There exists a unique tradeable entity known as the The Really Big Blue Thing That Doesn't Do Too Much, Really. The Really Big Blue Thing That Doesn't Do Too Much, Really shall always have dimensions slightly larger then those of the location in which it's owner is located (which causes horrific problems when transporting The Really Big Blue Thing That Doesn't Do Too Much, Really). It is initially Baby Blue, though the shade of blue can be changed at the whim of the owner. The Really Big Blue Thing That Doesn't Do Too Much, Really changes shape. On Monday, Wednesday, Friday, and Sunday it is round. On Tuesday, Thursday, and Saturday it is shaped similarly to a 1968 Ford Mustang Fastback. No matter what shape or size The Really Big Blue Thing That Doesn't Do Too Much, Really is, it shall always have a button somewhere upon it marked "ENERGIZE." The owner of The Really Big Blue Thing That Doesn't Do Too Much, Really may use it to change the player name of any active player to another name which is an anagram of the original. This is a public action. In order to fully specify this action, the owner must state that he has pointed The Really Big Blue Thing That Doesn't Do Too Much, Really at x (where x is the name of the player being renamed) and pressed the ENERGIZE button, and he must give an anagram of the original name. If this action is successful then The Really Big Blue Thing That Doesn't Do Too Much, Really changes x's name to the specified anagram, and The Really Big Blue Thing That Doesn't Do Too Much, Really is transferred to the possession of x. The Really Big Blue Thing That Doesn't Do Too Much, Really runs on rechargeable 9 volt batteries, and may be used no more than once every two weeks, or the batteries will overheat and explode before The Really Big Blue Thing That Doesn't Do Too Much, Really is able to change a players name (and thus causing The Really Big Blue Thing That Doesn't Do Too Much, Really to be transferred to a random player for recharging). Should The Really Big Blue Thing That Doesn't Do Too Much, Really remain unused for a period of longer than a week, it will transfer itself to the possession of the first player to point this out publically. {{ Renumber this Rule to a number of the Rule-Harfer's choosing. [ Sorry, I have no idea how the new rule numbers work. ] Change its authorship credit to "snowgod (Phil Ackley)". The Really Big Blue Thing That Doesn't Do Too Much, Really is transferred to the possession of an active player. }}
[The amount of collaboration in Winning Condition Achievement these days means that the Chartreuse Goose is no longer an effective deterrent for some behaviour. We need a penalty system which can affect more than one player simultaneously.] Change Rule 8-1, "Chartreuse Goose", to read as delimited by BECKHAM below: BECKHAM {{The Chartreuse Goose is an entity. Two Chartreuse Goose Cards are created in the possession of the owner of the Chartreuse Goose.}} {{The Chartreuse Goose is destroyed.}} Goose Cards are nontradeable entities, which look like pieces of coloured paper with a picture of a sneering goose on them. Whenever another Rule states that a player is to receive a Goose Card of any description, that card is created in their possession. There are four distinct classes of Goose Cards: Chartreuse, Yellow, Red and Black. Owning any Goose Card is a Bad Thing. A player who owns a Goose Card may not win the Cycle except as specified by Rule 8. I. Card Conversion Rates If any player owns three Chartreuse Goose Cards, they merge to become one Yellow Goose Card. If any player owns three Yellow Goose Cards, they merge to become one Red Goose Card. If any player owns three Red Goose Cards, they merge to become one Black Goose Card. II. Destroying Cards Whenever Officer Salaries are paid, all Chartreuse Goose Cards are destroyed. When Officer Salaries are paid in March, June, or September, all Chartreuse and Yellow Goose Cards are destroyed. When Officer Salaries are paid in December, all Chartreuse, Yellow and Red Goose Cards are destroyed. Whenever a player wins a Cycle, each player who owns at least one Chartreuse Goose Card has one Chartreuse Goose Card in their possession destroyed. A player may pay 10 times the SHF to destroy a Chartreuse Goose Card, 100 times the SHF to destroy a Yellow Goose Card, 1000 times the SHF to destroy a Red Goose Card, and 10000 times the SHF to destroy a Black Goose Card, provided that the SHF is at least A$1. BECKHAM Rename Rule 8-1 "Chartreuse Goose Cards and Other Fine Pieces of Paper" Amend Rule 8 by replacing all instances of "the Chartreuse Goose" with "one or more Goose Cards". Amend Rule 12-9 by replacing "the Chartreuse Goose is permitted to sneer" with "Mr. Flibble gets very cross", and replacing "the Chartreuse Goose is transferred to the map writer from wherever it is" with "a Yellow Goose Card is created in the possession of the map writer". Amend Rule 99-6 by replacing "The Chartreuse Goose is transferred to the player" with "The player receives 2 Chartreuse Goose Cards". Amend Rule 1-2-8-2 by replacing all instances of "the Chartreuse Goose" with "a Yellow Goose Card" and all instances of "a Chartreuse Goose Egg" with "a Chartreuse Goose Card". Amend Rule 4-4-5-2 by replacing "gaining the Chartreuse Goose for a failed PWCFJ or CWCFJ" with "authoring a CWCFJ or PWCFJ with a final verdict of FALSE". Amend Rule 6-4-5 by replacing "[such as the Treasury or the Chartreuse Goose]" with "[such as the Treasury]". Amend Rule 6-5-6 by replacing "the Chartreuse Goose" with "a Goose Card". Amend Rule 7-14-9 to read as delimited by NOGOOSE below: NOGOOSE A Card of this type can only be played in the public forum. A player who plays this Card shall announce the name of an active player. Upon doing so, the player named receives a Chartreuse Goose Card. Its Counter-Action: The Chartreuse Goose Card created by the playing of the card is destroyed, if it still exists, and 2 Chartreuse Goose Cards are received by the player who played this card. There may be at most 5 Otzma Cards of type "Foul Fowl". 'Foul Fowl' Otzma Cards have an F-designation of Normal. NOGOOSE
