The Current Rules

The Current Rules


The 0s

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Rule 2, Gabe the Great
Status: Mutable

The citizen corresponding to the player Gabe Drummond-Cole (email address blafard@uclink4.berkeley.edu) is Emperor of Axiom.


The 100s

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Rule 101, Introduction
Status: Mutable

Axiom, or Canada, is an unwinable instance of a game of nomic, a game whose primary characteristic is the modification of its own rules. To control an entity of the class citizen in Axiom by fiat (which is the only way a person can affect the game), a person must become a player by recognizing that the rules create authority. The two official names of the nomic are Axiom and Canada, and both refer unambiguously to the game.


Rule 102, Defintion of Things, Objects, and Entities
Status: Mutable

Things act. Nothing but Things act. The first act of any Thing is to exist. There are two recognized fields of reality: Axiom and the World (stuff in "Real Life").

Entities are Things in Axiom. Only entities defined or permitted by the rules exist in Axiom (hereafter and above referred to as the game). All entities must have a unique name. If a rule seems to be defining a class of entities, and the word unique is used in reference to a naming scheme, it is assumed, unless otherwise indicated, that the word means "unique among all members of this class".

Things that exist in the World, Objects, do so without and/or despite the rules. Object acts which affect entities are called fiats. Fiat may only be exercised as described in the rules.


Rule 103, Definition of Actions
Status: Mutable

Entities may only be affected by acts permitted or described by the rules. If any rule refers to a Thing and mentions verbs which the Thing may perform and how, then that Thing is permitted to do so as a defined act.


Rule 104, Definition of Persons and Players
Status: Mutable

Persons are a class of objects known as humans in the extranomic world. A player is a person who recognizes the rules of Axiom to generate authority. A player is able to fiat the citicen e controls and cause the citizen to take acts permitted by other rules in Axiom.

No more than one citizen can be controlled by a player. No more than one player may control a citizen.

When some player communicates with the other players, statements to the general effect that "I do ..." are taken to mean that the player fiats the citizen e controls such that the citizen performs the action if it is capable, where context indicates the statement should be taken as such.

Occasionally, the rules (for example those regarding offices) instruct a player to take certain actions. If the player bluntly fails to do so, e is considered to have rebuked the rules.


Rule 105, Definition of the Rules
Status: Mutable

Rules are entities. Entities referred to as "rules" in the rules are those entities which were described as such when Axiom began, or which were created as rules under the authority of previously existing rules.

Rules must have names in the form of "Rule X, Y" where for the purposes of this rule, X is a unique integer greater than 0, and Y is a unique string of letters, digits, and punctuation not to exceed 100 characters in length. Rules may by refered to by the unique integer, X, or the unique name, Y.

Rules have text which must be composed of letters, digits, and/or punctuation. The semantic meaning, if any, drawn from rule text is the source of all authority in Axiom.


Rule 106, Chronology
Status: Mutable

Time in Axiom is recorded and tracked in the same manner as in the extra-nomic location, San Francisco, CA. A complete day is the period of time between two consecutive instances of the time 00:00.

Every action occurs at one distinct point in time. If two or more logically contradictory actions seem to have occured simultaneously, with no observable way to determine which came first, both actions fail to occur.

The occurence of an action is considered to affect whatever entities are indicated by the action. Actions which would happen subsequent to this, only occur if the state produced by the set of all entities logically permits it.

No action may ever under any circumstance have retroactive or simultaneous effects.


Rule 107, Precedence
Status: Mutable

If a contradiction is determined to exist in the rules such that two or more phenomena are described which are legally mutually exclusive, then, in that particular instance, the following procedure shall be undertaken: The rule which is refered to by a unique (among all rules) integer that is of the lowest value of the rules in question shall take precedence.

If any other procedure is indicated by the rules for determining which rule takes precedence, then that procedure is used.

If two statements in a rule's description are determined to be mutually contradictory, then the statement which appears later in the text, as it would be normally read, is given precedence.

No rule may ever take precedence over Rule 106, Chronology or Rule 107, Precedence including rules which claim to do so because precedence itself springs from these rules.


Rule 108, Immutability and Mutability
Status: Mutable

Rules have a characteristic known as mutability, and are either "Immutable" or "Mutable".

If rules which have different mutability are in conflict, the Mutable rule(s) defer precedence to the Immutable rule(s).


Rule, 109, Proposals
Status: Mutable

A) Proposals are indestructable entities with names in the form "Prop A, B" where for the purposes of this rule, A is a unique integer greater than zero, and B is a unique string of letters, digits, and punctuation not to exceed 100 characters in length.

Propositions are entities with names in the form "PYYYY, Z" where for the purposes of this rule, YYYY is the lowest unique integer greater than 385, and Z is a string of letters, digits, and punctuation not to exceed 100 characters in length.

No proposition may ever be destroyed.

Propositions have text which can include one or more of the following types of statements:
(1) statements specifying an act which would modify the names or descriptions of rules which have a mutability characteristic of Mutable.
(2) Statements which repeal a rule which has a mutability characteristic of Mutable.
(3) Statements which specify the creation of a new rule and its associated name and description.
(4) Statements which change the mutability characteristic of a rule.

