Rule 101 - immutableAll players must always abide by all the rules then in effect, in the form in which they are then in effect, and interpreted in accordance with currently existing game custom. Until such time as they are legally transmuted, Rules 101-115 are immutable, and Rules 201-221 are mutable.
Obey The Rules
Rule 102 - immutableEach Player shall be either a Citizen or the Speaker; no Player may be both at the same time. There will always be one Speaker. The term "Player" refers to any Citizen or the Speaker.
The Speaker and Citizens
Rule 103 - immutableA rule change must be one of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment; or (3) the transmutation of an immutable rule into a mutable rule, or vice versa.
What Is A Rule Change?
Rule 104 - immutableAll proposals made in the proper way shall be voted on. Three conditions must be satisfied for a proposal to be adopted: (1) a quorum must have been achieved; (2) the required number of votes must have been cast in favour of the proposal; and (3) the prescribed voting period must have elapsed or all voters have cast a vote, whichever is first.
Adopting Proposals
Rule 105 - immutableAny proposed rule change must be written down (or otherwise communicated in print or electronic media) before it is voted on. If adopted, it must guide play in the form in which it was voted on.
Proposals Must Be Written Down
Rule 106 - immutableA rule change will take effect when either the prescribed voting period has elapsed, or all voters have cast their vote, whichever is first.
When Proposals Can Take Effect
No rule change may have retroactive application.
Rule 107 - immutableThe Speaker shall give each proposed rule change an ordinal number for reference. The numbers shall begin with 301, and each rule change proposed in the proper way shall receive the next successive ordinal, whether or not the proposal is adopted. The effective ordinal number of a rule is the ordinal number of the most recent change to that rule.
Numbering Proposals
Rule 108 - immutableMutable rules that are inconsistent in some way with some immutable rule (except by proposing to transmute it) are wholly void and without effect. They do not implicitly transmute immutable rules into mutable rules and at the same time amend them. Rule changes that transmute immutable rules into mutable rules will be effective only if they explicitly state their transmuting effect.
Mutable/Immutable Inconsistencies
Rule 109 - immutableThe proper way to make a proposal is to send it by electronic mail to the current Speaker. The Speaker will then distribute the proposal to all Players. The prescribed voting period begins at the moment that the proposal is distributed by the Speaker.
Making Proposals
Rule 110 [transmuted - see Rule 348]
Rule 111 - immutableA player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgement of the player to incur it, may be imposed.
Forfeiting The Game
Rule 112 - immutableThere must always be at least one mutable rule. The adoption of rule changes must never become completely impermissible.
At Least One Mutable Rule
Rule 113 - immutableRule changes that affect rules needed to allow or apply rule changes are as permissible as other rule changes. Even rule changes that amend or repeal their own authority are permissible. No rule change is impermissible solely on account of the self-reference or self-application of a rule.
Rule Changes That Affect Rule Changing Rules
Rule 114 - immutableVoters may vote either for or against any proposal during the prescribed voting period. Citizens should send their vote by electronic mail to the Speaker before the end of the voting period. Voters who do not vote within the prescribed period shall be deemed to have abstained.
Voting Options
Rule 115 - immutableWhatever is not explicitly prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
Permissibility Of The Unprohibited
Rule 201 [amended - see Rule 303]
Rule 203 - mutableThe number of votes required to pass a proposal is two-thirds of the votes legally cast within the prescribed voting period.
Required Number Of Votes
Rule 204 - mutableEach Voter has exactly one vote.
One Voter One Vote
Rule 205 - mutableThe prescribed voting period on a proposal is seven days, starting from the moment that the proposal is distributed by the Speaker.
The Prescribed Voting Period
Rule 206 - mutableAn adopted proposal takes effect at the moment that the prescribed voting period ends.
When Proposals Take Effect
Rule 207 [amended - see Rule 345]
Rule 208 - mutableWhen a proposed rule change is defeated, the player who proposed it loses 10 points.
Scoring When A Proposal Is Defeated
Rule 209 [amended - see Rule 358]
Rule 210 [amended - see Rule 349]
Rule 211 - mutableAny player who has a question or complaint about any matter concerning the laws and their interpretation may email their statement to the Speaker, who will then distribute it to the rest of the Citizens. A call for judgement is then incurred on that statement.