[I was thinking about Trinkets, and why we use them. I came up with two possible reasons: Firstly, they are a fun way to transfer money. Secondly, they are a way to recognise people for special events (through interesting trinket descriptions). I wonder, though, if the trinket system isn't a bit of a dinosaur at the moment. I'm sure that it would make the Financier's job simpler if we didn't have all these little bits of cash lying around in trinket form, so that everyone had just one number for their cash value. So this is an alternative way to recognise people for service to Acka above and beyond the call of duty. Feel free to suggest additional Orders if you feel they are appropriate. If this works, I may ask people whether or not they want trinkets to continue, but if people want them to remain I see no reason why this system should not coexist with them.] Create a new Rule, numbered 4-10, titled "Awards and Orders", with the following AC-delimited text: AC Orders of Heraldry are collections of Titles, and are thus collections of classes of non-tradeable entities. Each Order contains five different titles, each of which correspond to a rank in that order. The ranks are, in increasing order of prestige, Medallist, Ordinary Member, Commander, Knight Commander and Grand Commander, which may be abbreviated M, OM, C, KC and GC appropriately. It is good form for the names of orders to be easily abbreviable (e.g. so that a Grand Commander of the Order of the Loophole Surfboard can be abbreviated as GCLS). Unless other rules explicitly state how ranks in a particular Order can be achieved, ranks in that Order can only be achieved by the following method: Players may nominate other Players to receive a particular Order by notifying the President. No player may make more than one nomination per calendar month. The President may grant or deny the request at whim, but must state so publicly, and it is a Duty of the President to respond to such requests. It is good form to give vague yet plausible reasons for denial or acceptance of any nomination. If the nomination is accepted, then the player nominated receives the lowest rank in that Order which they have not already achieved, if such exists. The following Orders of Heraldry exist: Order of the Blue Cross (BC) Order of the Harf (H) Order of the Loophole Surfboard (LS) Order of the Steel Flea (SF) {{saaremaa becomes a Commander of the Order of the Loophole Surfboard and Robert Sevin becomes a Commander of the Order of the Harf}} AC Amend Rule 2-4 (Blue Cross) by replacing section 6 with the following NEWSCHEME-delimited text: NEWSCHEME 6. When a player first reaches or exceeds certain Blue Cross Ranks, they acquire ranks in the Order of the Blue Cross, as follows: Reaching or exceeding BCR 20 makes a player an MBC. Reaching or exceeding BCR 60 makes a player an OBC. Reaching or exceeding BCR 180 makes a player a CBC. Reaching or exceeding BCR 340 makes a player a KCBC. Reaching or exceeding BCR 500 makes a player a GCBC. A player with two Ruby Slippers may wear them on his feet; any two Ruby Slippers so worn are considered to be a spaceship. A player wearing a spaceship may click the two Ruby Slippers together to launch himself to Kansas, provided he obeys any other restrictions in the rules on spaceship launches. Kansas is a moon of Acka; it is a location not in Acka, nor on either side of Acka. Ruby Slippers magically adjust to fit any feet as needed. {{All holders of the title Officer of the Blue Cross receive an OBC. All holders of the title Commander of the Blue Cross receive a CBC. All titles Officer of the Blue Cross and Commander of the Blue Cross are destroyed. All players with Blue Cross Rank at least 20 but less than 60 receive an MBC.}} NEWSCHEME
Create a rule 7-x, where x is the smallest natural number such that 7-x is not a rule. Name it "Alliances", and give it the following LETSGOPOLARIZE delimited text. LETSGOPOLARIZE An Alliance is an Intelligent, Non-Trading, Named, Unownable Entity. Beginning one week after this rule is created, if a player has been a Voting Player for one week, does not belong to an Alliance with at least three members, and there exists at least one Alliance, they are assigned to an Alliance which has at least three players at random. A player may join an Alliance at any time, at which point they cease to be members of any other Alliances they belonged to. A player who is not a pseudo-founder may announce eir intent to found an Alliance as a public action by specifying the Alliance's name, at which point they become the pseudo-founder for that proto-Alliance. If, after one week, at least two players have announced eir intent to join that Alliance, then the pseudo-founder may pay the SHF and announce the names of at least two players who announced eir intent to join the Alliance, at which point e stops being a pseudo-founder, the Alliance is formed with the pseudo-founder at the specified players as members, and all members cease to be members of other Alliances. If an Alliance ever has no members, it ceases to exist. One second before the results of a proposal are determined, if more members of a given Alliance have voted FOR than AGAINST, all members of that Alliance who voted AGAINST on that proposal have their votes changed to FOR. One second before the results of a proposal are determined, if more members of a given Alliance have voted AGAINST than FOR, all members of that Alliance who voted FOR on that proposal have their votes changed to AGAINST. LETSGOPOLARIZE Insert as item (d) in 6-4-14, "to track which Alliances players belong to and assign random ones when neccessary."
Create rule ****, "Alliances", with the following LETSGOPOLARIZE delimited text. LETSGOPOLARIZE An Alliance is an Intelligent, Non-Trading, Named, Unownable Entity. Beginning one week after this rule is created, if a player has been a Voting Player for one week, does not belong to an Alliance with at least three members, and there exists at least one Alliance, they are assigned to an Alliance which has at least three players at random. A player may join an Alliance at any time, at which point they cease to be members of any other Alliances they belonged to. A player who is not a pseudo-founder may announce eir intent to found an Alliance as a public action by specifying the Alliance's name, at which point they become the pseudo-founder for that proto-Alliance. If, after one week, at least two players have announced eir intent to join that Alliance, then the pseudo-founder may pay the SHF and announce the names of at least two players who announced eir intent to join the Alliance, at which point e stops being a pseudo-founder, the Alliance is formed with the pseudo-founder at the specified players as members, and all members cease to be members of other Alliances. If an Alliance ever has no members, it ceases to exist. One second before the results of a proposal are determined, if more members of a given Alliance have voted FOR than AGAINST, all members of that Alliance who voted AGAINST on that proposal have their votes changed to FOR. One second before the results of a proposal are determined, if more members of a given Alliance have voted AGAINST than FOR, all members of that Alliance who voted FOR on that proposal have their votes changed to AGAINST. LETSGOPOLARIZE Insert as item (d) in 6-4-14, "to track which Alliances players belong to and assign random ones when neccessary."
