSDOITRIGHT-delimited text:
LETSDOITRIGHT
1. Fundamentals
Corporations are a type of Organization.  Corporations may not have members.
Corporations may own tradeable entities and Organizational Powers, but not
any other type of entity.
2. Shares
Shares are nameless, tradeable entities.  Each share is associated with a
Corporation.  Shares may be given to the Corporation with which they are
associated without any confirmation or acceptance by that Corporation.  If
a Corporation ever owns shares associated with itself then those shares are
destroyed.  All entities that own shares associated with a particular
Corporation are stockholders of that Corporation, except that the Treasury
is never a stockholder of any Corporation.
If an entity owns two-thirds or more of the unburied shares of a particular
Corporation then that entity is Chairman of that Corporation; otherwise that
Corporation has no Chairman.  If a Corporation has a Chairman then all
entities owned by that Corporation are treated as if they are owned by that
Corporation's Chairman.  This paragraph takes precedence over all other
rules governing the ownership and transferrence of entities.
3. Corporate Formation
At the same time as the formation of a Corporation each initial member
receives 40 newly-created shares associated with that Corporation.
4. Corporation Disbandment
A Corporation disbands if ever more than one third of the shares
associated with that Corporation are in the Treasury, or if there are ever
zero shares associated with it.  When a Corporation disbands, any shares
associated with it are destroyed.
5. Corporate Actions
Any stockholder of a Corporation may make a motion to that Corporation.
If it is not a valid motion then then it is ignored.  Otherwise, the
Corporation's stockholders have one week to vote on it.  At the end of that
week or when sufficient votes have been made such that no additional no
additional votes would change the outcome, whichever is sooner, the result
of the vote is determined.  When the result is determined, the motion
passes if entities owning at least two-thirds of the shares voted in favor
of the motion, or if entities owning more than one-half of the shares voted
in favor and the motion was not privileged.  Shares owned by Corporations
which do not vote are not counted for determining the final results, but
are counted for determining whether the voting period ends.  Shares buried
in treasures do not count towards either.  When a valid motion passes the
Corporation attempts the action specified by the motion.  The entity which
makes a motion automatically votes for it.  Entities may change their votes
at any time before the result of the vote is determined.
6. Motions
Motions are only valid if the Rules say they are.
The following are valid, non-privileged motions:
a) to accept offered entities
b) to change the Corporation's name to another legal name (if attempted this
   costs the Corporation the standard harfer fee; it fails if the Corporation
   cannot pay the SHF and succeeds otherwise)
c) to make a motion to another Corporation (if it may otherwise do so)
d) to vote in a particular way on a motion made to another Corporation
   (if it may otherwise do so).
The following are valid, privileged motions:
a) to accept a trade offer requiring the Corporation to transfer entities
   it owns to another entity, or to offer a trade
b) to mint and distribute new shares associated with the Corporation (if
   performed, this causes the specified number of shares associated with the
   corporation to be created in the possession of the specified entity; this
   fails if the specified entity may not own shares)
c) to buy a particular Organizational power
d) to use an Organizational Power in a specified way
e) to disband.
Notwithstanding any other consideration, if fewer than three stockholders,
other than the Treasury, own shares of a Corporation then the only valid
motions for that Corporation are privileged motions (b) and (e) above.
7. Corruption
A player may call a Corruption hearing against a Corporation claiming
that the entity is abusing the rules. They then become the SEC
Inspector (Hearing Harfer) for that hearing. The valid votes are
"They're just honest business people, and besides, everyone does it"
and "Split 'em up like Ma Bell!". If the result is the former the SEC
Inspector must pay the SHF to each of the members or stock holders. If
the result is the latter the entity is disbanded and the SEC Inspector
receives a bribe, er, payment of twice the SHF from the Treasury.
8. The Principle of Otzma
Corporations have no real understanding of the power that lurks in
cards. Therefore, if any Corporation owns an Otzma Card, that Otzma
Card is destroyed.
LETSDOITRIGHT
{{[ ******** ]}}
Repeal rule 1005 (Shares).
{{[ ******** ]}}
Renumber rule 1050 (Organizational Action) to 1003.  Append the text of
rule 1055 (When You Don't Get a Say) to the end of rule 1003, and then
repeal rule 1055.
{{[ ******** ]}}
Rename rule 1008 (Corporate Powers) to "Organizational Powers", renumber
it to 1005, and amend it by replacing its full text with the following
MOREPOWER-delimited text:
MOREPOWER
This rule defers to all other rules.
Organizational Powers ("Powers" for short) are nameless, non-tradable
entities.  The Powers an Organization may own are those that the rules
explicitly permit Organizations of its type to buy or own.
Where the rules say that an Organization may buy a Power of a certain
type, what is meant is that the Organization may, as an action, contribute
an amount of currency to the Treasury in exchange for a new Power of the
type specified, which is then created in that Organization's possession.
If a Corporation has a Chairman then any attempt it makes to use an
Organizational power fails.
MOREPOWER
{{[ ******** ]}}
Replace all instances in the Rules of the string "Corporate Power" or
"Corporational Power", regardless of case, with the string
"Organizational Power".
{{[ ******** ]}}
Renumber rule 1017 (Trusts) to 1027 and amend it by replacing its text with
the following DOYOUTRUSTME-delimited text:
DOYOUTRUSTME
A Trust Fund is a type of Organization.  Trust funds may not have members.
Trust funds may be formed only by the procedures defined in this rule.
Trust Funds may own tradeable entities but not any other kind of entity.
A Trust fund may be created by any player who is not a Pseudo-Founder.
A legal name and charter for the Trust fund are necessary to fully
specify this action.  This action fails if the player attempting it
does not have at least the standard harfer's fee.  If it succeeds then
the standard harfer's fee is transferred from the player performing the
action to the Treasury, and a new Trust Fund comes into existence with the
specified name and charter.
A Trust Fund offers and accepts trades, makes gifts, and disbands as
specified by its charter.  If ever it is otherwise impossible to determine
what action (if any) a Trust Fund takes or whether it takes an action at all,
then the Trust Fund disbands.
Trust Funds are notorious about losing paperwork.  If a Trust Fund ever owns