Invoking Judgement
Rule 212 - mutableWhen Judgement has been called for, a Judge is randomly selected from among the other registered players by the Speaker. The player selected has 3 days in which to accept or refuse the appointment by posting to the Speaker. Any player who does not respond to selection in 3 days shall be penalised 10 points, and is deemed to have refused appointment. If a selected player refuses appointment, then a further random selection is made from the remaining pool.
Selecting A Judge
Rule 213 - mutableHaving accepted the appointment, a Judge has exactly one week in which to post an official Judgement. A Judge who fails to deliver Judgement within that period is penalised 10 points.
Delivering Judgement
Rule 214 - mutableThere are only three possible Judgements: (1) True; (2) False; or (3) Undecided. A Judgement may be accompanied by reasons and arguments, but any such reasons and arguments form no part of the official Judgement itself.
Three Possible Judgements
Rule 215 - mutableAll Judgements must be in accordance with all the rules then in effect. When the rules are silent, inconsistent, or unclear on the statement in question, however, then the Judge shall consider currently existing game custom and the spirit of the game in reaching a decision.
Judgements Must Accord With The Rules
Rule 216 - mutableIf a statement on which Judgement has been called is Judged to be true, and that Judgement is not overruled, it does not thereby become a rule, or any part of a rule. It merely becomes an explicit part of currently accepted game custom.
Judgements Are Not Rules
Rule 217 - mutableAt any time in the week following the posting of a Judgement of "true" or "false", any player may propose that the Judgement be overruled, i.e. changed to "undecided". If that proposal is adopted, according to whatever rules are currently in effect for the adoption of proposals, then the Judgement is overruled, and the Judge who made it penalised 20 points.
Overturning Judgements
Rule 218 - mutableA player is any person who is registered as a player. No person may register as a player more than once concurrently. Anyone is allowed to observe the game and participate in discussion of any issue, but no person who is not a player may make a proposal, or vote on any proposal, or call for judgement, or judge, or score points, or win the game.
Registered Players
Rule 219 [amended - see Rule 350]
Rule 220 - mutableThe term Voters, as used in the rules, refers to all players, and anything or anyone else that is eligible to vote.
Voters
Rule 221 [amended - see Rule 363]
Rule 303 - mutableQuorum is defined to be 30% of the players. Voters who are not players do not count for the purpose of determining quorum.
Quorum
Rule 304 - mutableBy stating his/her intention to do so, a player may lose a number of points equal to the number of an Electric Ant. The player may then predict, what the said Ant will vote, next time it is called upon to vote. The player must name one of the Ant's possible voting options, as delineated in rule 221. If the Ant votes as predicted by the player, and no other player made the same prediction, the said Ant becomes the property of the said player. While an Ant is a player's property, it will vote as determined by the player. This rule takes precedence before rule 221.
Knowing your Ants
Rule 308 - mutableThere are Vegetables. Vegetables do not vote, nor do they win or lose any points or anything else. If a rule refers to something as being a Vegetable, then this rule takes precedence before the referring rule. This rule also takes precedence before any rule that has a Q in its title.
Vegetables
Rule 311 - mutableThere exists an Office of Agriculture.
Office of Agriculture
Rule 313 - mutableThe holder of the Office of Agriculture may tax the players for vegetables. The taxation must be performed according to rules of equality decided by the holder of the Office. The players must then pay to the holder of the Office the number and type of vegetables due. If a player has too few vegetables to be able to pay, he/she loses 3 points for each vegetable he/she is short of payment.
Vegetable Taxation
Any player may present the holder of the Office with a vote-of-no-confidence, referring to a specific taxation (not necessarily a vote-of-no-confidence in the holder of the Office him/herself). If this vote passes, then the taxation in question, and subsequent taxations up to the time the vote is decided, are deemed void, and must be paid back.
If there is no holder of any Office of Agriculture, then the Speaker assumes this rôle for the purpose of this rule.
Rule 314 [repealed - see Proposal 380]
Rule 316 - mutableThe Speaker receives one vegetable every time a vote is decided.
Vegetables for Public Servants
Rule 319 - mutablePlayers can form organisations.
Organisations
Rule 324 - mutableThis game takes place in a town by the name of deVillage.