Create a new child of rule 7-17, "Ancientium" with the following TUNGSTEN delimited text TUNGSTEN Ancientium is an element discovered by the ancients. All reserves of this element in natural formations in Ackanomic were used up long ago (which some theorize caused the downfall of the ancients). The only remaining source is Phoebe's (unlimited) personal collection. If posting Phoebe's wisdom is regulated by the rules and a player includes the following as the initial letters of successive sentences "ANCIENTIUMFORYOU" and the wisdom is not challenged or the result of the Hearing finds that the wisdom was legitimate then the the player who posted the wisdom receives one nose-sack of Ancientium . TUNGSTEN -- -Henry Towsner <tows@earthlink.net> Thank heavens, the sun has gone in, and I don't have to go out and enjoy it. -Logan Pearsall Smith
{{This sentence can not self-delete.}}
Create rule 1-99, "The Dragon", with the following GIANTS delimited text GIANTS {{All descendants of rule 1 are made unassailable}} At all times there exists one Dragon in Ackanomic. It resides in a tower beyond the Ackanomic River. On the 9th of every month, if the Dragon does not have a rule held prisoner, it swoops into Ackanomic and attacks one rule at random which is not unassailable (determined by the Rule-Harfer). If the attack succeeds, that rule is amended to read "This rule has been stolen by the Dragon" and the old text of the rule is held prisoner in the Dragon's tower, where it has no effect on the game. A rule held prisoner may not be amended, repealed, renumbered, or otherwise altered; this sentence takes precedence over all other rules. If at any time there exists no Dragon, then a new one is created and is assigned a Wisdom, Intelligence, Constitution, and Strength from 12-20 (with random chances for each). A player with positive honour, as a public action, may declare emself to be a knight and specify another player with positive honour as a horse. If, within the next week, the specified horse publicly declares emself a horse and names as eir knight a player who named em as a horse, then those two become a Dragon Hunting Team. The Dragon Hunting Team immediately attack the Dragon. The following steps occur: 1) If the knight does not have a trinket worth at least $50 in eir posession with the name "lance", or has more than one such trinket then the attack fails [the knight either has no weapon, or gets confused as to which one to use]. 2) Characteristic tests are performed. In order, they are: Knight's Intelligence vs. Dragon's Horse's Constitution vs. Dragon's Knight's Strength vs. Dragon's Horse's Wisdom vs. Dragon's If any of these tests failed, than the attack fails. 3) The Dragon breaths on the Team. There is a 40% chance for each of them that they die and are transported to the Ackanomic After-Life and have eir score set to -10. 4) If the knight dies, the attack fails. If the horse dies, the knight must succeed a constitution test against the Dragon for it to succeed. If both players survive, the attack succeeds. Otherwise it fails. If the attack fails the lance is sent to the Treasury. If the attack succeeds then the dragon is killed and the knight must announce either "Behold, for I have freed the beauteous rule!" or "Darn, it died by accident." If neither is announced by the knight within 3 days, it is assumed that the former was said. If the latter was said, the rule is repealed. If the former was said, the text of the rule is restored to its state before the Dragon took it prisoner. Regardless, both members of the Team have eir Fire skill increased by 1, become Daring Adventurers and receive 20 points for every month the rule was kept hostage. A new Dragon is born when one is killed. GIANTS
Amend Rule 2-1 Voting on Proposals by replacing the FREE text with PAYMENT text. FREE Players eligible to vote on proposals may change their vote up until the end of the prescribed voting period, but in any case are limited to one vote per proposal. The required number of YES votes for a proposal to be accepted is a majority of the total number of YES and NO votes legally cast within the prescribed voting period. FREE PAYMENT Players eligible to vote on proposals may change their vote up until the end of the prescribed voting period, but in any case are limited to one vote per proposal. If a player abstains or votes YES or NO then e shall automatically pay A$10 to the Treasury. The required number of YES votes for a proposal to be accepted is a majority of the total number of YES and NO votes legally cast within the prescribed voting period. PAYMENT Amend Rule 2-2 Scoring When A Proposal's Voting Results are Reported by replacing the PENURY text with BONUSCASH text. PENURY III. Scoring on Proposals If a Modest proposal is accepted, the player who proposed it receives 5 points. If a Grandiose proposal is accepted, the player who proposed it receives 16 points. If a proposal which is neither Modest nor Grandiose is accepted, the player who proposed it receives 10 points. PENURY BONUSCASH III. Scoring on Proposals If a Modest proposal is accepted, the player who proposed it receives 5 points. If a Grandiose proposal is accepted, the player who proposed it receives 16 points. If a proposal which is neither Modest nor Grandiose is accepted, the player who proposed it receives 10 points. If any kind of proposal is accepted, the player who proposed it recieves the SHF*2 from the Treasury. BONUSCASH
Amend Rule 1-3 Crisis Resolution by replacing the following FIFTIES delimited text with the SIXTIES delimited text. FIFTIES 2) When, and only when, the game is in a State of Crisis the following officers have the following powers: a) The Speaker may declare the State of Crisis lifted. b) The President may publically issue a State of Crisis Resolution Document detailing a list of changes to be made in the ruleset. These changes will be applied three days after the issuance of that document, or at the end of a failed challenge (whichever is later) unless it has been challenged and defeated. The President may retract a State of Crisis Resolution Document before it is applied, if there is no challenge hearing pending. FIFTIES SIXTIES 2) When, and only when, the game is in a State of Crisis the following players have the following powers: a) The Speaker may declare the State of Crisis lifted. b) The President may publically issue a State of Crisis Resolution Document detailing a list of changes to be made in the ruleset. These changes will be applied three days after the issuance of that document, or at the end of a failed challenge (whichever is later) unless it has been challenged and defeated. The President may retract a State of Crisis Resolution Document before it is applied, if there is no challenge hearing pending. c) Students may post public criticisms of The Man that should reference at least one drug, one head of state in the real world, two abuses of power (real or imagined) by officers of Ackanomic, and one rule that (e feels) demonstrates the brutal insanity of "this crazy world" and be more than 100 words in length. At such time, they shall recieve A$5 and 5 points. If a second such criticism is posted, the student shall be considered "quickly graduated" and may post eir Thesis and cease being a student irrespective of the time e became a student. SIXTIES
If at least 2/3 of the combined YES and NO votes on this proposal were YES then create a new rule numbered 0 with the title "The End of the World" and the following text: " I. On the 26th of January at 11am the End of the World shall occur. Players are encouraged to scream in terror when the world ends, and it is considered good form for the President to post a public message which she begins by calling for order but then ruins by panicking, repenting her sins, and crying like a baby. If any newspaper fails to publicly post an article notifying it's subscribers of the End of the World within 7 days of it's occurrence, it's owner will be fined A$5 for poor coverage of the news. {{[ ;-) ]}} The Fat Lady will sing the song "It's The End Of The World As We Know It" by R.E.M until increasing levels of chaos and her deregistration as an entity prevents her from doing so. II. One hour after the End of the World the following shall occur: All rules except this one shall be repealed. All entities and non-entities except active players shall be destroyed. Game one of Ackanomic shall end. III. One hour and 14.2 fs after the End of the World Game two of Ackanomic shall commence with an initial rule set identical to the first game of Ackanomic. At its inception game two of Ackanomic shall have no players. IV. This rule shall repeal itself at 6pm on the 26th of January GMT. V. This rule takes precedence over all other rules. " Otherwise K 2 gains the title of DoppleSlakko.
Create a new Rule, numbered 4-10 if possible, titled "Ph.D. (Witchcraft)", with the following HEX-delimited text: HEX There is a class of public actions called Curses. A player may only perform at most one Curse per Calendar Week. To perform a Curse costs 10 times the Standard Harfer Fee, and requires the player performing it to name the type of Curse, and the target. The following are the types of curses and their effects: I. Curse of Ineffectuality The cursed player receives a Chartreuse Goose Card. II. Curse of Silence EFFECT1 III. Curse of Stewardship [Pay repairs on all your property.] The cursed player pays the Standard Harfer Fee to the bank for each kaa they own which is not part of their Home. IV. Curse of Save Versus Spells The cursed player must specify one of their Basic Player Characteristics within 3 days. That Characteristic is lowered by 2. If no such Characteristic is specified, then after 3 days all the cursed player's Basic Characteristics are lowered by 2. HEX If Rule 4-4-1 exists and its title contains the word "Proposal", then replace the word EFFECT1 in Rule 4-10 with the following sentence: The cursed player's Proposal Characteristic is reduced by 1. If Rule 4-4-1 does not exist, or it exists but its title does not contain the word "Proposal", then replace the word EFFECT1 in Rule 4-10 with the following sentence: The cursed player may not submit any Proposals for 3 days.