Propositions must have a status of "Active", "Finalized", "Retracted", "Accepted", or "Rejected".

A proposition is created by a citizen's act when a its text and the string of letters, digits, and punctuation that go in its name are specified. The number is automatically assigned.

If a proposition is Active then it may not be voted on, but the Citizen who created it may change its text. This Citizen may also change the status to Finalized or Retracted while it is Active.

If a proposition has a status attribute of Finalized then only its status may be changed, and this only in a manner prescribed by the rules. The Citizen who created a proposition may change its status to Retracted while it is Finalized. When a Finalized proposition has its status changed to Retracted, all votes on that proposal are discarded.

Immediately after a proposition's status attribute is changed to Accepted the statement(s) in the proposition's body attribute act on the rules.


Rule 110, Citizens Defined
Status: Mutable

Citizens are entities. Citizens are either "Unanimated", "Alive!", "Dormant", or "Dead".

Each non-Unanimated citizen has a name which must be a unique string of letter, numbers, and/or punctuation of greater than 0 characters, and less than 41, and may not take any form defined in the rules (for example "Rule 515, Bob" would be invalid, so would "Bob's Monster").

Citizens can create an Unanimiated citizen if it is named "X's Monster" where X is the name of the citizen who created X's Monster, and where the new citizen is not controlled by any player. Such a creation must specify a position, which is adjacent to the creator and empty of tangible entities, for the new citizen.

If a player wants to, e may seize control of an Unanimited citizen by:
1) fiating a citizen with the name X's Monster to become Alive!, and
2) fiating, the name of the citizen to a valid name.

A player can change eir citizen to Alive! or Dormant, so long as e is not changing em from Dead.


Rule 111, Cycles and Winning Em
Status: Mutable

Cycles are entities. Cycles have names in the form "Cycle #C" where C is a unique integer greater than zero. When created, Cycles have no text which the Cycle does not gain until a player is permitted to put some there. Only one empty cycle may exsit at a time and it shall be referred to as the Current Cycle. If there is no Current Cycle this rule creates such a cycle automatically using the lowest valid value for C.

If any rule indicates that a citizen has won, that citizen may change the Current Cycle by changing its text to indicate that e won a cycle of Axiom and how.


Rule 112, dormancy
Status: Mutable

If a citizen's status becomes "Dormant" or "Dead", then any Active proposals that e has proposed automatically have eir status changed to Retracted.


Rule 113, That's Why I Make Props
Status: Mutable

1) When a proposal is passed, the citizen who proposed it gets an amount of Oomphs equal to the number of votes cast on the proposal.

2) All citizens who voted on the proposal gain 2 Oomphs.


Rule 114, Definate Ordering
Status: Mutable

When a class of entities have as part of its name a unique integer value, and such a value is not explicitly assigned by the creator when an entity of that class is created, then that integer shall be given the value X , where X is the least integer greater than 0 such that X is unique among members of that class of entities.


Rule 115, Damage Control
Status: Mutable

If a citizen attempts an action, and no one objects to that citizen's attempt within two weeks, then once these two weeks have elapsed, the game state of Axiom is altered to be as though that citizen had succeeded in eir attempt, if it has not already been so altered.

This rule takes precedence over all rules which conflict with it.


The 200s

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Rule 200, Written Standards
Status: Mutable

Whenever the rules refer to "text", or "characters", or "letters, digits, and punctuation", or any idea similar to these, then the following characters are permitted and no others.

A Ä Å a â ä à á å B b C c D d E É e ê ë è é F f ƒ G g H h I i ï î ì í J j K k L l M m N Ñ n ñ O Ö o ô ö ò ó P p Q q R r S s T t U Ü u û ü ù ú V v W w X x Y y ÿ Z z 0 1 2 3 4 5 6 7 8 9 ½ ¼ § ¶ ? ¿ ! ¡ @ # $ £ ¢ % ^ * ( ) [ ] { } « » " ' : ; . , = + - ~ / \ |

and null characters (white space: " ")

When alphabetic ordering is called for, then the leftmost non-null character in a string shall be examined and those characters which come earlier in the above listing shall indicate higher placement on the order list. Ties cause the examination to proceed right along the string, skipping all null characters. If a some string being compared ends before any other being compared during this process, then that string shall be placed higher than strings which continue. No string composed of one null character is permitted.

Whenever an entity is named that name must be unique, where a unique name could be placed on an alphabetically ordered list of all names currently in use in Axiom and not tie with any other name for position on the ordered list.

If some text is already used which does not comply with this rule things are still all right, but no new non-complying text is permissable.


Rule 257, Winning By Popularity
Status: Mutable

When a person joins Axiom, becoming a player and taking control of a citizen, that player may indicate that they are joining Axiom on the advice of a current player, other than themselves. When some player has been named in this way six times by new players who stayed Alive! in Axiom for at least 4 weeks, then that player has achieved a win condition. No player may be achieve more than one win condition by the application of this rule.


Rule 260, "The Song of the Goatal-Bearz"
Status: Mutable

If you go down to the woods today,
You're in for a big surprise.
If you go down to the woods today,
You'd better go in disguise.

For every goatbear that ever there was
Will gather there for certain because
Today's the day the Goatal-Bearz have their picnic.