Geography II
The black lines represent roads.
The red dots represent crossroads.
Four of the crossroads are designated 'farms', and named as such on the map.
All players start the game at the central crossroads, also known as Central
Square.
Each time a player votes, he/she can move along a road, but no further than
to the nearest crossroads in the direction moved.
A player moves by informing the Speaker of where he/she moves to.
If any player is in Central Square, no player outside Central Square can
make proposals.
While a player is in a farm, he/she can collect a vegetable (of the kind
grown at that specific farm) there, each time he/she votes. In order to
collect a vegetable, the player must inform the Speaker of his/her doing so.
Initially all farms grow generic vegetables.
Rule 325 - mutableAn Office is any position established by the Rules as such.
Offices
Rule 326 - mutableThe number of points that a player has can only be changed when explicitly allowed by a rule.
Change of points
Rule 327 - mutableAnts, even Electrical, are animals, and as such must be fed.
Feed and care of animals
Rule 328 - mutableNo possesion, points, ants or vegetables can be harmed, changed or removed from any players possesion unless otherwise stated in the rules.
Security
Rule 329 - mutableAny player can steal any of another players possesions except points. Succes is determined with a 50% probability by the speaker. A player who fails a theft is penalised 3 points.
Theft
Rule 330 - mutableAll players can make Protoproposals.
Protoproposals
Rule 331 - mutableThere are Game Entities and Real Entities.
Entities and properties
Rule 332 [amended - see Rule 367]
Rule 333 [amended - see Rule 395]
Rule 334 - mutableIf a citizen has shown no sign of life for 14 days, the citizen is considered dead. A dead citizen shall not be considered a player.
Death of a Citizen
Rule 340 - mutableNo Player can transfer points, Vegetables, or Parking Tickets with any other Player, unless both are in the same location.
I Sure Could Use Some Longer Arms
Rule 345 - mutableWhen a proposed rule change is adopted, the player who proposed it receives 10 points.
Scoring When A Proposal Is Adopted
Rule 347 - mutableThere is one Walking Oak tree.
The Walking Oak
Rule 348 - mutableThe state of affairs that constitutes winning the game may not be changed from achieving n points to any other state of affairs. However, the magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot be continued may be enacted and (while mutable) be amended or repealed. The winner of the last game shall become the new Speaker for the next game, assuming all current duties allocated to the Speaker.
Winning The Game
Rule 349 - mutableIf two or more immutable rules conflict with one another, then the rule with the lowest effective ordinal number takes precedence.
Resolving Conflicts
Rule 350 - mutableIf the rules are changed so that further play is impossible, or if the legality of some action cannot be determined with finality, or if some action appears equally legal and illegal, then a player may call for judgement on a statement to that effect. If the statement is judged true, and the judgement is not overruled, then the player who called for judgement is declared the winner of the game. This rule takes precedence over every other rule for determining the winner of the game.
Winning By Paradox
Rule 351 - mutableThe Ambulant Psychiatrist is a Public Servant, who holds the Office of Ambulant Psychiatry.
Ambulant Psychiatry
Rule 358 - mutableThe winner is the first player to achieve a score of 500 points minus the number of the highest-numbered rule.
Required Number Of Points To Win
Rule 360 - mutableA trade is just an exchange of gifts. If two players agree to a trade, the deal is binding if they make the exchange immediately. A deal is not binding if it involves a promise of something in the future.
I promised you a WHAT?
Rule 361 - mutableMonsanto Man is a Public Servant, who holds the Office of Devegetation.
Monsanto Man
Rule 363 - mutableThere are 10 Electric Ants.
Random Voters
Rule 366 - mutableEach time a proposal is defeated, its proponent receives an Insistance Point.
Prophecy and Martyrdom
Rule 367 - mutableThe Speaker shall be empowered to make Correction Proposals. A Correction Proposal must be an attempt to correct a spelling error or adjust an upper/lower case inconsistency in the Rules.
Spelling and such
Rule 372 - mutableWhen a winner has been found, this game of deNomic ends.
End of the game
Rule 394 - mutableA Player can submit several Proposals in a Package.
Packages
Rule 395 - mutableAny player with a negative number of points can declare him/herself Silly.
You silly Person!
Revised 20-3-99