Current rules of Imperial Nomic
Training Game (initial rules blatantly stolen
from Slakko)
1. Minimal Office Holders
The Game of Imperial Nomic shall always include
at least two not necessarily distinct players who are office-holders: The
Imperial Emperor / Empress (TIE) and The Humble Scribe (THS).
2. What TIE Says Goes
The decision of TIE is final and no correspondence
will be entered into. The initial holder of the position of TIE is Eric
"Rico" Plumb, who is also THS.
3. How to Play
A Proposal is submitted by sending it by electronic
mail or the World Wide Web to THS, who must publish via the World Wide
Web the current ruleset, proposal list, and current scores of all players.
Any player may join at any time by e-mailing TIE and expressing a desire
to join. Each player must represent a distinct person in RL (real
life).
4. Rights and Responsibilities of TIE
TIE will judge each proposal submitted and accept,
reject or ignore it. To ignore a proposal, the condition by which it is
ignored must be explicit elsewhere in the ruleset. TIE may, at any time,
modify or remove any existing rule or enact new rules, by the issuing of
a Proclamation. In addition, e may, at any time, issue a Directive calling
for proposals in a certain area. If TIE so chooses, e may reward
players for following such a Directive.
5. Rights of THS
The Humble Scribe may rewrite a proposal to clarify
its meaning, as long as the rewriting does not alter the meaning.
6. Automatic Queueing System
If a player has submitted two undecided proposals
for a Judgment Period and then submits a new proposal, the new proposal
will replace the oldest of that player's undecided proposals.
7. This Is How You Do It
Any player may, at any time, submit a Point
of Order to raise any issue relevant to the game.
8. Application of Rules
Each submission will be numbered and a new rule
will apply to all submissions numbered greater than or equal to its own
proposal unless it specifies otherwise.
9. Resolution of Conflicts
When several rules apply at the same time and have
different consequences then the rule with the lowest number is applied
first. Other rules may then be applied so long as they do not conflict
directly with a rule that has already been applied.
10. Points Etc.
-
A player gains 3 points each time one of eir proposals is accepted.
A player loses 1 point every time one of eir proposals is rejected.
A player loses 2 points every time one of eir proposals is ignored.
-
If a player's score is a perfect square, perfect cube, or a prime integer,
then, on their pointing this fact out, they shall gain 10 points and 2
Force Points.
-
A player gets 50 credit chits when they are first made a player.
All existing players retroactively get 50 credit chits. A player gets 10
credit chits whenever e has a proposal accepted.
-
A player gains a gold star each time eir score is equal to or greater than
(150 + 50*g) where g is the number of gold stars e currently owns, and
currently is both a TIE Bomber and a TIE Interceptor. When a player
gains a gold star in this manner, eir score is set back to 0 points and
e loses the TIE Bomber and TIE Interceptor titles. If at any time
a player has 3 gold stars that player may trade them in for a Deathstar.
Doing this ends the game with the player owning the Deathstar being declared
TEW (The Exalted Winner). Ranking is as follows: First place goes
to TEW. All other players are ranked by the following criteria in
order, with ties being broken by criteria further down the list: Number
of gold stars, number of points, light weapon strength, alphabetically
by name.
-
A player may only become a TIE Interceptor by catching a pass thrown by
a member of the other team in a game of StarBall.
-
Any player who successfully causes damage to a planet other than their
own earns the title TIE bomber.
11. Thwap Dancing
-
Any player thwapped loses 1 point. If a player has been thwapped
10 times, e may declare emself a Masochist. Masochists do not lose
points as a result of being thwapped, they kinda like it. The Masochist
with the most thwaps may declare emself the Master Masochist. This
Master Masochist must include a strange masochistic saying to go with any
proposal. If a saying makes TIE chuckle, e may award the player up to 10
points.
-
TIE may thwap a player whose proposal has just been rejected.
-
If a prison break is successful, the Leader of the Rebellion may thwap
the Grand Moff.
-
If there are no Rebel Prisoners, the Leader of the Rebellion may thwap
any TIE Fighter once per 10 game actions.
-
A player who does not refer the the game by its proper name ("De Imperial
Nomic" or "Imperial Nomic #29") may be thwapped by TIE at his lesiure.
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If there are no Prisoners, Vader may thwap any TIE Minion once per block
of 10 game actions. If nobody is Vader, the Grand Moff has this privelege.
-
If there are any Prisoners, the Grand Moff can thwap a Prisoner once a
day, but must refer to em as "Rebel scum."