Every Goatal-Bear who's been good,
Is sure of a treat today.
There's lots of marvelous souls to eat,
And wonderful games to play.

Beneath the trees where nobody sees
They'll eat your soul while you're on your knees
'Cause that's the way the Goatal-Bearz have their picnic.

If you go down to the woods today,
You'd better not go alone.
It's lovely down in the woods today,
But safer to stay at home.

For every goatbear that ever there was
Will gather there for certain because
Today's the day the Goatal-Bearz have their picnic.

Picnic time for Goatal-Bearz...
The little Goatal-Bearz are eating their treats from bowls.
Watch them, catch them unawares,
And see them picnic on their feast of souls.

See them gaily gad about.
They love to play and shout.
They never have any care.

At six o'clock their Mummies and Daddies
Will take them home to bed,
Because they're tired little Goatal-Bearz.


The 300s

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Rule 301, Voting Procedures
Status: Mutable

If a proposition has its status attribute change to Finalized then the following procedure shall occur.

Every player who wishes to may cause eir citizen to vote on the proposition. No citizen's vote shall be counted more than once. If a citizen votes more than once, only eir last vote counts. A vote must be unambiguously for or against the proposition.

If the proposition's status changed to Finalized seven complete days ago, and (the number of votes that inidicated support for the proposition) / (the number of total votes on the proposition) is greater than 1/2, then the proposition's status is changed to Accepted, otherwise, Rejected. If (the number of votes that inidicated support for the proposition) / (the number of total votes on the proposition) evaluates to 0/0 then the proposition is Accepted.

If a proposition has a number of supporting votes greater than half the number of Alive!, Dead, and Dormant citizens, and one of these supporting votes is that of the Emperor of Axiom, before the specified date on which its status is changed to accepted, it is automatically accepted.


Rule 302, Call For Judgements Defined
Status: Mutable

Calls For Judgement (or alternately CFJs) are entities which may not be destroyed.

A CFJ may only be validly named "CFJ #K" where for the purposes of this rule K is a unique integer greater than 0.

CFJs may be created by citizens and should contain in eir text:
1) A claim which:
a) contains statement(s) of fact which may be determined to be true or false, and
b) contains no statements which refer to the CFJ itself.

2) Reasoning which may contain any set of characters.

CFJs may have any of the following statuses: "True", "False", "Invalid", "Undecided", "Retracted", or "Overturned".

The Citizen who initiated a CFJ may change its status to 'Retracted' at any time before a judgement has been returned on it. When a CFJ has a status of Retracted, it is no longer being judged by any judge.


Rule 303, Call For Judgement Procedure
Status: Mutable

When a CFJ is validly created, or when it becomes Undecided, a random determination for the Judge of the CFJ is made by the Poobah of Randomness among Alive! citizens, excluding the citizen who created it.

The Alive! citizen determined has three complete days to accept eir status as the CFJ's Judge. If e does not, then e is changed to Dormant and another random determination is made for a new Judge.

If for some reason no citizen's name could be determined, the CFJ's status becomes Invalid.

When a citizen accepts a Judgeship e has three days to give a ruling. If e fails to do this, e is made dormant and is considered to have ruled the CFJ undecided. The ruling shall be True if:
1) All the statements claimed in the CFJ are true with respect to the rules, and
2) All the statements claimed in the CFJ are true with respect to the state of all entities, and
3) All the statements claimed in the CFJ are consistent with each other, or
4) All the statements claimed in the CFJ are consistent with each other, indeterminately true with respect to the rules and to the state of all entities, and in accordance with logic, the spirit of Axiom, and game custom.

If a CFJ fails the above criteria and it seems that the CFJ may not have been properly formed when created, the Judge shall rule it to be Invalid.

If is seems that a CFJ's claims cannot be validly ruled either True or Invalid, then the Judge shall rule the CFJ False.

If the player who controls the citizen who accepted the Judgeship feels incapable of faithfully and correctly following this CFJ procedure then eir citizen shall rule Undecided.

The CFJ's status becomes whatever that CFJ's Judge ruled.

In addition to the ruling itself, the CFJ's Judge is encouraged to add the reasoning behind eir ruling to the CFJ. This is not required and has no direct impacts on the state of the game, however.


Rule 304, Appealing CFJs
Status: Mutable

If a CFJ was ruled True, False, or Invalid less than seven complete days ago and a player believes an error was made, then e may change the status of the CFJ to Appealed.

A CFJ may only be appealed once.

If a CFJ is appealed, the same process described in Rule 303, Call For Judgment Procedure shall be followed except both the citizen who accepted the Judgeship the first time around and the citizen who requested the CFJ to be appealed shall also be excluded by the random determination for the new Judgeship.

If an appealed CFJ was ruled True, False, or Invalid less than three complete days ago and a player believes an error was made, then eir citizen may change the CFJ's status to Overturned by calling to overturn the verdict. If a such a call has been made then all citizens have seven complete days to publicly vote on the matter by unambiguaously voting either True, False, or Invalid on the CFJ's statement. If citizens vote more than once, only eir last vote counts.