[Interesting economic proposal. At least IMO.] Create a new Rule, numbered 4-4-1, titled "Proposal Rights", with the following EWIGE-delimited text: EWIGE Each player has a Characteristic called Proposal, which has a default value of 5. Any player may pay A$1000 to increase their Proposal characteristic by 1. Any player may elect to lower their Proposal characteristic by 1 in return for A$800, provided their Proposal characteristic is not already less than 2. If a player's Proposal characteristic is less than 1, it is changed to 1. The previous sentence defers to all other Rules. EWIGE Insert into Rule 2, "Proposals", the following sentence immediately after the first sentence of the rule: However, if the number of proposals authored by that player currently in their authorised voting period is equal to or exceeds their Proposal characteristic, any attempt to submit a proposal will lead to that proposal being automatically retracted, and the player being put in Gaol with a sentence of 1 day.
Create Rule 1-0-1 titled "An Area Of Discontinuity" with the following MEETYOURNEIGHBOR delimited text. MEETYOURNEIGHBOR There exists a distinct outside world full of things which are not rule defined but nevertheless affect this game. Human beings are and have traditionally been such things. Other nomic games are these things as well when a system for their effects exists. This is a rule in the game of Ackanomic and Berserker Nomic. Moreover, it is the same rule in both nomics and changes in both places when either nomic changes this rule. Changes to this rule only occur when such changes have been reported in both nomics. MEETYOURNEIGHBOR
This is a modest proposal. Remove the following text from rule 1: "It is acknowledged that the rules of Ackanomic may contain rules which fail to achieve their intent. It is considered Good Form for players to exploit such loopholes. It is acknowledged that the rules of Ackanomic may contain rules which fail to achieve their intent. While it is permissible for players to exploit such loopholes, it is considered Bad From. Players are instead encouraged to fix such flaws."
If proposal 4014 passed, amend rule 1-0-1 to read as delimited by EATYOURNEIGHBOR EATYOURNEIGHBOR There exists a distinct outside world full of things which are not rule defined but nevertheless affect this game. Human beings are and have traditionally been such things. Other nomic games are these things as well when a system for their effects exists. This is a rule in the game of Ackanomic and Berserker Nomic. Moreover, it is the same rule in both nomics. If a change is made to this rule in Ackanomic, then it is a duty of the Speaker to announce the change in Berserker Nomic, at which point the change is made to the rule in Berserker Nomic as well. Berserker Nomic may not change this rule. If this rule conflicts with another rule on any topic, including this sentence, this rule takes precedence. EATYOURNEIGHBOR
This is a modest proposal. {{[Now we can just say things like "make it a child of rule X" and it will work]}} In rule 2-3, replace section II.2 with "Otherwise, if the creator assigned it a valid H number and that rule already exists and has a parent (hereafter called THEPARENT), or the creator specified that it be the child of an exisiting rule (hereafter called THEPARENT) without specifying an H number, then the rule receives the smallest H number not already assigned to a rule which would make it a child of THEPARENT." {{[There are four rules left in the 11's, which would have been organizations. This puts them in places which make more sense. (The other two rules will be moved automatically with eir parents.)]}} Move 11-1 to 12-8-4. Move 11-2 to 4-4-6. {{[Reorganizing the entity rules]}} Move 7-4 to 7-5-1 Move 7-8 to 7-2-1 Move 7-9 to 7-2-2 Move 7-10 to 7-2-3 Move 7-12 to 7-2-4
{{Replace all occurances of "Speaker" in the ruleset with "Mentos"}}
This is a modest proposal {{[ The thrust of this proposal is to reintroduce the terminology for rule suites so that things that depend on them such as party chess and otzma cards can work again. It also removes any additional references to custodians. Rule suite custodianship was never used, so we might as well get rid of it. I also make one or two more rules unassailable so that things like the entityhood of rules don't get broken by the oh-so-random dragon. ]}} Create a rule numbered 2-3-1 titled 'Rule Suites' with the following text as delimited by SWEET_SUITE SWEET_SUITE A rule is considered to be the head of a Rule Suite if the rule contains the text 'This is the head of the X Rule Suite.' where X is replaced by the name of the Rule Suite as the first sentance of the rule. All descendants of the head of a Rule Suite are members of that Rule Suite. The head of a Rule Suite is also considered to be a member of that Rule Suite. SWEET_SUITE Amend rule 1-7 (Paradigms Rule Suite) by inserting the following text as the first paragraph; "This is the head of the Paradigms Rule Suite." Amend rule 1-7 by deleteing the text '[[Link to the paradigms]'. Amend rule 4-8 (Quests Rule Suite) by replacing '[link to quests]' with "This is the head of the Quests Rule Suite." Amend rule 7-4 (Definition of Otzma Cards) by inserting the following text as the first paragraph; "This is the head of the Otzma Card Rule Suite." Amend rule 12-8 (Party Chess Rule Suite) by inserting the following text as the first paragraph; "This is the head of the Party Chess Rule Suite." Repeal rule 99-1 (Otzma Cards Rule Suite) {{[No longer needed.]}} Repeal rule 99-2 (Miscellaneous Rule Suite) {{[No longer needed.]}} {{[-------------------------------------------]}} {{ Make Rules 2, 2-1, 2-1-1, 2-2, 2-3, 3, 3-1, 3-2, 3-3, 3-4, 3-4-1, 3-4-2, 4, 4-1, 4-1-1, 4-2, 4-4, 4-4-1, 6, 6-1, 6-2, 6-4, 6-4-1, 6-4-2, 6-4-7, 6-4-8, 6-4-10, 6-5-2, 7, 7-1, 7-2, 7-4, and 7-5 }}
T.J. Hooker, real name William Shatner, is enshrined in the Hall of Elders.
Create rule 6-20, "Official Decrees", with the following OFC delimited text. OFC Some Functional Officers may issue Official Decrees (OD) on a certain topic if so authorized by the rules. A player may object to an OD which has not already been objected to by paying the SHF and publicly stating eir opposition. If a player does so, an Objective Decision Hearing (ODH) is called on the Decree, with the objecting player as Hearing Harfer. The valid decisions on an ODH are "A wise and benevolent decision" and "Self serving low life". If the decision is the latter, the Officer who made the OD pays the SHF to the opposer, and the Official Decree objected to is overturned. OFC Create rule 6-20-1, "SHF", with the following RANDOMTEXT delimited text. RANDOMTEXT The Standard Harfer Fee (SHF) is a value between A$15 and A$35, inclusive. {{The SHF is set to A$25.}} Every month on the 24th (or the next three days), the Financier must announce the SHF for the next month, which must be a legal value for the SHF, as a OD. The Financier is then fined five times the difference between the new SHF and A$25. If this OD is overturned then SHF is set to 50 minus the SHF the Financier set (that is, the other side of A$25). Whenever the rules direct that the SHF be paid, it is paid to the Treasury. RANDOMTEXT Remove rule 7-4, section IV.