-
Whenever a player becomes Grand Moff, the person who was last Grand Moff
automatically thwaps the new Grand Moff. If the new Grand Moff is
a Masochist, instead of getting thwapped, he gives 50 credits to the previous
Grand Moff.
-
Whenever a TIE Minion has 3 proposals in a row accepted since eir last
thwap from the Wookie Monster (P38), there is a 50% chance that the Wookie
Monster will become angry at the Minion for giving the Empire more control
over the game and thwap em unless the Wookie Monster is Depressed.
However, if the Minion is a masochist, the Wookie Monster will instead
give em a wedgie. A player thwapped by the Wookie Monster gains an
extra 5 credits from the guy with the white shirt and black vest who follows
the Wookie around; a player wedgied by the WM gains 10 credits.
-
A player in Cell Block 1138 is thwapped twice a day by the prison guards.
A player in Cell Block 1138 may not submit proposals, but may submit points
of order, provided they are prefaced with the phrase "Boring Point of Order
Anyway".
-
If a player gains the title of Obi-Wan or Vader through winning a duel,
they automatically thwap the loser.
12. Proposal Content
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Any text between a left square bracket and the next right bracket thereafter
[like this] is a comment and has no game effect. Any text between
a pair of left curly braces and the next pair of right curly braces [like
the text that used to be here] is applied once only and then deleted from
the Ruleset.
-
Any untitled proposal will be ignored.
-
Any player making a particularly poignant, amusing, or otherwise appropriate
reference to Star Wars shall be rewarded by TIE with from 0 to 5 points
at TIE's discretion and judgement on how funny, appropriate, etc the reference
was.
-
If at any time a player can cause a game action to
spell out a proper english phrase then that phrase shall occur pending
the approval of TIE. The action of this phrase is such that it can
supercede other rules.
13. Political Allegiance
TIE Fighters
-
The TIE Fighter with the most credits is Leader of the Rebellion, unless
e is Obi-Wan, in which case the Fighter with the second most credits is
the LotR. If there is a tie, there is no LotR. The LotR is
responsible for all prison breaks. E may spend 30 credits to bribe
Imperial officials in order to change one Prisoner back into a TIE fighter,
ignoring any Rules which suggest e couldn't do that.
-
The TIE Fighter with the strongest Light Foil is Obi-Wan. If
Obi-Wan loses a duel against Vader, the whole Rebellion becomes depressed.
The Wookie Monster becomes too busy mourning to thwap anyone until Obi-Wan
manages to win a duel against Vader.
-
As soon as there are 5 more TIE fighters than players who are not TIE fighters,
TIE is overthrown and proposals are now voted on, instead of being ruled
on by TIE.
-
While there are 5 or more TIE Minions, the Outlaws may declare a Raid.
Each Outlaw has three days to send in the name of a TIE Minion to Raid.
If two or more Outlaws submit the same name, that Minion becomes a Rebel
Prisoner. A Rebel Prisoner cannot become a TIE Minion or TIE Fighter.
If all of the Outlaws submit the same name, that Minion is brainwashed
into becoming a NWO member.
-
Every game action whose number is divisible by 10, unless Vader is Depressed,
the Empire's Automatic Vise-Like Grip (AVLG) will pick a random TIE Fighter
to choke. This causes the Fighter to lose 10 points, 10 credits,
and counts as a thwap. This Rebel may submit an extra proposal in
the next Judgment Period if e so chooses due to the clarity of thought
inspired by being so near death.
TIE Minions
-
The TIE Minion with the most points is Grand Moff, unless e is Vader, in
which case the Minion with the second most points is Grand Moff (most recent
Moff in case of a tie.) E may spend 30 credits to bribe Rebels to
turn a Rebel prisioner back into a TIE minion, ignoring any rule which
suggest the player couldn't switch allegiances so soon.
-
The TIE Minion with the strongest Light Epee is Vader. If
Vader loses a duel against Obi-Wan, he becomes Depressed. Until e
manages to win a duel against Obi-Wan, nobody is caught in the AVLG, since
Vader can't concentrate enough to do it to anyone.
-
When there are five TIE minions, all TIE fighters are no longer TIE fighters,
lose 10 points, and become Outlaws. Any player who declares
eimself a TIE fighter while there are five TIE minions loses 20 points,
and becomes a Prisoner instead of a TIE fighter.
New World Order
-
The NWO member with the most points is the leader and must have the
nickname "Hollywood Hulk."