If more than half of the Alive! citizens vote the same way, then the CFJ's status is changed to reflect this vote, otherwise the status is changed to whatever the appellate Judge ruled. If the previous sentence causes the status to return to whatever the Appellate Judge ruled, the citizen who overturned the CFJ loses two Oomphs (or as many as they have if such is not possible), and has eir Unacceptability Status changed to Unexcellent. Once an overturned CFJ has been resolved, it is final.


Rule 305, The Disposition of CFJs
Status: Mutable

If a CFJ is ruled Invalid or False then the semantic meaning in its text shall be ignored

If a CFJ is True, its claims shall be considered a source of authority similar to that produced by the rules except it defers in all ways to any rule, and is not considered as an authority with resepct to future CFJs.


Rule 306, Offices Defined
Status: Mutable

Offices are entities which cannot be destroyed and have some number of seats which are associated entities that can be owned.

Valid names for offices take the form "Poobah of THING" where (for the purposes of this rule) THING is a string of letter, digits, and punctions not to exceed 40 characters in length. The seats associated with an office are initially named "Poobah of THING Seat #N" where N is a unique integer greater than 0.

Specific offices exist only according to rules.

Citizens who own a seat may perform actions which are described as priviledges by the rules and are bound to do those things described as duties by the rules.

An office's seat(s) has a status that is either "Temporary", "Filled", or "Impeached".

Offices also have Lines of Succession for each seat, which are lists of citizen names. The owner of a seat may change that seat's line of succession, that seat's name, or that seat's status to Temporary.


Rule 307, Filling offices
Status: Mutable

If a seat owner fails to perform a duty that the associated office required, that citizen becomes Dormant and the seat's status changes to "Temporary".

If any office has a status attribute of "Temporary" then the following procedure shall be followed:
1) No citizen may change the seat's status to "Impeached" until seven complete days have passed.
2) Ownership of the seat is transfered to the Alive! citizen highest on that seat's line of succession.
3) Citizens may nominate emselves for the office until three complete days have elapsed since the seat's status was changed to Temporary.
4) In the next four complete days each citizen can vote once on the seat by announcing the name of one of the citizens who nominated emself.
5) Ownership of the seat goes to the citizen with the most votes. Ties are broken by random determination.
6) The seat's status attribute is changed to Filled.

Any citizen can change a seat's status to Impeached so long as that seat's status is not Temporary. When an Impeachment occurs the following procedure is followed:

1) For four complete days any citizen except the one who owns the seat may vote once to either impeach or support the owner of the seat.

2) At the end of this time, each citizen's most recent vote on this matter shall be counted and, if greater than half of the votes were to impeach then:
a) the name of the current owner is removed from the seat's Line of Succession (if the name is in it), and
b) if this results in no names in the Line of Succession then all the names of Alive! citizens excluding the current owner of the seat shall be added randomly to the Line of Succession, and
c) the status of the seat is changed Temporary.

3) If half or fewer of the votes were to impeach, then the status of the seat is changed to Filled.


Rule 308, Hearings
Status: Mutable

There is a class of entities called hearings. Rules may describe subclasses of hearings which will follow these procedures except where alternate provisions are made.

A citizen authorized to create a hearing does so by public announcement. Each hearing is entrusted to a citizen who (along with the associated player) is that hearing's Town Crier.

The subclass of hearing created shall have more than one possible response which any player may send to the hearing's Town Crier by privately sending a note which specifies the particular hearing, the response, the player's name, and the player's citizen's name (should they have a citizen).

Three days after the hearing is created it is a duty of the Town Crier to publicly report the responses recieved on the hearing. Unless otherwise noted the response most reported shall be the result of the hearing (ties broken randomly).

After the results of the hearing are determined, the hearing is destroyed.


Rule 310, Changing Names
Status: Mutable

A citizen may change eir own name provided:
1. It is a valid name with respect to all other rules on citizen names.
2. It is not a name some other citizen previously had or currently has.
3. E has not done so in the last seven complete days.
4) No player may take a new name which is a string which has semantic meaning in the game of Axiom beyond that of identifying a citizen.
5) No new citizen may take a name which is a string which has semantic meaning in the game of Axiom beyond that of identifying a citizen.
6) No Player may use their name in a manner besides referring to their citizen.


Rule 312, Winning
Status: Mutable

Axiom never stops and never ends. A citizen may only win Axiom if ey achieves a rule described win condition and submits a CFJ claiming as much. If and when the CFJ is returned with a status of True, and the status may not be changed to Appealed, that citizen has won.


Rule 313, Timing Issues
Status: Mutable

When a player announces eir citizen's actions, the actions occur in the order each is listed in the message as the message would normally be read. Each of these citizen described actions causes all rule described actions to occur that indicate immediate action (implicitly or explicitly). Then the next action specified in the message occurs (or attempts to occur) based on this new set of circumstances.

If a rule refers to an action that shall occur "at the beginning of each week" (or something semantically equal), then that action will take place at 12:00 midnight each Sunday. If a rule refers to an action that shall occur "at the beginning of each month" (or something semantically equal), then that action will take place at 12:00 midnight on the first day of each month. If one action is caused by another action after a set interval of time (e.g. when X, a week later Y), the second action will occur after the exact amount of time specified by the first action (e.g. for the previous example, 168 hours afterward).