an Otzma card then that card is immediately destroyed.  [Probably shredded
along with a pile of incriminating government documents.]
DOYOUTRUSTME
{{[ ******** ]}}
Repeal rule 1025 (Political Party Admissions).
Proposal 3903
En Garde, Chouinarde
Trent
Due: Sun Dec 20 01:20:33 1998
Status: accepted
Declared Harfy at Sun Dec 13 17:22:11 1998 by JT
{{[Duels need a little fix-up.  Not every game currently choosable is
suitable for dueling (2 player diplomacy, anyone?) and letting the
Challenged pick the game is just TOO large an advantage.  Even saaremaa's
'passe' prop didn't go far enough; if i declare double-crash passe, my
opponent can still pick triple double crash, etc.  So this prop changes how
the game is decided upon.  If anyone remembers Piers Anthony's Apprentice
Adept series, that's what this is based on (very loosely of course, with
much room to expand when we get more duelable games)]
Trent loses 3 points, JT gains a point, /dev/joe gains 2 points [Malenkai
should really get the points here, but he's on ice]}}
In rule 1215 (Duels), replace the following FIRST_BLOOD-delimited text
FIRST_BLOOD
The Second posts a public message, which announces the name of the
Challenging player, the name of the Challenged player, the reason for the
Challenge, the fact that a Challenge has been made, and optionally, the
name of a Game or Contest that "is passe". 
The Challenged player has 3 days to find another player who agrees to be
their Second and have the Second respond to the message publically. The
message must contain the following information: The Challenge it is a reply
to, and a Game or Contest chosen by the Challenged player for the Duel, or
an explicit waiver of the privilege of choosing the Game or Contest. If
there is no response to the Challenge within the 3 days, or the Challenged
player declines the challenge, or the response does not conform to the
rules preceding, then the Challenged player forfeits the Duel. 
The Game or Contest (hereafter called Contest) chosen for the Duel must be
one in the Games and Contests Rule Suite. Moreover, it must be playable by
exactly two players, or two teams of two players each and have definitive
rules for determining a winner (or a winning team), and it must not have
been declared passe in the Challenge. If the chosen contest is for two
teams, then each of the participants of the Duel teams up with eir
respective Second. If the Challenging player, the Challenged player, and
the two Seconds are not four different players, then the team option is not
available and the contest chosen must be playable by exactly two players. 
If the Challenged player waived the privilege of choosing a Contest, the
Challenging player may choose a Contest. 
After the Challenged Player's Second has posted the acceptance of the Duel,
the Duel starts when the Herald announces it. If the Game or Contest chosen
for the Duel requires a Referee, it does not require two teams of two
players, and no player volunteers to referee the Game within one week of
the Duel's beginning, then the Herald shall referee the Duel, unless the
Herald is either the Challenged or Challenging Player, in which case the
Challenged Player's Second shall referee the Duel. 
FIRST_BLOOD
with the following TO_THE_DEATH-delimited text
TO_THE_DEATH
The Second posts a public message, which announces the name of the
Challenging player, the name of the Challenged player, the reason for the
Challenge, and the fact that a Challenge has been made.
The Challenged player has 3 days to find another player who agrees to be
their Second and have the Second respond to the message publically. The
message must contain the following information: The Challenge it is a reply
to, and whether e wants to pick Rows or Columns in the Games Grid. If there
is no response to the Challenge within the 3 days, or the Challenged player
declines the challenge, or the response does not conform to the rules
preceding, then the Challenged player forfeits the Duel. 
After the Challenged Player's Second has posted the acceptance of the Duel,
the Duelists have three days to send their Games Grid Row or Column choices
to the Herald, or to the Second of the Challenged if the Herald is a
Duelist.  If either fails to do so within the required time, e forfeits the
duel.  If both fail to do so within the required time, the duel ends
without a winner.  Once both have sent eir choices in, the game in the
intersection of the Row choice and the Column choice becomes the Game
chosen for the Duel.  If there are multiple Games in the division of the
Games Grid chosen, the Herald shall randomly determine which one shall be
played in the duel.
After the game is determined, the Duel starts when the Herald announces it.
If the Game or Contest chosen for the Duel requires a Referee and no player
volunteers to referee the Game within one week of the Duel's beginning,
then the Herald shall referee the Duel, unless the Herald is either the
Challenged or Challenging Player, in which case the Challenged Player's
Second shall referee the Duel. 
The Games Grid is a 3x3 grid with the three columns Simultaneous,
Turn-Based, and Harfy (1, 2, and 3) and the three rows Strategy, Art, and
Word Games. (A, B, and C) The games are placed in it as follows:
                Simultaneous   Turn Based         Harfy         
                     1              2               3
A. Strategy        Viruses      Tromino Go   Abstract Crescent
B.   Art            Bacon         YORL       Acka Role Playing
C. Word Games     Double Crash    Ghost         Limericks   
              Triple Double Crash
TO_THE_DEATH
Append the following 37341045295281-delimited text to Section 1 of Rule
1250.21 (Abstract Crescent)
37341045295281
When Abstract Crescent is played in a duel, numbers larger than 20 cannot
be chosen.
37341045295281
Replace Section 8 of Rule 1250.24 (Acka Role Playing) with the following
I_KILLED_THE_DRAGON-delimited text
I_KILLED_THE_DRAGON
8) Conditions for winning the game 
Normally, the game ends with no winner. In a duel, or if appropriate in
non-duel play, the GM can post that a player has won when he posts that the
game has ended. 
I_KILLED_THE_DRAGON
Proposal 3909
Recreating Agenda Hats
JT
Due: Sun Dec 20 05:13:40 1998
Status: accepted
{{[
   All this does is recreate the Illuminatus and agenda hat rules in the
   state they were in before IB's mass repeal came through.  I really liked them and wanted
   to have the fun of being illuminatus.
   It also undoes the changes that Trent has proposed to remove stray
   references to Agenda Hats.
   This and the Retractions rule (which someone else is reproposing) are the
   only two things I was sorry to lose, and given that this was voted an
   EXCELLENT rule, I would hope that people would like to see it stay.
   I am making this modest and removing all points from myself that I get
   for proposing this.
]}}
This is a Modest Proposal.
Create rule 431 titled Illuminatus with the following ILLUMINATUS delimited
text.
ILLUMINUTUS
   The Office of the Illuminatus is an optional office.
   