This is a modest proposal. {{[ This fixes up the little loophole left by K 2's amendments, and sets the magic number and the base value of the magic number to be 281, which it would have been, had this rule worked correctly the first time. I also fix the wording about a player recieving a chartreuse Goose in rule 8-2 to give them goose cards. I also fix other references to the Chartreuse Goose to refer to the cards instead. ]}} Amend rule 8-4 to change the base Value of the Magic Number to 281. {{The Magic Number becomes 281}} Amend rule 8-2 (End of Cycle) in the following two ways. I. In section i), remove the text " (i.e. the Winning Condition was due to Rule 8-4)" II. In section l), replace "the Chartreuse Goose" with "a Chartreuse Goose Card". Amend rule 10-1-2-1 (The Ackanomicon), by replacing the following GOOSE delimited text GOOSE Ancient One (1 page): The player warps time and space with a terrifying incantation of power, summoning the Ancient Powers into his presence. The Chartreuse Goose is immediately transfered into his possession, and it's not happy. If the reading player was already in possession of the Chartreuse Goose, then it goes Somewhere Else (and is REALLY not happy). GOOSE with the following SWAN(SONG) delimited text SWAN(SONG) Ancient One (1 page): The player warps time and space with a terrifying incantation of power, summoning the Ancient Powers into his presence. A Chartreuse Goose is immediately created in eir possession. SWAN(SONG)
[We should at least see if this idea of having restricted voting has support. We can implement IdiotBoy's Vote Counting, or at least propose it, if there is enough support for the idea of different voting strengths.] Replace the second paragraph of Rule 2-1, "Voting on Proposals", with the following MULTICOUNT-delimited text: MULTICOUNT A proposal meets the criteria to be accepted if the sum of the Voting Characteristics of the players who legally voted YES on that proposal exceeds the sum of the Voting Characteristics of the players who legally voted NO on that proposal. MULTICOUNT Amend Rule 2, "Proposals", by replacing the third paragraph with the following MULTICOUNT2-delimited text: MULTICOUNT2 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 it meets the criteria specified in Rule 2-1. MULTICOUNT2 Create a new Rule, numbered 4-4-6, titled "Voting Characteristic", with the following MULTI-delimited text: MULTI Each player has a Characteristic called their Voting Characteristic. It has a Default Value of 2. A player may pay A$2500 to raise their Voting Characteristic by 1. A player with Voting Characteristic greater than 1 may lower their Voting Characteristic by 1 as a Public Action, and receive A$2000 for doing so. No player may raise their Voting Characteristic above 50% of the number of Active Players. MULTI
[The safeguard suggested for multiple voting strengths. Your call as to whether it is necessary.] Create a new Rule, numabered 2-1-2, entitled "Annoying, Huh?", with the following HUH? delimited text: HUH? Any player who owns a Champion's Cloak, may, as a public action, Annoy any proposal which is currently under voting consideration. If 5 players legally Annoy a single proposal, then that proposal is vetoed, declared invalid and removed from voting consideration. HUH?
This is a modest proposal {{[ The thrust of this proposal is to reintroduce the terminology for rule suites so that things that depend on them such as party chess and otzma cards can work again. It also removes any additional references to custodians. Rule suite custodianship was never used, so we might as well get rid of it. I also make one or two more rules unassailable so that things like the entityhood of rules don't get broken by the oh-so-random dragon. ]}} Create a rule numbered 2-3-1 titled 'Rule Suites' with the following text as delimited by SWEET_SUITE SWEET_SUITE A rule is considered to be the head of a Rule Suite if the rule contains the text 'This is the head of the X Rule Suite.' where X is replaced by the name of the Rule Suite as the first sentance of the rule. All descendants of the head of a Rule Suite are members of that Rule Suite. The head of a Rule Suite is also considered to be a member of that Rule Suite. SWEET_SUITE Amend rule 1-7 (Paradigms Rule Suite) by inserting the following text as the first paragraph; "This is the head of the Paradigms Rule Suite." Amend rule 1-7 by deleteing the text '[[Link to the paradigms]'. Amend rule 4-8 (Quests Rule Suite) by replacing '[link to quests]' with "This is the head of the Quests Rule Suite." Amend rule 7-4 (Definition of Otzma Cards) by inserting the following text as the first paragraph; "This is the head of the Otzma Card Rule Suite." Amend rule 12-8 (Party Chess Rule Suite) by inserting the following text as the first paragraph; "This is the head of the Party Chess Rule Suite." Repeal rule 99-1 (Otzma Cards Rule Suite) {{[No longer needed.]}} Repeal rule 99-2 (Miscellaneous Rule Suite) {{[No longer needed.]}} {{[-------------------------------------------]}} {{ Make Rules 2, 2-1, 2-1-1, 2-2, 2-3, 3, 3-1, 3-2, 3-3, 3-4, 3-4-1, 3-4-2, 4, 4-1, 4-1-1, 4-2, 4-4, 4-4-1, 6, 6-1, 6-2, 6-4, 6-4-1, 6-4-2, 6-4-7, 6-4-8, 6-4-10, 6-5-2, 7, 7-1, 7-2, 7-4, and 7-5 Unassailable. }}
Repeal Wild Card.
Renumber each currently existing Rule to a random prime number between one and one billion such that each Rule's number is unique.