If any of these actions would require the assistance of a citizen (i.e. the Poobah of Randomness), then e does not necessarily need to be exactly punctual in his assistance, as long as e performs his duty in a prompt manner. In these cases the action will be thought of as if it happened at the appropriate time (i.e. 12:00 midnight or whatever).


Rule 350, The Poobah of Randomness
Status: Mutable

An office with one seat exists named the Poobah of Randomness.

The duties of this office are:
1) to always make random determinations by a method which satisfies the most other players possible, when the rules call for it.

On each Sunday at 00:00, the citizen who owns this Office's seat has 1 Oomph created in eir posession.


Rule 351, The Poobah of Authority
Status: Mutable

An office with one seat exists named the Poobah of Authority.

The duties of this office are to represent to the best of eir abilities the current state of rules, proposals, and CFJs on a web page or web pages that is available to all players who might choose to go on the web and look at it.

These pages shall have no formal effect on any entities within Axiom except that the degree to which the Poobah of Authority is fulfilling eir duties may be determined by an examination of em.

On each Sunday at 00:00, the citizen who owns this Office's seat has 2 Oomphs created in eir posession.


Rule 352, The Poobah of Citizens
Status: Mutable

An office with one seat exists named the Poobah of Citizens.

The duties of this office are to track to the best of eir abilities the position, possessions, acceptability, and any other characterisitics or features of citizens unless some other Office exists to deal with such information. Additionally, information the Poobah of Citizens tracks must be represented on a web page or web pages as a duty.

These pages shall have no formal effect on any entities within Axiom except that the degree to which the Poobah of Citizens is fulfilling eir duties may be determined by an examination of em.

On each Sunday at 00:00, the citizen who owns this Office's seat has 2 Oomphs created in eir posession.


Rule 356, Inheritance
Status: Mutable

1) All players can have a public will with one other player's name on it.
2) To make such a will, a player need only declare "X is my successor", where X is a player's name. X will then be on the will of the ciitzen in question. If another X is later named by the player writing their will, the current successor is removed from the will, and the new one is placed on it.
3) If a player's citizen is declared Dead, then all their citizen's possesions are transferred to the citizen of the player on their will. This transfer is done regardless of the location of either citizen.


The 400s

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Rule 400, Weights and Measures
Status: Mutable

Section 1 Physiks

The unit of distance in Axiom is the Skooch. The unit of bigness is the Clunker. The unit of energy is the Oomph.

Section 2 Math

Angles, unless otherwise specified, considered to be in radians when referred to in Axiom.


Rule 401, Position and Movement
Status: Mutable

All entities have a position that can be described by a coordinate system in the form (X,Y) where (for the purposes of this rule) X and Y are integers which measure distance in Skooches.

Entities are either intangible, tangible, or add-ons. If an entity is intangible, it may share position coordinates with any other entities. If an entity is an add-on, it may exist either as an independent entity, or it may be considered a piece of another entity and able to share a position coordinate with that entity, as specified by the rules.

If an entity is tangible, it may share a position coordinate with no other tangible entity and has a bigness. If no bigness is specified by other rules, all tangible entities have a bigness of 1 Clunker. Intangible an add-on entities have a default bigness of 0 Clunkers.

It is possible for an entity to have its position changed. Whenever an entity is acted on in this manner, then the distance it is moving is found by finding the change in its X and Y position coordinates, squaring each of them, and taking the square root of eir sum, rounded down. This distance is multiplied by the bigness of the entities being moved and that many Oomphs (owned by the entity doing the moving) must be destroyed. No entity may ever have a negative amount of energy.

Citizens are tangible entities, may own energy, and may move emselves. Each Alive! citizen is given three Oomphs each week on Sunday morning at 00:00. When a citizen is created, it must have a valid position specified.

Any entity with no position otherwise defined is intangible and at (0,0).

If two entities are within 1 distance of each other (calculated as if one were moving to the others' postion) then those entities are adjacent to one another.


Rule 402, The Hierarchy of Unacceptability
Status: Mutable

All citizens will now have an category associated with em, namely Unacceptability. This category can have any one of five statuses: "Excellent", "Good", "Average", "Unexcellent", or "Unacceptable". At the time directly following this rule's creation, all current players will have eir statuses changed to "Average" and this sentence deletes itself. All new players will start with the status of "Average". A citizen's status of Unacceptability can be changed only by the following procedure:

1) A citizen proposes eir or another citizen's status change (i.e. to which status they're changing to) along with eir current status, as well as eir reasoning behind the status change.

2) A voting session of one week is established, during which time each citizen other than e who made the proposal for a status change may either vote for or against the status change. Each citizen may vote more than once; however, ey may only contribute a total of 1 (one) vote either for or against the status change at the end of the voting week, eir last vote being the one which will be tallied.

3) Every player who wishes to may cause eir citizen to vote on the proposal. No citizen's vote shall be counted more than once. If a citizen votes more than once, only eir last vote counts. If (the number of votes that inidicated support for the status change) / (the number of total votes on the status change) is greater than or equal to 1/2, then the citizen's status is changed. If (the number of votes that inidicated support for the status change) / (the number of total votes on the status change) evaluates to 0/0 then the status change will take place.