   The duties of the Illuminatus are to collect Agenda Conditions,
   conduct bidding on Nemesis Eggplants, and distribute and track Agenda
   Hats, as described in this rule.
   
   The Illuminatus has the Duty co announce a call for Agenda Condition
   submissions if, for any reason, there has not been such a call during
   the current cycle, and there is neither a call for Agenda Conditions
   nor a Nemesis Eggplant bidding period currently underway. The
   Illuminatus has the privilege of calling for Agenda Submissions
   whenever no such call has occurred in the past 90 days. The Agenda
   Condition submission period will last for seven days after this.
   During this time, any voting player other than the Illuminatus may
   submit a number of Agenda Conditions equal to three minus the number
   of Agenda Hats e owns by sending them to the Illuminatus. If a player
   sends more than this number of Agenda Conditions, only the first
   Agenda Conditions sent will be counted.
   
   Agenda Conditions should be statements that may be true or false
   depending on the game state. If the words "this hat," or "this
   eggplant" are used in an Agenda Condition, they shall be equivalent
   to, "the Agenda Hat associated with this Agenda Condition," and "the
   Nemesis Eggplant associated with this Agenda Condition," respectively.
   
   At the end of the seven days, the Illuminatus must release a list of
   all submitted Agenda Conditions, along with the names of the players
   who submitted each. If at least 4 players have submitted Agenda
   Conditions, the Illuminatus must initiate a seven day Nemesis Eggplant
   bidding period. During the Nemesis eggplant bidding period, each
   player who submitted Agenda conditions may send a Weight bid
   corresponding to each submitted Agenda Condition to the Illuminatus.
   Weight bids must be integers between (-2 Magic Number / 3) and (Magic
   Number / 3). If a player does not send a weight bid for a particular
   Agenda Condition, that player will be considered to have bid (Magic
   Number / 3), rounded down, on that condition.
   
   At the conclusion of the bidding period, the following occurs:
   
   z) Initially, all conditions are under consideration.
   
   a) The Illuminatus will determine the condition under consideration
   which has the lowest bid. Ties should be broken randomly.
   
   b) A Nemesis Eggplant with that condition is awarded to the lowest
   bidder on that condition who has less than 3 Nemesis Eggplants. Ties
   among lowest bidders should be broken randomly. (If there are no
   bidders who have less than 3 Nemesis Eggplants, then the Nemesis
   Eggplant shall be awarded to a randomly chosen player who has either
   one or two Nemesis Eggplants, or zero Nemesis Eggplants but one or
   more Agenda Hats. If there are no such players, then the Nemesis
   Eggplant is awarded to a randomly chosen player.)
   
   c) That condition is removed from consideration. If any conditions are
   still under consideration, this process repeats, starting with a)
   
   d) The Illuminatus may change the condition associated with any
   Nemesis Eggplant if e believes any of the following :
   
   i) that it is impossible for a player to achieve that condition in
   normal play
   
   ii) achieving the condition would prevent the player from winning by
   agenda. [for example, The owner of this hat also has the Chartreuse
   Goose.]
   
   iii) the condition is otherwise unharfy [For example, a condition that
   would be satisfied by spamming the mailing list with 1000's of
   messages would be technically easy to achieve, but a bad idea all
   around.]
   
   The condition that the Illuminatus chooses should be easily
   attainable. It should also be silly.
   
   e) For each newly created Nemesis Eggplant an agenda Hat is created in
   the hidden state, which has:
   
   i) with the same condition.
   
   ii) a weight equal to the lowest bid on its condition that was greater
   than the winning bid. If no bid was greater, the hat is assigned the
   winning bid as a weight. If the eggplant was awarded to a player who
   did not bid on it, then the hat is assigned the highest bid on its
   condition. Any Agenda Hats with a condition that was chosen by the
   Illuminatus according to d) are Silly Agenda Hats, and instead are
   created with a weight of (Magic Number / 4) rounded up.
   
   f) Each player who submitted Agenda Conditions receives a number of
   agenda hats equal to the number of conditions e submitted. The Agenda
   Hats must be distributed randomly among these players, except that no
   player shall receive an Agenda Hat with a condition that e authored or
   that is the same as that of a Nemesis Eggplant e owns. If, after some
   part of this distribution has been done, there is no way to distribute
   the remaining hats as specified above(e.g. all players who submitted
   Agenda Conditions have three Agenda Hats, because of one or more
   players leaving the game or hats being transferred among players),
   then the remaining Agenda Hats are randomly distributed among players
   with one or two Agenda Hats or no Agenda Hats but one or more Nemesis
   Eggplants. If there are no such players and Agenda Hats still remain
   to be distributed, then they are distributed randomly among other
   players. Any Agenda Hats still remaining are transferred to the Mad
   Hatters.
   
   g) The Illuminatus must publicly announce the owners and conditions
   for each Nemesis Eggplant created, and the weights and conditions for
   each Agenda Hat created. The Illuminatus must privately notify each
   player who received Agenda Hats as to the conditions of each Agenda
   Hat that player received.
   