This is a Modest Proposal. [Reducing the Financier's workload somewhat.] Amend rule 7-5 by replacing "There is an Operation on one or more A$ known as Composing." with "There is an Operation on five or more A$ known as Composing." {{All Trinkets of value less than A$5 are Dissolved.}}
This is a Modest Proposal {{[The main drift of this proposal is to re-invest meaning in the phrase "Organisational Action"]}} I. Amend Rule 1-2-6 (Public Actions) by replacing the following text: " Any active player may attempt any public action available to him or her simply by sending a public message specifying the action to be taken. " with: " Any Intelligent or Trading Entity may attempt any public action available to it simply by sending a public message specifying the action to be taken provided that the rules do not specify an alternate mechanism for the action. " {{[Generalizes the Public Action Rule and permits the clause that follows in that rule to function correctly in the case of non-player entities attempting an action. Although such entities would still need to be able to publicly express their desire to perform the action and actually be permitted to perform it in order to be successful.]}} II. Create a new rule entitled "Group Approval" numbered 1-2-6-1 with the text: " This Rule defers to any rule which defines an alternate system for determining Group Approval. The rules may specify that a particular course of action for an entity is subject to Group Approval by a particular group of intelligent entities. Such an action may only be attempted when: a) all members of the group, who are capable of doing so, approve of the action within seven days, and no member denounces it. or b) after seven days have elapsed and at least two thirds of the group's members approved of the action no member of the group denounced it. " {{[This generalizes the 'Organisational Action' idea so that groups of players may be empowered to perform certain actions without transforming them into an Organisation (III, IV, V) ]}} III. Amend Rule 1-2-2-1 (Spellbooks) " To grant a Shimmering Spellbook to another player, or destroy one, requires an action of the entire set of players with Shimmering Spellbooks. Such an action occurs as if that set were an Organization, and it were an Organizational Action. " with: " A player who owns a Shimmering Spellbook may grant one to another player, or destroy one, as a public action subject to the group approval of all players who own a Shimmering Spellbooks excluding any player who would lose a Shimmering Spellbook as a result of such an action. " IV. Amend Rule 4-9 (The Benevolent Society) by replacing the following text: " These 4 may change the rules or game state as an organisational action. " with: " These 4 are collectively known as the Diktat. Any member of the Diktat may change the rules or game state as a public action, subject to the group approval of the other members of the Diktat. " {{[My next proposal attempts to repeal this :) ]}} V. Replace the following text from Rule 7-6 (Contracts): " For the signers of a Contract to destroy it requires an action of the entire set of signers of the Contract. Such an action occurs as if that set were an Organization and it were an Organizational Action. " with: " An intelligent entity may destroy any contract which it has signed subject to the group approval of the entire set of signers of the Contract. " VI. Replace section (c) of Rule 6-4-14 (Org-Harfer) with: " (c) determining, according to the rules, whether group approval has been achieved and any effects which result. " VII. Amend Rule 8-6-2 (Mercury Poisoning) to read in full: " The Mad Hatters is a Trading Entity. It is permitted to own and trade A$ and Agenda Hats. The Mad Hatters automatically accept any trade in which a Visible Agenda Hat offered to them 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 bid 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. " {{[The Mad Hatters don't really need to be an organisation.... and More Than Human has no meaning now any way.]}} VIII. Create a new rule titled "Organisations", numbered 15 and with the following text: " Organisations are Named, Intelligent, Trading entities. An Organisation will attempt any Organisational Action suggested by one of its members, subject to the group approval of the rest of its members. " {{[The rules currently define a number of unique organisations, unfortunately such a designation currently has no meaning. This rule makes then into entities again and permits them to act.]}} {{Simultaneously renumber rules 11-2 (Castes), 11-2-1 (Grey Council), 1006 (Church) 1031 (Social Contracts) to 15-1, 15-1-1, 15-2, 15-3 respectively}}
{{[ The Diktat you have when you're not having a Diktat :) ]}} Repeal Rule 4-9 (The Benevolent Society). [Almost] create a new rule numbered 99-6 with the title "Clayton's Diktat" [almost] authored by "The Diktat" and having the following text : " Clayton's Diktat almost ruled Ackanomic. Each player legally able to assume one of the four Ackanomic names ThinMan, JT, Alfvaen, and else...if are Almost a Benevolent Diktater (retired). No other players and no nonplayer are Almost a Benevolent Diktater (retired). The players who are Almost a Benevolent Diktaters (retired) are collectively known as Clayton's Diktat. The Diktaters' Gazebo is [almost] a named, non-tradeable entity collectively owned by the players composing Clayton's Diktat. It is [almost] a common location in The Wilds of Ackanomic. Players who are Almost a Benevolent Diktaters (retired) are [almost] always permitted to go to the Diktaters' Gazebo, notwithstanding any contrary provision of the rules. " {{Simultaneously renumber rules 99-4 "The Evil Overlords of Ackanomic (retired)", 99-5 "Former Emperor of Ackanomic" and 99-6 "Clayton's Diktat" to 13-1, 13-2, 13-3 respectively.}}
This is a Modest Proposal {{[Recent repeals have left numerous trinkets floating about (amongst other things...) ]}} (A) {{Any trinket which is currently Somewhere Else and which was formerly a part of The Museum's Private Collection (as defined by a previous version of the rules) is transferred to the player who most recently owned it.}} {{[Calvin n Hobbes and Laa Laa's donations.]}} (B) {{All non unique entities which are Somewhere Else are destroyed.}} {{[Mainly effects the entities formerly in the various wings of the Museum - See the compost and org pages for more details.]}} {{[The following amendments try to make sure it doesn't happen again (for awhile? ;-)]}} (C) Replace the third paragraph of Rule 7-1 (Entity Ownership) with the following text: " At any given time, each ownable entity is either owned by one or more named entities or unowned. Unless specified otherwise unowned entities are Somewhere Else. If the Rule(s) defining an ownable entity do not explicitly state that it may have multiple owners, then it can have at most one owner. " (D) Amend Section I of Rule 7-4 (The Treasury) to read: " I. Treasury The Treasury is a Named, Unownable, Intelligent, Trading Entity that serves as a storing house for tradable entities that belong to no other entity, unless specified otherwise for a particular entity. 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. " (E) {{All ownable non-tradeable entities owned by the Treasury are transferred Somewhere Else.}} {{[There aren't any; but just in case :-)]}} (F) Append the following sentence to the end of Section 1 of Rule 10-1 (Locations): " Ownable Locations are never in the Treasury nor are they ever Somewhere Else. " {{[Currently: The location of an unowned Kaa of land is Somewhere Else (as it is unowned), but the location of a player located at an unowned kaa of land is not. This is true for any other ownable location.... the sort of temporal distortion that the sentence in (F) was intended to prevent :-)]}} (F) Delete the following text from Rule 10-2 (Land): " Kaas are never in the Treasury, even if unowned. "
This is a Modest Proposal {{[This re-introduces the 60% acceptance level we all can to know and love? Had this ben implemented by the Diktat way back when ]}} I. If Proposal 4023 (Voting Variability) passed, replace the second paragraph of Rule 2-1, "Voting on Proposals", with the following DELIMITERSAREEXCELLENTPLACESTOPUTCLUESFORTREASURES -delimited text: DELIMITERSAREEXCELLENTPLACESTOPUTCLUESFORTREASURES A proposal meets the criteria to be accepted if the sum of the Voting Characteristics of the players who legally voted YES on that proposal is at least twice the sum of the Voting Characteristics of the players who legally voted NO on that proposal. DELIMITERSAREEXCELLENTPLACESTOPUTCLUESFORTREASURES II. Otherwise replace the second paragraph of Rule 2-1, "Voting on Proposals", with the following text: " The required number of YES votes for a proposal to be accepted is two thirds 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. "
Amend rule 8-2 by: - eliminating, in subpart e), sections ii) through iv) . [For unambiguity, this section currently reads, in part or in full: ii) All entities with a Total Wealth greater than zero and all players with a Total Wealth of zero or less, shall be placed on The List in decreasing order of Total Wealth. If there is a tie for Total Wealth, the Financier shall make the random determination necessary to order the entities on the list. iiii) A random entity appearing in the first half of The List, shall transfer 5% of eir total wealth to the active player lowest on The List and both entities shall be removed from The List. iv) If there are at least two entities still on The List, one of which is a player and the other of which has postive wealth, the go to step iii.] - Add section ii) to subpart e) containing the following PLATINUM delimited text: PLATINUM The Financier shall then announce: "All of this, just so that Frampton could come alive." PLATINUM
{{All players are removed from the CFJ inelligibility list}}
This is a Modest Proposal. Replace the final paragraph of Rule 5-3 (The Best and the Most Logical) with the following text: " When an excellent rule is repealed, the Web Harfer is encouraged to make a copy of its text, and any other relevant information, available so that future generations of Ackans may marvel at its Harf. " Repeal Rule 10-1-5 (Gone But Not Forgotten). {{[Its hardly been used.]}}
This is a Modest Proposal. Append the following text to the end of Rule 99-6 (Boons of the Ancients): " g) The player has found an elemental ore deposit. The player receives a random element. (20) " Rearrange the list in section 9 of the same rule so that each item begins on a different line.