No citizen may request an Unacceptability status change during the time in which a previous Unacceptability status change (that was proposed by that citizen) has not yet gone through its week-long process of voting.


Rule 403, Manipulation
Status: Mutable

1) A citizen may manipulate objects within the the five points (x,y), (x+1,y), (x-1,y), (x,y+1), (x, y-1) where x and y are the integer coordinates of the citizen as defined in rule 401.

2) Manipulataion is defined as:

a) Picking up any entity which the citizen may posses.
b) Putting down any entity which the citizen posesses.
c) Giving another citizen an entitiy
d) Any game effect which requires the close proximity of a citizen.


Rule 405, The Definition of Worth
Status: Mutable

1) The unit of worth in Axiom is the Zorkmid.

2) All non-Intangible Entities have a characteristic called Worth, having a value that is an integer number, expressed in the units of Zorkmids.

3) All Entities with a Worth not otherwise defined have a Worth of zero.


Rule 406, Currency
Status: Mutable

1) Axiom Currency Units Defined: An Axiom Currency Unit, or acu, is the basic entity of currency in Axiom. Acus are add-on entities which may be possessed by Citizens. All acu have a Worth which is greater than zero and an even integer. Acus have a Bigness of zero Clunkers, and an Energy of zero Oomps. Acus have a Creator, which is the name of the Citizen who Created them. Acus may have an Owner, which is the Citizen who has the acu in eir possession, or they may be Ownerless, when they are not in the possession of any Citizen.

2) Minting Acus: Any Citizen with a Worth greater than zero may create an acu with a Worth of 2 Zorkmids. The Creator's Worth is decremented by one. The Creator must give the acu a unique name. The acu is created in the possession of its Creator.

3) Merging Acus: Any Citizen possessing two acus may merge them. One acu is destroyed; the other has a new Worth equal to the sum of its old Worth and the Worth of the destroyed acu. The non-destroyed acu has its Creator changed to the Citizen who merged it.

4) Destroying Acus: The Owner of an acu may destroy it by redeeming it. When an acu is redeemed, its Owner's Worth increases by the Worth of the acu. The Creator of the acu has eir Worth decreased by half the Worth of the acu, if possible.

5) Transferring Acus: The Owner of an acu may transfer it into the possession of any other Citizen, regardless of the distance between them.

6) Energy-Worth Equivalence: Any Citizen with an Energy greater than zero may decrement their Energy by one and increment their Worth by one. Any Citizen with a Worth greater than zero may decrement their Worth by one and increment their Energy by one.


Rule 410, balls
Status: Mutable

Balls are add-on Entities to their possesors with specific functions. Balls may only be used by their owner once a week. Balls are randomly reassigned on the first day of every month among all Alive! citizens.

Balls have the following functions:
1)Pain ball-The possesor of this ball can declare any one other citizen to be in pain. The pained citizen may not vote on proposals during that week this may only be used on a citizen once a month.
2)Danger ball- The ball's possesor may cast a "Danger Vote" with a value of one Alive! citizen vote towards any proposal.


Rule 411, Energy Trading
Status: Mutable

If two citizens are adjacent, then one can give the other energy by destroying one of their Oomphs and indicating the non-negative amount which they are transferring to the other. At no time may any citizen have less than zero Oomphs due to such a transfer.


The 500s

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Rule 500, Fun Places To Go
Status: Mutable

One or more positions may be a location if the rules define it as such and give it a name. Each location has whatever special characteristics the rules give them it. Additionally, all locations may contain as many entities as happen to go there, irrespective of the the tangibility of these entities; this sentence take precedence over all rules. No position may belong to more than one location.

If a citizen or something a citizen owns is sent or transported to a location which is comprised of more than one position then the citizen's player may specify which position is the place the sent thing goes. If the entity so transported is not otherwise specified then the Poobah of Randomness shall pick a random position among those valid.

The position (0,0) is a location with the name The Origin.

The position (1000, 1000) is a location named Heaven.

The position (-1000,-1000) is a location named Hell.

The position (1000,-1000) is a location named The North Pole.

The position (-1000,1000) is a location named The South Pole.

The rectangular region bounded by the postions (-15,5), (-10,5), (-10,-5), and (-15,-5) inclusive is the location named Jail.

The positions (-9,5) through (-9,-5) is the location named The Jail's Lobby.

All positions whose distance from The Origin is greater than 10,000 Skooches make up the location named The Great Beyond.


Rule 501, Intermediate Value Theorem
Status: Mutable

For an entity to be moved from one point to another, it must be possible to designate an unbroken chain of adjacent positions where
1) all the positions lie on a straight line which connects the starting position of the entity to its destination, and
2) none of the positions are occupied by a tangible entity at that time.


Rule 502, Nert
Status: Mutable

There is in Axiom a substance known as nert which has the following properties:
1) Nert exists in the form of indivisible tangible blocks.
2) A citizen may, by taking a position adjacent to a block of nert, destroy a number of eir own oomphs, causing the bigness of the block of nert to increase by a number of clunkers equal to eight times the number of oomphs destroyed.
3) Unless a block of nert has been given clunkers in the manner described in (2), its bigness is zero.
4) A citizen may, by taking a position adjacent to a block of nert, destroy a number of eir own oomphs equal to the bigness of the block of nert, annihilating it.
5) Under no conditions can the clunkers of a block of nert be converted into any quantity of oomphs.