   It is also a duty of the Illuminatus to check that the correct
   condition is being revealed when a player makes an Agenda Hat visible.
   
   It is a privilege of the Illuminatus that e achieves a Winning
   Condition if it is publicly knowable that e has a score that is
   greater than 5/6 times the Magic Number.
ILLUMINATUS
{{Change the authorship of rule 431 to two-star}}
Create rule 607 titled Winning by Agenda with the following AGENDA delimited
text.
AGENDA
   If a voting player owns at least three Agenda Hats, and it is publicly
   knowable that the condition for each Agenda Hat e owns is true, and
   that player's score is greater than or equal to the sum of the weights
   of all of the agenda hats e owns, then the following will occur:
   
   a) E will receive the title of Agent of KAOS. Any other player with
   this title loses it.
   b) The owner of any Nemesis Eggplant with a condition that is the same
   as the condition of an agenda hat owned by the Agent of KAOS must pay
   40 A$ to the Agent of KAOS.
   c) All Agenda hats owned by the Agent of KAOS and all Nemesis
   eggplants with corresponding conditions are destroyed
   d) The Agent of KAOS achieves a Winning Condition.
   e) The Agent of KAOS has three days from when eir Cycle-Win CFJ
   becomes unappealable to publicly announce eir desire to be
   Illuminatus. If they do so the current Illuminatus is removed from
   office and the Agent of KAOS becomes the new Illuminatus. Otherwise
   the office of Illuminatus becomes vacant.
   
   At the end of a cycle won by this method, any player who had owned a
   Nemesis Eggplant that was destroyed as above when the Winning
   Condition that led to the win of that cycle was achieved has eir score
   set to -40. [See Rule 666]
   
   At the end of a cycle won by this method, all Agenda Hats and Nemesis
   Eggplants are destroyed.
AGENDA
{{Change the authorship of rule 607 to two-star}}
Create rule 671 with the title Nemesis Eggplants and Agenda Hats and the
following text as delimited by HATS_AND_EGGS
HATS_AND_EGGS
   Nemesis Eggplants are ownable Entities. Each Nemesis Eggplant has a
   condition associated with it.
   
   Agenda Hats are ownable Headwear. Each Agenda Hat has a condition and
   a weight (which must be an integer,) associated with it. No player may
   own an agenda hat with a condition e authored or for which e owns
   corresponding Nemesis Eggplant. Agenda hats may be Silly as described
   by the rules. They may be either visible or hidden, (but not both.)
   The owner of a hidden Agenda Hat may make it visible by publicly
   posting the condition associated with it. Visible Agenda Hats are
   tradable. Only visible Agenda Hats may be worn. No player may wear
   more than three Agenda Hats at any given time. The author of an Agenda
   Hat's condition may publicly post a description of that Agenda Hat.
   
   No Entity other than Players or The Mad Hatters may own Agenda Hats.
   No Entity other than Players may own Nemesis Eggplants.
   
   If player who is wearing a Silly Agenda Hat posts a public message
   that does not contain the words, "wearing a Silly Agenda Hat," or
   "wearing Silly Agenda Hats" that Silly Agenda Hat falls off and is no
   longer being worn.
   
   If the owner of a Nemesis Eggplant is ever On Ice, then all of eir
   Nemesis Eggplants are randomly redistributed. These Eggplants shall
   go, if possible, to players who own one or two Nemesis Eggplants; if
   not, they shall go to players who own no Nemesis Eggplants. If there
   are no such players, then the Nemesis Eggplants are destroyed, as well
   as their corresponding Agenda Hats.
   
   If the owner of an Agenda Hat is ever On Ice, then all of eir Agenda
   Hats shall be transferred to the Mad Hatters.
HATS_AND_EGGS
{{Change the authorship of rule 671 to two-star}}
Create rule 675 titled Mercury Poisoning with the following MERCURY delimited
text.
MERCURY
   The Mad Hatters is an Organization. It is permitted to own and trade
   A$ and Agenda Hats. The Mad Hatters at all times owns a More Than
   Human. Beep, Blip and Bonk are three unownable entities. Beep, Blip
   and Bonk become members of the Mad Hatters, if they are not currently
   members. Beep, Blip and Bonk always have eir support proxied to The
   Mad Hatters. Beep, Blip and Bonk may express eir consent in the Public
   Forum by a message from the Illuminatus which indicates the consent of
   Beep, Blip and/or Bonk.
   
   The Mad Hatters automatically approve any trade that satisfies one or
   more of the following forms, provided that the trade is possible:
   1) A player trades a Visible Agenda Hat to the Mad Hatters in exchange
   for A$1.
   The Mad Hatters are permitted to call a public auction on any of the
   Agenda Hats they own and will do so upon request. When the Mad Hatters
   call an auction, the illuminatus shall initiate it and the minimum
   shall be A$10.
   