{{[since the old org framework doesn't appear to be coming back, and all Party Swingers are now on very thin ice, this proposal divorces Swingers entirely from Parties, removes the restriction on the number of Free Swingers, but doesn ot remove the restriction on the number of on-board Swingers. I will submit a seperate proposal that will allow opening up additional boards. The purpose of this proposal is only to save the game of Party Chss from the org chaos]}} {{The name of each Party Swingership is set to a name which is identical to its Party attribute. Each Party Swingership is transformed to a Free Swingership, it retains ownership of all its Party Chess pieces, and their position on the Party Board. The Swingership itself does not change ownership}} Ammend R11-1 "Party Hall" to read in full: " I. Swingerships are Tradeable entities. The owner of a Swingership is known as a Swinger. The term Free Swingership is identical to the term Swingership. II. Swingerships can only be owned players. III. Any player who does not already own a Swingership, can create a new Swingership in eir possession, by paying 10 times the Standard Harfer Fee to the Treasury, and specifying a legal Ackanomic name which can be used to refer to the new Swingership. IV. Any player may destroy a Swingership they own as a Public Action. V. Whenever a Swingership is destroyed, all Party Chess Pieces associated with it are destroyed. VI. Whenever a Swinger goes on Vacation, eir Swingership becomes Warm. When ever a Swinger returns from Vacation eir Swingerhsip ceases to be Warm. VII. Any player may change the name of a free swingership they own by announcing the name change and paying the standard harfer fee. VIII. The Swingers are collectively known as Party-Hall. " In R12-8-2 "Swingers Like to Play Around II - Let's play" : I.remove the second sentence of section 4 B (ii) II.remove section 4 B (iv) III.remove the sentence "If a Party Swinger's last three moves have all been default plays, then their Swingership goes Somewhere Else. "
Amend item v of rule 6-3 to read "If the IP is ACCEPTED, the Player named in the IP is no longer considered to be the "Acting" officer, and the Seat is open, unless the office was Functional, in which case the player who authored the IP receives the position."
Append to the end of "Dateing" the following JUSTPLAINMEAN delimited text JUSTPLAINMEAN It is the Crime of Promiscuity to invite a player of Ackanomic to a date. JUSTPLAINMEAN
{{[since the old org framework doesn't appear to be coming back, and all Party Swingers are now on very thin ice, this proposal divorces Swingers entirely from Parties, removes the restriction on the number of Free Swingers, but doesn ot remove the restriction on the number of on-board Swingers. I will submit a seperate proposal that will allow opening up additional boards. The purpose of this proposal is only to save the game of Party Chss from the org chaos]}} {{The name of each Party Swingership is set to a name which is identical to its Party attribute. Each Party Swingership is transformed to a Free Swingership, it retains ownership of all its Party Chess pieces, and their position on the Party Board. The Swingership itself does not change ownership}} Ammend R11-1 "Party Hall" to read in full: " I. Swingerships are Tradeable entities. The owner of a Swingership is known as a Swinger. The term Free Swingership is identical to the term Swingership. II. Swingerships can only be owned by players. III. Any player who does not already own a Swingership, can create a new Swingership in eir possession, by paying 10 times the Standard Harfer Fee to the Treasury, and specifying a legal Ackanomic name which can be used to refer to the new Swingership. IV. Any player may destroy a Swingership they own as a Public Action. V. Whenever a Swingership is destroyed, all Party Chess Pieces associated with it are destroyed. VI. Whenever a Swinger goes on Vacation, eir Swingership becomes Warm. When ever a Swinger returns from Vacation eir Swingerhsip ceases to be Warm. VII. Any player may change the name of a free swingership they own by announcing the name change and paying the standard harfer fee. VIII. The Swingers are collectively known as Party-Hall. " In R12-8-2 "Swingers Like to Play Around II - Let's play" : I.remove the second sentence of section 4 B (ii) II.remove section 4 B (iv) III.remove the sentence "If a Party Swinger's last three moves have all been default plays, then their Swingership goes Somewhere Else. "
Amend rule 5 ("Hearings") by appending the following quoted text: " Failing to report silly, frivolous or otherwise invalid responses to a hearing is the Crime of Taking the Harf Too Seriously. "
This is a Modest Proposal. {{Transfer a randomly determined number of points between 0 and 10 from K 2 to a randomly determined player.}} {{[Its been used once - it was impossible the first time and it was missed the third.. now that Tornadoes are no longer a problem we could prolly afford to have this occur a little more frequently.... Once every three months shouldn't hurt? The next equinox is on: ~ March 20, 14:54 EST ]}} {{[K 2 - Astrologically Confused :-)]}} Insert 'and at the equinox' after 'On Solstice day' in the first sentence of Rule 1006-1 (Prophets and Prophecies). Replace the first paragraph of 6-5-7 (Son I am able though you scare me / Watch beloved / Watch me scare you though / Able am I son) with: " The Office of Scaremonger is an optional, political office. The duties of Scaremonger are to promote panic and foment fear. They should take every opportunity to point out the crashing of the game, officers failing to perform their duties, and the End of the World. While any player may publicly announce the game crashing significance embodied by an encroaching Solstice or Equinox, it is a privilege of the Scaremonger to receive 5 points the first time they do so, 3 to 7 days prior to a particular Solstice or Equinox. If the Scaremonger fails to adequately perform their duties, another player may call a Test of the Emergency Broadcast System. " {{[Half each rolls shod bay oozed off ten.]}}
This is a Modest Proposal. {{Transfer a randomly determined number of points between 0 and 10 from K 2 to a randomly determined player.}} {{[Its been used once - it was impossible the first time and it was missed the third.. now that Tornadoes are no longer a problem we could prolly afford to have this occur a little more frequently.... Once every three months shouldn't hurt? The next equinox is on: ~ March 20, 14:54 EST ]}} {{[K 2 - Astrologically Confused :-)]}} Insert 'and at the equinox' after 'On Solstice day' in the first sentence of Rule 1006-1 (Prophets and Prophecies). Replace the first paragraph of 6-5-7 (Son I am able though you scare me / Watch beloved / Watch me scare you though / Able am I son) with: " The Office of Scaremonger is an optional, political office. The duties of Scaremonger are to promote panic and foment fear. They should take every opportunity to point out the crashing of the game, officers failing to perform their duties, and the End of the World. While any player may publicly announce the game crashing significance embodied by an encroaching Solstice or Equinox, it is a privilege of the Scaremonger to receive 5 points the first time they do so, 3 to 7 days prior to a particular Solstice or Equinox. If the Scaremonger fails to adequately perform their duties, another player may call a Test of the Emergency Broadcast System. " {{[Half each rolls shod bay oozed off ten.]}} {{Any points gained by Wild Card because he submitted this proposal are transfered to K 2}} {{The Authorship of this porposal, any rule it creates and any amendment it creates is changed to K 2.}}