-
NWO members must always have a nickname and a signature move; those without
may be thwapped once a day by Hollywood Hulk until they do.
-
NWO members may not leave voluntarily; they must be removed by TIE.
-
When a NWO member has a proposal passed, e is encouraged to perform eir
signature move on a non-NWO player.
Professional Starball League
-
All players automatically join the PSL (Professional Starball League) when
they join their first game of Starball. There is currently no way
to leave the PSL.
-
All players who are members of the PSL get a 5 Credit bonus for every goal
their team scores. The person who actually scored the goal gets an
additional 5 credit bonus.
General
-
Vader and Obi-Wan duel once each Sunday.
-
Any TIE Fighter or TIE Minion can spend 100 points to corrupt a player
from the opposite side, causing em to switch allegiances. This loss
of points cannot send a player into negative points.
14. Money Matters
-
Any player may hire a Corellian smuggler for n credits, where n can be
any number less than or equal to the number of credits the player owns.
THS will then roll a d10. On a 9 or 10, the Smuggler runs off with
the money, which disappears from the game. On a 1 or 2, the Smuggler
is intercepted by the opposition and the cargo is confiscated. On
any other number, the player who hired the smuggler receives 1.5*n credits,
rounded down. If the cargo is confiscated, the two leaders other
than the leader of the faction who hired the smuggler each get an equal
share of the n credits.
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A player may purchase Electric Cheekbones for 25 Credits. The ownership
of Electric Cheekbones shall be kept secret. Whenever any player
(excluding TIE) thwaps a player who has Electric Cheekbones, the thwapper's
hand shall glow blue, and fiery lightning shall escape therefrom.
This lightning will cause the thwapper to lose 5 points, and it is considered
good form for em to utter a scream of pain at the next opportunity.
When a player is forced by the rules to thwap another player, and the second
player has electric cheekbones, the first player is considered to have
"Learned Their Lesion", and will never again be forced by the rules to
thwap that player. If, later, the first player voluntarily thwaps
the second player, and the second player no longer has electric cheekbones,
then the first player is once again free to thwap the second when forced
to by the rules.
-
Each player may possess at most one ship at any one time. Ships have
a Wow-Factor which ranges from 1 to 10. Buying a ship costs 100 *
the square of the Wow-Factor in Credits, and includes the costs for all
on-ship weaponry. Ships may be sold for 50% of their purchase price.
When a player purchases a ship, e must give it a name which has not been
used by any previous ship in the game.
-
Players may get in contact with Point Forgers. A player may spend
a number of credits (N) in an attempt to have the forgers create a number
of points (P) which look and act exactly like the real things. However,
the Forgers are not always successful, and if not paid well enough will
automatically botch their job. So the chance of such a move succeeding
is 0 if N is 0, and otherwise is the greater of 0 and (N-P)/N. If
such a move fails, then Imperial spies will note the forgery, and the player
will be interned in Cell Block 1138.
15. A Kind of Magic
All players have a certain innate ability with The Force. Each player
starts off with 10 Force Points. Players may
transfer Force Points into Points at the rate of 1 FP equals 5 points.
This transfer may not occur in the reverse direction. Any
player may use a Jedi Ability by spending the required number of force
points (FPs),so long as they have that many. Every Sunday each player
gains one force point. Every game action whose number is divisible
by 10, TIE will pick 3 numbers randomly between 1 and 2n, where n is the
most players ever to play the game. If these numbers match the Lucky
Number of any player, that player shall gain 3 FP for eir prescience.
Current possible uses of FPs, and their costs, are:
-
Move an extra square in Starball (1 FP)
-
Create a Force Field in Starball (1 FP)
-
JMT a Starball action (50% chance of succeeding due to mind scramblers
owned by each team) (2 FP)
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A TIE Minion may attempt to create a Light Epee (20 points + 20 credits
+ n FP, where min(5*n, 100) is your percentage chance of succeeding and
the strength is 10*log(n))
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A TIE Fighter may attempt to create a Light Foil (10 points + 10 credits
+ n FP, where min(2.5*n, 100) is your percentage chance of succeeding and
the strength is 10*log(n))
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Use a Jedi Mind Trick to force (ha!) another player to take a certain action
(4 FP) A player who is JMTed once during a Judgment Period may not be Tricked
again; if two or more players attempt to JMT the same player, one will
succed randomly. Any player who has a JMT fail for any reason cannot
try another for three JPs.