   If the Mad Hatters have been in possession of a given Visible Agenda
   Hat for more than 7 days, and a player points this fact out, then that
   Visible Agenda Hat and its complementary Nemesis Eggplant are
   destroyed.
MERCURY
{{Change the authorship of rule 675 to Slakko}}
{{JT loses 5 points.  JT fills the office of Illuminatus.}}
{{[Now to undo the changes that Trent tried to make.]}}
If proposal 3905 passed, perform the following actions as delimited 
by CLEANUP
CLEANUP
Amend rule 620 (Chartreuse Goose) by inserting the text ", Agent
of KAOS" into the list of titles in section 7 after "Sage o'Doe Gas".
Amend rule 666 (End of Cycle) by replacing the text "and Right-Handed
Grapefruit" with the text ", Right-Handed Grapefruit and Agenda Hats that
are not being worn are destroyed.  All Nemesis Eggplants with the same
condition as an Agenda Hat that was destroyed in this manner"
{{
Any Agenda Hats and Nemesis Eggplants that were destroyed by P3905 are
recreated owned by the person who owned them at the instant they were
destroyed, and in the same conditions of truth, visibility and wornness as
they were at the instant they were destroyed.
}} 
CLEANUP
Proposal 3917
Re-entity
else...if
Due: Tue Dec 22 19:20:38 1998
Status: accepted
[This is a big start.  It redesigns the rules around the new system.  Later
proposals could integrate more things into this, especially by making them
Operable, but it isn't neccessary.  This assumes ThinMan's org changes will
pass, if they don't I'll retract and resubmit.]
Amend rule 500 to read as delimited by R500
R500
Something is an entity if and only if the rules specify that it is.
An entity may not be created, destroyed, or manipulated except as specified
by the Rules. It can have no material effect on the game other than those
effects specified by the Rules.
Rules, the rule set, and Proposals are unownable entities. Rule changes may
manipulate Rules and the Rule set.
Manipulation of an entity is permissible if such manipulation is not
explicitly regulated by the rules, and such manipulation would not have a
material effect on the game. In other words, the game state must be the
same after the manipulation as it would have been had the manipulation not
occurred.
For the purposes of this rule, discussion and messages (public or private)
are not considered a material effect on the game, although actions
specified within the message may have a material effect. Nor are the
initiation or results of a CFJ or CFCJ concerning the matter of whether or
not a certain event constitutes a material effect. It is recognized that
deciding whether a particular manipulation materially affected the game
state is a matter that often can only be decided by judgement alone.
Entities may not be broken into fractional pieces, and fractional pieces of
entities may not be created. When any rule or anything else empowered by
the rules specifies a fractional number of entities are created, destroyed,
transferred, or otherwise operated upon, that action uses the least integer
greater than the fractional number in place of the fractional number. This
paragraph takes precedence over all other rules.
R500
Append to the end of rule 500.1 "The Rules may specify a way in which an
entities name is changed.  Regardless of such rules, this fails if the new
name would be illegal.  A name is illegal if it includes a non-name
character, is more than 70 characters long, or is already the name of an
Entity."
Remove the last paragraph of 500.3
Create rule 504, "Intelligence and Operations" with the following R504
delimited text
R504
	Some ownable Entities are Operable.  Some named Entities are
Intelligent.  Operable entities have a number of Operations defined on them
by the Rules.  An Intelligent Entity (the Operator) may perform an
Operation on an Operable Entity it owns providing that it supplies all
information required to perform the Operation (as defined in the Rules).
Some Operation may involve more than one Entity of a given type.  An Entity
performing such an Operation must state how many of those Entities it is
performing the Operation on, and must own at least as many of the Entity as
the number it is performing the Operation on.
R504
Rename rule 505 to "The Treasury" and amend it to read as delimited by R505
R505
I. Treasury:
The Treasury is a Named, Unownable, Intelligent, Trading Entity that serves
as a storing house for entities that belong to no other entity, except for
those entities for which the rules explicitly state are not in (or
considered to be in) the Treasury. Items owned by the Treasury are said to
be "in the Treasury", and they may not be manipulated in any way except as
explicitly allowed by the Rules.
II. Bankrupt Treasury:
Whenever the rules require an amount of A$ from the Treasury for any
reason, and there are insufficient available A$ to meet those obligations,
the following process is executed:
a) If there are no A$ owned by On Ice players, skip to step (e) of this
process.
b) Each On Ice player transfers 10% (round up) of its A$ to the Treasury.
c) If there are still insufficient available A$ to meet the obligations,
the process returns to step (a).
d) If there are sufficient available A$ to meet to the obligations, the
obligations are met, and the process ends.
e) The remaining available A$ in the treasury shall be used in proportion
to the number of A$ required for each application.
III. Donation:
The Treasury automatically accepts all one-sided trades offered to it (but
not at large trades), and rejects all two-sided trades offered to it.  If
the Treasury ever owns a Trinket, it immediately performs a Dissolving
Operation on it.
IV. Harfer Fee
The standard Harfer Fee is A$25. Whenever the rules direct a Harfer Fee to
be paid, it is paid to the Treasury.
R505
Rename rule 506 to "Ackadollars and Trinkets" and give it the following
R506 delimited text.
R506
	The AckaDollar (A$) is the official currency of Ackanomia.
AckaDollars are Operable gift entities.
	AckaDollars may not be created nor destroyed except as the result
of an Operation. Whenever the Rules specify that a Player should receive
A$, and do not indicate where those A$ should come from, they shall come
from the Treasury. Whenever the Rules specify that a Player should lose A$,
and do not indicate where those A$ should go to, or specify that they
should be destroyed, they shall go to the Treasury instead. The total
number of A$ shall always be 100,000 less the combined value of all extant
Trinkets (including those Trinkets created in Ackanomic, yet exported as
described in the rules).
	The Total Wealth of a named Entity is defined as the sum of the
total number of A$ it possesses plus the combined values of all trinkets in
its possession.
	Trinkets are giftable, Operable Entities.  Trinkets always have a
positive, integral value in A$; this takes precedence over all other rules.
The value of a Trinket may only be changed as specified by the rules.
	There is an Operation on one or more A$ known as Composing.  This