Create a new rule such that it is the next consecutive child of rule 7-14 with the quoted name "Otzma Card of type Blue Elemental Blast" with the following SHIVAN delimited text: SHIVAN A card of this type may only be played in the public forum. It may be countered by a card of type Red Elemental Blast. When it is played, its owner's Water Skill is increased by 1. Counter-Action: The player's Water Skill is decreased by 1. SHIVAN Create a new rule such that it is the next consecutive child of rule 7-14 with the quoted name "Otzma Card of type Red Elemental Blast" with the following LEVIATHAN delimited text: LEVIATHAN A card of this type may only be played in the public forum. It may be countered by a card of type Blue Elemental Blast. When it is played, its owner's Fire Skill is increased by 1. Counter-Action: The player's Fire Skill is decreased by 1. LEVIATHAN
Create a new rule such that it is the next consecutive child of rule 7-17 with the quoted name "Mercury" and the following WIBBLE delimited text: WIBBLE Mercury is an poisonous element. It is not a Moon of Acka but it may be a planet. Whenever a player receives a Hat from the Mad Hatters they will find that three of its onomatopoeic members have stuffed a whole nose-sack of Mercury into the lining as part of their ongoing hate campaign against Ackans. (Whether or not Dog-Babies are involved at this time is unknown.) The first symptom of Mercury poisoning is light-headedness. Each nose-sack of Mercury owned by a player lowers the weight of any Agenda Hats they are wearing by 10. If a player has owned a nose-sack of Mercury continually for a week, they become stoned. At this time the player pays the Standard Harfer Fee to the Treasury to pay for medical bills and all Mercury which that player owns is destroyed. WIBBLE
In the Rule entitled "If we don't need Gravity, we'd better have Pressure," replace "two average cat-heights" with "one average cat-height".
Repeal each rule which contains the letters 'x' or 'X'.
This Rule describes the known Elements. There's antimony, arsenic, aluminum, selenium, And hydrogen and oxygen and nitrogen and rhenium, And nickel, neodymium, neptunium, germanium, And iron, americium, ruthenium, uranium, Europium, zirconium, lutetium, vanadium, And lanthanum and osmium and astatine and radium, And gold and protactinium and indium and gallium... And iodine and thorium and thulium and thallium! There's yttrium, ytterbium, actinium, rubidium, And boron, gadolinium, niobium, iridium, And strontium and silicon and silver and samarium, And bismuth, bromine, lithium, beryllium and barium. There's holmium and helium and hafnium and erbium, And phosphorus and francium and fluorine and terbium, And manganese and mercury, molybdenum, magnesium, Dysprosium and scandium and cerium and cesium, And lead, praseodymium and platinum, plutonium, Palladium, promethium, potassium, polonium, And tantalum, technetium, titanium, tellurium... And cadmium and calcium and chromium and curium! There's sulfur, californium, and fermium, berkelium, And also mendelevium, einsteinium, nobelium, And argon, krypton, neon, radon, xenon, zinc and rhodium, And chlorine, carbon, cobalt, copper, tungsten, tin and sodium. These are the only ones of which the news has come to Ha'vard -- And there may be many others but they haven't been disca'vard! {{ Add "Artist: Tom Lehrer" to the Literature List. Renumber this Rule as the Rule-Harfer chooses. Retitle it to "My Dear Watson". Change its authorship credit to "Tom Lehrer". [ For those of you unfortunate enough to never have heard Tom Lehrer, this is sung to the tune of "I Am The Very Model Of A Modern Major General" from The Pirates of Penzance. ] }}
This is a modest proposal. {{[This fixes up a few typos in recent props]}} In rule 2 (Proposals), insert the following REINSTATE delimited text after paragraph 2. REINSTATE All proposals shall be voted on, unless they are retracted or deemed invalid in accordance with the Rules. In these cases, they are removed from consideration, and are considered to be neither accepted or rejected. REINSTATE In rule 2 (Proposals), remove paragraph 5 (after the above insertion) which currently reads as delmited by DUPE DUPE 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. DUPE Amend rule 7-5-1 (The Treasury) by removing section IV which reads as delimited by FIXING_SHF FIXING_SHF 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. FIXING_SHF {{[It's now covered by R6-20-1]}} Make Rules 7-5-1 (The Treasury), 6-20-1 (SHF), and 4-4-7 (Voting Characteristic) Unassailable.
This is a modest proposal. {{[ This fixes up a few typos in recent props, and makes some of the rule 1 descendants which are currently unassailable and do not need to be (such as paradigms which are not critical to game play) assailable. I believe we should keep the majority of rules assailable and only protect those which are necessary for functioning of the game. It also gives the rule-harfer the ability to fix references to a rule when that rule is renumbered. (Not when a rule is repealed since that could cause the entire reference to be removed (ie one or more sentences) and thus should be done via proposal. ]}} Amend rule 7-5-1 (The Treasury) by removing section IV which reads as delimited by FIXING_SHF FIXING_SHF 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. FIXING_SHF {{[It's now covered by R6-20-1]}} Amend rule 9-1 (Gaol) by replacing the text '7-4 (Treasury and AckaDollars)' with '7-5-1 (The Treasury)'. Amend rule 6-4-4 (Rule-Harfer) by inserting the following text as delimited by NEW_PRIV at the end of the list of priveleges. NEW_PRIV e) To alter references to existing rules when the rule the reference is renamed or renumbered so as to maintain consistant references throughout the rules document. Abusing this privelege is the Crime of Number-Crunching. NEW_PRIV Amend rule 1-7-4 (Paradigm Type: Inflationary) to remove item i) from the list as it doesn't work with the new Official Decrees ability. Renumber the list appropriately. Make Rules 7-5-1 (The Treasury), 6-20-1 (SHF), and 4-4-7 (Voting Characteristic) Unassailable. Remove the Unassailable denotation from rules 1-2-8-1 (Remembrance Day), 1-2-8-2 (Yes Virginia), 1-2-8-3 (I'm a Teapot), 1-2-9 (Colours), 1-6-1-2 (Sanctity of Harf), 1-7 (Paradigms Rule Suite) and all of the descendants of 1-7.