There exists a location at (15,0) known as the nert mine. An infinite quantity of nert resides here.


Rule 503, Home on the Range
Status: Mutable

A Player may create a location by purchasing for a cost of 3 Oomphs a square area of side 10 skooches, by defining the area e wishes to purchase in terms of the spread of x co-ordinates and y co-ordinates covered by that area. The area purchased must include the player's current position and may not overlap any previously defined location or any position occupied by any other player. The purchasing player must give a unique name to the newly-created location. Each player is limited to creating a maximum of one new location per week.

A location is owned by its creator, who is known as the Landlord of that location.

A player whose position is within a location owned by another player is known as a Tenant.

A player may extend a location of which e is the landlord by purchasing an adjacent area (in the same fashion and subject to all the same conditions) and instead of giving it a new name, stating that it is part of the adjacent location that e owns.

Although a location may be validly created by a player, it only officially exists if it is added to a list of locations in the rules by way of a proposal.


Rule 504, Going To Jail
Status: Mutable

For an action to be classified a crime, the rules must specify:
1. the class of that crime with an integer greater than zero, and
2. the test for determining what actions are crimes.

A citizen, hereafter referred to as the Fuzz may Perform A Citizen's Arrest some citizen, hereafter referred to as the Bandit, if the Cop believes the Bandit committed a crime. If less than four citizens object to this arrest in the next two complete days, then the Bandit shall have eir criminalty decreased by the class of the crime for which e was arrested.

When a citizen's Criminality is decreased e automatically is put in the location known as Jail. When a citizen's criminalty decreases, then for X complete days e may not move through or stop in the The Jail's Lobby.

When citizens are created, they start out with a criminality of 0.

While in the location named Jail, no citizen may use a Ball.

This rule has precedence over all rules necessary for its provisions to take effect.


The 600s

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Rule 600, Hawaii Five-Oh
Status: Mutable

Section 1 Definitions

A) There exists in Axiom a game called Political Go. It is played by any citizen whose player publicly indicates such a desire. Citizens who are playing Political Go are referred to as Go Players when eir participation in Political Go is important.

B) The Go Board is tangible entity of bigness 10 and is a 19x19 grid, lettered horizontally from a-s and numbered vertically from 1-19 with these coordinates defining spots on the board. Each spot on the grid is either empty or has a stone on it.

C) Stones are add-on entities, of bigness 0, which are attached to The Board. If a stone is being placed on the board it is created for such a purpose and if removed, it is destroyed. When a Go Player adds a stone it is created in eir possession. Each Go Player must use a distinct character to represent eir stones. Friendly stones are all stones a Go Player owns on the board and any stones on the board owned by a Go Player officially allied with the first.

D) An army is defined as any set of friendly stones where any stone in the army is directly next to another in a vertical or horizontal direction.

E) Spots on the board where a stone could be added such that it becomes a member of an army are liberties for that army. A spot may count as a liberty for more than one army.

F) The Go Consul is in charge of keeping Political Go organized. E may be a Go Player. Eir job is to ensure all Go Players follow the rules, maintain a record of the Political Go and its current state, and make such records publicly available. Decisions of the Go Consul regarding Political Go must be in accordance with the rules and are final until overturned by CFJ. Players are encouraged to remove bad Go Consuls from the position by proposal or CFJ. If at any time there is no Go Consul, any citizen may make themselves Go Consul by public announcement.

Section 2 Turns

A) The play list shall consist of citizens's names listed top to bottom. When citizens start playing Political Go, eir name is added to the bottom of the list. The Go Player whose name is at the top of the list takes eir turn, has the results of eir turn determined, and then has eir name moved to the bottom of the list.

B) The Go Player whose turn it is has three complete days to make a move. If no move is made in this time, that Go Player automatically makes the move "Pass".

C) A move may be any of the following:
(i) A declaration of alliance with another Go Player.
(ii) A declaration of war on an ally.
(iii) Placing a stone.
(iv) Pass.
(v) Surrender.
(vi) Sleep.

D) If a Go Player makes a move to Surrender then eir name is removed from the play list and all the stones on the board which e owns are destroyed. If a player passes three times in a row, then the third time is considered to be a Surrender.

E) If a Go Player makes a move to Sleep, eir name is removed from the play list, but eir stones are not removed from the board. In the same way that a citizen joins the game, e may stop sleeping and have eir name added to the play list.

F) The game ends and a winner is determined when one of the following conditions is met:
(i) Every Go Player on the play list, in sequence, has had a chance to make a move and failed to place a stone. In this case, the winner of Poltical Go is the Go Player with the most stones on the board (ties broken randomly).
(ii) Stones owned by more than one citizen are on the board but only one citizen's name is on the play list. In this case, the winner of Political Go is the citizen who is still on the play list.

G) The Go Player who wins becomes the new Go Consul unless they decline. In this case the citizen who owns the next highest scorer shall be Go Consul, and so on, until a Go Consul is found or the pool is exhausted. Whoever accepts this honor is given 10 Oomphs.