Operation requires the name and description of the resulting Trinket.  The
creation fails if the name specified for the Trinket is not a valid
Ackanomic name, or is already the name of a named entity. If the Operation
succeeds than the A$ are destroyed and a Trinket with the specified name
and description and with a value equal to the number of A$ used in the
Operation is created in the posession of the Operator.
	There is an Operation on a Trinket known as Dissolving.  When a
Trinket is Dissolved it is destroyed and A$ equal to the value of the
Trinket are created in the posession of the Operator.
	Other rules may also create and bestow ownership of Trinkets, so
long as the rule provides for naming, describing, and valuing the Trinket.
In this case the Treasury Operates on a number of A$ equal to the value,
using the specified name and description, and transfers it to the
recipient.  These Trinkets are known as Artificial Trinkets.  All other
Trinkets are Natural.
	If a Natural Trinket contains the name of a current or former
player and that name is not the name of a player who Operated to create the
Trinket, and the player had that name before the Trinket was created, and
the Trinket has not been owned at some time by each player whose name it
contains, and a player points this fact out publicly, it is a forgery. The
rules may define other circumstances under which a Trinket is a forgery.
	Upon it becoming publically knowable that a Trinket is a forgery,
it is transferred to the Treasury, unless it contains the name of exactly
one current player and no former players, in which case it is transferred
to that player. For the purposes of this clause, the Trinket name
"contains" a name N, if it contains a word or phrase of the same length in
words as N, that when stripped of any conventional English morphological
changes, matches N as described in rule 348. [e.g. "Malenkai's Loophole"
and "Malenkai-esque Statues" would be forgeries].
	Trinkets have no power to affect any entities except as specified
in the rules.
R506
Amend rule 510 to read the following R510 delimited text
R510
	A Trading Entity may not accept or offer a trade or perform a game
action which would cause the number of A$ it owns to be below 0, unless it
would result in em owning more A$ after the trade than before.
R510
Amend rule 515 to read as delimited by R515
R515
This Rule defers to all other rules. 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 may offer a trade by sending a public message
specifying the entities offered (if any) and the entities requested (if
any).  A trade in which no entities are requested is a one sided trade, all
others are two sided.  Note that a trade is still two sided if no entities
are offered.  All the entities must be Tradeable, and the offering entity
must own the offered entities.  Also the offering Entity must be allowed to
own all request entities.  The offer may also include one or more Trading
Entities to which the offer is made, otherwise it is offered at large.
	An offer made in this way stands until it is legally retracted or
accepted, or the entity who offered it no longer owns the entities offered,
or the offer has been standing for at least three days, whichever comes
first. A Player may retract a trade he or she offered by sending a public
message to that effect.
	A Trading Entity 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 it owns all of the entities
requested, in at least the quantities requested, and may own the offered
entities. It does this by sending a public message to that effect.  A one
sided trade in which all involved entities are giftable and a single
recipient is specified is known as a gift or a payment, and is
automatically accepted unless the entity it is offered to may not own one
or more of the offered entities, in which case the trade is illegal.
	When a Trading Entity accepts a standing trade, the entities
offered are transferred from the Entity who offered the trade to the Entity
who accepted it, and the entities requested in exchange are transferred
from the Entity who accepted the trade to the Entity who offered it.
	All trades made as described by this rule are said to occur on the
Free Market. A trade must specify a positive, integral amount of entities
to be traded.
R515
Add to the end of section 1 of rule 250 "Voting and Non-Voting Players are
Intelligent, Trading Entities.  Vacationing or On Ice players, or Non
Players, are neither Intelligent or Trading."
Create rule 1000, "Institutions", with the following R1000 delimited text
R1000
	Institutions are named, unownable, Trading, Intelligent entities.
Any player who is not a pseudo-Founder may publically announce his intent
to form an Institution along with the type of Institution they intend to
found; in order for this to succeed the type of Institution must be
foundable.  By so doing he becomes a pseudo-Founder.  If during the
following seven-day period at least two other players publically announce
that they wish to join the Institution the
pseudo-Founder intends to form then the pseudo-Founder may form the
Institution by announcing its name, its type, and the names of its initial
members (who must be the pseudo-Founder and at least two of the players who
publically announced their desire to join), any other information required
to form a Trust Fund, and paying the standard harfer's fee plus any
additional fee required for the formation of the particular Institution
type specified.  The name must be a legal name.  Only a pseudo-Founder may
perform this action, and upon doing so he ceases to be a pseudo-Founder.
If a player is a  pseudo-Founder for a contiguous seven day period then he
ceases to be one at the end of that period.
When an Institution disbands or is disbanded,
a) any rule-specified procedures for the disbandment of an Institution of
   its type are carried out; then,
b) anything owned by the Institution is transferred to the Treasury; then,
c) the Institution ceases to exist.
R1000
Amend rule 1001 to read as delimited by R1001
R1001
1. Fundamentals
Organizations are Institutions.  Although Organizations are not foundable,
subtypes of Organizations may be.  Players may be a member of
Organizations, as specified elsewhere in the Rules.  A Player who is a
member of an organization is affiliated with that organization.  If a
particular Organization is defined by the rules then it is a Unique
Organization, otherwise it is a Player-Sanctioned Organization.
2. Forming an Organization
When an Organization is created:
a) the players specified as the initial members become members of the
   Organization at the time of the Organization's formation, and
b) the pseudo-Founder may specify the initial admissions policy at the
   time that he forms the Organization; if he does not, then the admissions
   policy is initially set to Standard.
This section of this rule defers to rules that specify a modified or
alternative method for the formation of specific types of Organizations.
3. Organization Disbandment
A Player-Santioned Organization disbands if it ever has a nonpositive
number of members.  The rules may specify other conditions under which an
Organization disbands or is disbanded.
When an Organization disbands or is disbanded, any members it has cease to
be members of it.
4. Joining an Organization
Every Player-Sanctioned Organization has an admissions policy that
describes how entities may become members of that Organization.  Only
admissions policies defined by the rules are valid; if a Player-Sanctioned
Organization ever does not have a valid admissions policy then its
admissions policy is set to Standard.  Except as specified otherwise
elsewhere in the rules, only players are elligible to be members of
Organizations.  The following are valid admissions policies:
a) Standard: the Organization may make an eligible entity become a member
   of it as an Organizational action, provided that the entity has requested
   within the past two weeks to become a member of that Organization.
b) Open: an elligible entity that can perform public actions may become a
   member as a public action.
c) Privileged Single Player: a particular single member may grant any
   request for membership in that Organization made by an elligible entity
   within the past two weeks, thereby causing the entity to become a member.
   The single member with this ability must be specified.
d) Quasi-open: Any elligible entity that requests membership in the
   Organization becomes a member three days thereafter unless any member
   refuses the entity admission during that time.
e) Communist Single Player: any member may grant any request for membership
   in that Organization made by an elligible entity within the past two
   weeks, thereby causing the entity to become a member.
In no case shall an entity which is not elligible to be a member of a
particular Organization ever become a member of that Organization.  If an
Organization ever has a member that is inelligible to be a member of that
Organization, then that member ceases to be a member of that Organization.
Other rules may define other valid admissions policies for specific types
of Organizations, or make any of the above policies invalid for for
specific types of Organizations.  Player-Sanctioned Organizations may
change their admissions policies by Organizational Action unless forbidden
by other rules.
5. Entity Liberty
An entity may leave any Organization of which it is a member as a public
action.
6. Actions
Organizations may attempt actions as described in other rules.  As an
Organizational Action an Organization may Operate an entity it owns.  As an
Organizational Action an Organization may purchase an Institutional Power
under the conditions specified by rule 1005.  As an Organizational Action
and Organization may perform any public action which the rules permit
Organizations to perform (including supertypes of Organizations).
R1001
Amend rule 1011 to read as delimited by R1011
R1011
1. Fundamentals
Corporations are foundable Institutions. Corporations may own tradeable
entities and Institutional Powers, but not any other type of entity.
2. Shares
	Shares are nameless, tradeable, Operable entities.  Each share is
associated with a Corporation.  Shares may be given to the Corporation with
which they are associated without any confirmation or acceptance by that
Corporation.  If a Corporation ever owns shares associated with itself then
those shares are destroyed.  All entities that own shares associated with a
particular Corporation are stockholders of that Corporation, except that
the Treasury is never a stockholder of any Corporation.  Stockholders of a
Corporation are affiliated with that Corporation.
	If an entity owns two-thirds or more of the unburied shares of a
particular Corporation then that entity is Chairman of that Corporation;
otherwise that Corporation has no Chairman.  If a Corporation has a
Chairman then all entities owned by that Corporation are treated as if they
are owned by that Corporation's Chairman.  This paragraph takes precedence
over all other rules governing the ownership and transferrence of entities.
3. Corporate Formation
At the same time as the formation of a Corporation each initial member
receives 40 newly-created shares associated with that Corporation.
4. Corporation Disbandment
A Corporation disbands if there are ever zero shares associated with it, or
when a motion to disband succeeds.  If there exists a group of Corporations
such that no entity which is not one of those Corporations owns any shares
associated with any of those Corporations then all those Corporations are
destroyed.  When a Corporation disbands, any shares associated with it are
destroyed.
5. Corporate Actions
	There is an Operation on a stock known as Making a Motion.  An
entity making a motion must specify the type of motion and any other
information needed to fully specify the motion.  The Corporation's
stockholders have one week to vote on it.  Voting is an Operation on a
stock, and an entity which Votes as an Operation must specify the motion
they are voting on and whether they are voting for or against; an
Intelligent Entity which Votes as an Operation is assumed to vote on all
eir shares unless e specifies otherwise.  At the end of that week or when
sufficient votes have been made such that no additional votes would change
the outcome, whichever is sooner, the result of the vote is determined.
When the result is determined, the motion passes if entities owning at
least two-thirds of the relevant shares voted in favor of the motion, or if
entities owning more than one-half of the relevant shares voted in favor
and the motion was not privileged.  A share is relevant if it is owned by a
player or if its owner Voted as an Operation on it.  When a valid motion
passes the Corporation attempts the action specified by the motion.  The
entity which makes a motion automatically Operates on all eir shares to
vote for it.  Entities may change the vote e cast with a share at any time
before the result of the vote is determined.
6. Motions
Motions are only valid if the Rules say they are. The following are valid,
non-privileged motions:
a) to accept a one sided trade
b) to change the Corporation's name to another legal name (if attempted this
   costs the Corporation the standard harfer fee; it fails if the Corporation
   cannot pay the SHF and succeeds otherwise)
c) to Operate on an owned entity
The following are valid, privileged motions:
a) to accept a two sided trade
b) to mint and distribute new shares associated with the Corporation (if
   performed, this causes the specified number of shares associated with the
   corporation to be created in the possession of the specified entity; this
   fails if the specified entity may not own shares)
c) to buy a particular Institutional power
d) to use an Institutional Power in a specified way
e) to disband