Section 3 Alliances

A) If a Go Player makes eir move and it is to declare an alliance, then until the three days of eir turn ends, that alliance is considered offered. An offer can be resolved by time running out, in which case the player's move is considered to be a pass, or by the offered player accepting the alliance, in which case the two players are considered to be allies. Accepting an alliance does not use a turn.

B) More than two Go Players may be in a single alliance, this occurs when a Go Player makes a move to join an alliance and names a player already in one and all members of the alliance publicly accept in the manner described above.

C) If a Go Player makes eir move and it is to declare war on an ally then the Go Player who made the declaration is removed from the alliance they are in.

D) No Go Player may be in more than one alliance.

Section 4 Game Mechanics

A) If a Go Player makes a move to place a stone, any spot on the board is valid except:
(i) Spots where stones already are.
(ii) Spots where the placed stone would immediately be removed from the board.
(iii) Spots where that player already had an army composed of one stone the last time e could place a stone.

B) After any stone is placed or any Go Player leaves an alliance the Go Consul shall check the board to determine if there are any armies with no liberties. If this is determined to be the case for any armies, those armies are removed from the board. The determination is made for the armies of each Go Player sequentially moving from the bottom to the top of the play list.

Section 5 Scoring

A) The Go Score of a Go Player is the number of spots on the board which they (alone or with their allies) are uniquely responsible for making impermissible as valid places for non friendly stones to go. (This means that if a two players, not allies, make a spot invalid for a third by totally surrounding it no one gains points for that spot.)

B) If a player is in an alliance, they receive no normal Go Score but the Go Score they would have recieved otherwise is added to the alliance's Go Score. Spots made impermissible by more than one member of an alliance only add to the alliance's score once, not once for each member of the alliance involved. Then the alliance's Go Score is shared equally among its members (rounding down).

C) On Sunday morning at 00:00, a temporary Go Score List shall be compiled of all players of Political Go, higher Go Scores corresponding to higher positions on the Go Score Lists . Ties on the Go Score List are permitted, with multiple names permissible on any given line. At this time, each Go Player shall be get an Oomph of energy for each player beneath them on the Go Score List.


The 700s

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Rule 777, Funky Chunky Plunky Flunkie Monkey
Status: Mutable

there is no god but pain
he dances in your head on moonless nights
to remind you of the sting
and send you running helter-skelter


The 800s

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Rule 817, Praise the Lord and Pass the Ammunition
Status: Mutable

The following Religions are defined entities. No other Religions exist:

Scientology
Mormonism
Atheism
Agnosticism
Christianity
Judaism
Islam
Taoism
Buddhism
Hinduism
Wicca
Native American Stuff
Some funny old polytheistic thing like Greeks or Norse
Godless Heathen
Satan-Worship
Gödel-Worship
Science-Worship
Yo-Mama-Worship
Yo-Yo-Ma-Worship
Elvis-Worship
Nomic-Worship
Unspecified
None
All

A Citizen can and must be Associated with one and only one religion. All Citizens not so Associated are Associated with the Unspecified Religion.

A Citizen can change the religion with which e associates emself as a public action. Beginning on September 10, 1999, Any religion that has had no players associated with it for 30 consecutive days is removed from the list of religions.

On September 10, 1999, this sentence and the phrase 'Beginning on September 10, 1999, ' in the last sentence are removed from this rule.


The 900s

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Rule 904, government contract #2
Status: Mutable

If any player creates a proposition that becomes accepted defining cutting off noses, beheading, and being placed in the stocks, that player is granted 20 oomphs upon its acceptance, then this rule repeals itself.


Rule 905, government contracts #3 #4 and #5
Status: Mutable

If any player creates a proposition that becomes accepted which causes Axiom to have signed an INTO treaty with Agora, Ackanomic, or Berserker, that player is granted 30 oomphs upon its acceptance, then this paragraph repeals itself and the rule is retitled to exclude the string '#3 '.

If any player creates a proposition that becomes accepted which defines Secret Police, that player is granted 20 oomphs upon its acceptance, then this paragraph repeals itself and the rule is retitled to exclude the string '#4 '.

If any player creates a proposition that becomes accepted which creates a way to win a cycle, that player is granted 20 oomphs upon its acceptance.

If at any time there is only one # in the title of this rule, then the rule is retitled to exclude the string 's and' and this paragraph is repealed.


Rule 906, government contract #6
Status: Mutable

If any player creates a proposition that becomes accepted which creates a rule in the 900s incrementally higher than all contracts previously created called 'government contract #x', where x = the number of the rule less 900, then that player is granted 30 oomphs upon its acceptance, then this rule is repealed.


The +1000s

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Rule 31415217, INTO
Status: Mutable

The Kommisar of the Ministry of INTO has the authority to make whatever concessions are necessary to ensure our acceptance by INTO, including any rule-changes that MUST occur for them to recognize us. This rule takes precedence over any rule numbered higher than 10, except itself.


Last Updated: 3/21/2000 11:00pm PST
Author: Jennifer Mueller
If you're wonder whether the game is still going, message me at mueller4@sonic.net