f) anything else specified in the rules as a public action which a
Corporation could perform.
Notwithstanding any other consideration, if fewer than three stockholders,
other than the Treasury, own shares of a Corporation then the only valid
motions for that Corporation are privileged motions (b) and (e) above.
7. Corruption
A player may call a Corruption hearing against a Corporation claiming that
the entity is abusing the rules. They then become the SEC Inspector
(Hearing Harfer) for that hearing. The valid votes are "They're just honest
business people, and besides, everyone does it" and "Split 'em up like Ma
Bell!". If the result is the former the SEC Inspector must pay the SHF to
each of the members or stock holders. If the result is the latter the
entity is disbanded and the SEC Inspector receives a bribe, er, payment of
twice the SHF from the Treasury.
8. The Principle of Otzma
Corporations have no real understanding of the power that lurks in cards.
Therefore, if any Corporation owns an Otzma Card, that Otzma Card is
destroyed.
R1011
Rename rule 1005 "Institutional Powers" and amend it to read as delimited
by R1005
R1005
This rule defers to all other rules. Institutional Powers ("Powers" for
short) are nameless, non-tradable, Operable entities.  The Powers an
Institution may own are those that the rules explicitly permit Institutions
of its type to buy or own.
Where the rules say that an Institution may buy a Power of a certain type,
what is meant is that the Institution may, through a process specified by
that Institution's rules, contribute an amount of currency to the Treasury
in exchange for a new Power of the type specified, which is then created in
that Institution's possession, as long as that Institution is permitted to
own that Power.
R1005
Replace all instances of the phrase "Organizational Power" in the rules
with "Institutional Power".
Amend rule 1017 to read as delimited by R1017
R1017
A Trust Fund is a foundable Institution.  When a Trust Fund is founded the
pseudo-Founder must also specify a charter.  The pseudo-Founder becomes
affiliated with that Trust Fund.
	A Trust Fund offers and accepts trades, makes gifts, and disbands
as specified by its charter.  If ever it is otherwise impossible to
determine what action (if any) a Trust Fund takes or whether it takes an
action at all, then the Trust Fund disbands.
	Trust Funds are notorious about losing paperwork.  If a Trust Fund
ever owns an	Otzma card then that card is immediately destroyed.
[Probably shredded along with a pile of incriminating government documents.]
R1017
Insert after the first sentence of rule 1009 "Political Parties are foundable."
Insert after the first sentence of rule 1301 "Churches are foundable."
In rule 373 replace "player or organization" with "Intelligent or Trading
Entity"
In rule 422 replace "organization which they are a member" with "entity
with which they are affiliated" and "organization exists" with "entity
exists".
In rule 427 replace "Organization" in part a with "Institutions"  and add
"and Motions to Corporations" after "Organization actions" in part c.
In rule 435 replace "Organizations" with "Institutions".
In rule 710 add item 5i, "The CONFISCATION of one or more tradeable
entities that player owns to the Treasury."
In rule 1160 replace "Organization" with "Institution" everywhere it occurs
Replace all occurances of "Organizational Power" in the rules with
"Institutional Power"
In rule 1217, replace section I with the following R1217-delimited text
R1217
Burying Treasure is a public action performable by Trading Entities. In
order to fully specify this action, the entity attempting it (the Burier_=)
must state which one or more of his tradeable entities collectively
constitute the Treasure. Hereafter, the term "Treasure" means the
collection of these specified constituent entities.
Immediately after this announcement, the Burier ceases to own the Treasure;
it is considered "buried" or "hidden", and is owned by the Treasure. Buried
Treasure is not considered part of the Treasury.
A Burier must write a Treasure Map that describes, at a minimum, the
conditions which must be met for a player to "find" the Treasure. If the
Burier is not a player, than the announcement which buried the Treasure
must specify a player who will write the map and who must inform any other
players affiliated with the Burier of the full content of the map.  These
conditions may be as simple or as difficult to achieve as desired by the
map writer. In fact, they may be impossible to achieve under the current
ruleset. For the purposes of this rule, "conditions" means 1 or more
conditions.
The map writer is free to disclose all, part, or none of the map publically
or privately at any time, or drop hints, clues, obscure riddles, etc in any
manner they choose, even if such is not obvious, is subtle, or is encrypted
[for example, the text of a proposal could be part of a Treasure Map, or a
riddle, in disguise]. The map writer should consider the fun and spirit of
the game when making such decisions [they could always just give the
entities away].
Upon a Trading Entity (who is not a map custodian with respect to the map
in question) achieving the conditions for finding buried Treasure as
specified by a Treasure Map, it is a duty of the map writer or a map
custodian (if any exist) to make this fact, and the map, public (once they
become aware of the condition being achieved, and final act that lead to
the condition being achieved is publically knowable). This action destroys
the map, and the Entity who achieved the conditions receives the Treasure,
and thus becomes the owner of its constituent entities (which are no longer
considered "Treasure"), except for those which the finder may not legally
own, which are transferred to the Treasury. In the case of multiple
Entities achieving the conditions before the map is destroyed, the first to
achieve it finds the Treasure. If the condition is achieved simultaneously
by 2 or more Trading Entities, the finder is determined at random by the
Officer in charge of Random Things. All such Trading Entities shall be
eligible for the random selection, even non-active ones.
The map writer is free to achieve the conditions. This is considered bad
form, and the Chartreuse Goose is permitted to sneer. Furthermore, when
this happens, the Chartreuse Goose is transferred to the map writer from
wherever it is.
R1217
{{Reduce else...if's score by 2, increase JT and Trent's scores by 1 each}}
Proposal 3919
Outdated Rules Crusade
else...if
Due: Thu Dec 24 16:13:25 1998
Status: rejected
	I was young and foolish then, I'm old and foolish now (well, not
that foolish, I fixed at least one program)
	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 lesser.  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.
Proposal 3926
BOOM BOOM BOOM
Trent
Due: Fri Dec 25 03:29:10 1998
Status: rejected
I was young and foolish then, i feel old and foolish now.
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