-
A player may specify that e is Concentrating (0 FP) in a particular JP,
in which case a JMT has only a 25% chance of working on em, but may only
submit 1 proposal in that JP. At the end of the JP, the Concentration
has a 40% chance of returning a Force Point.
-
Any player with a light weapon may challenge any other player with a light
weapon to a Duel (each player spends 1 FP for all that jumping around)
The winner of the duel gains 5 points and 20 credits. The loser of
the duel loses an equal sum. If the loser has less than 20 credits,
the winner only gains as many credits as the loser has. The winner of a
duel is the winner of 3 out of 5 contests. A contest is decided by
comparing rand(WeaponStrength of player a + Force points of player a) against
rand(WeaponStrength of player b + Force points of player b). The
victor is the player with the higher value. If a TIE Minion challenges
Vader or a TIE Fighter challenges Obi-Wan, the winner of the duel gains
the title appropriate to eir allegiance in addition to any other rewards,
and the loser is thwapped in addition to any other penalties if and only
if the title was transferred as a result of this duel.
-
Telekinesis:
-
Starball flag: 1 square in any direction, provided destination square is
unoccupied and this is the only TK aimed at the flag this JP. 2 FP
16. Spaceward Ho!
(Rules found on Space page)
17. Starball
There exists the Starball field. The field
is a square grid 5 rows tall and 12 columns wide mapped onto a cylinder,
so row 5 is adjacent to rows 1 and 4. (P66)
There are two teams - the Emerald Republic, and the Peach Rebellion.
All players start off belonging to neither team. A player may join
either team by making a declaration. There are no restrictions on
who may join which team.
Column 1 is the Emerald Republic's Zone. Column 12 is the Peach
Rebellion's Zone. There are also Single Score Zones (SSZs).
Squares (4,2)-(4,4) are Emerald Empire SSZs and (9,2)-(9,4)
are Peach Rebellion SSZs. When a player joins a team, they
are placed in the 3rd row of the respective zone, or a random adjacent
square if that square is occupied. The first player to join a team
is initially the Team Emperor.
Each team in StarBall has a flag. Flags are denoted EF and PF
for now. If the ball would hit the flag as a result of being
thrown, it is instead stopped by a force field immediately prior to entering
the flag square. A player may only pick up a flag owned by a team
other than eir own, and may only do so when in the same square as that
flag. (P40) If a player picks up a flag, until e either (a) drops it, or
(b) is hit by the Starball, any move e makes will also move the flag.
(P80)
As soon as each team has an Emperor, one of the two Emperors is chosen
at random to be in possession of the Starball. The first game of
Starball then begins.
Every time a player makes a proposal, they may take one move in Starball.
This move happens only if the accompanying proposal is accepted. A player
who submits no proposals during a judgment period may still make one Starball
move. (P76) Moves are collected and queued by THS until the end of the
judging period, then harfed as follows: All players' first moves are harfed
simultaneously in the order given on the Starball
page, then all second moves, and so on. (P75)
The current moves available in Starball are:
-
Move 1 square horizontally, vertically, or diagonally. This move
may not take the player off of the Starball field. If two players
attempt to move into the same square simultaneously, neither player moves
and both lose eir next turn unless one has the Starball, in which case
the other is considered to be attempting a tackle. (P75)
-
Drop the Starball in the current square, in which case the Starball is
stationary.
-
Pick up a stationary Starball, which comes into their possession.
A player may not pick up a ball currently in the possession of any other
player.
-
Throw the Starball horizontally, vertically, or diagonally. The Starball
moves in that direction until it:
-
moves into the same square as another player. That player has caught
the Starball, and is now in possession of it.
-
Attempts to move off of the field. The ball then stays in the square
it is currently in.
-
When a player moves into the same square as another player, e may attempt
to tackle the other player by specifying so. Results are determined
on a d10 roll, as follows:
-
1-3: Perfect Tackle. If the tacklee had the ball, the tackler now
does. The tacklee misses eir next move out of shock.
-
4-7: Imperfect Tackle. If the tacklee had the ball, it moves in a
continuation of the tackler's move. Both players remain in the same
square.
-
8-10: Botch. The tackler falls down and misses their next Starball
move. The tacklee remains in possession of the Starball if e had it. (P56)
-
A player may Charge in a direction, moving two spaces in that direction
and losing eir next move. If e moves into the same square as another
player, that player also loses eir next move. If either player had
the Starball, it bounces 1 square in a random direction. A Charging
player who hits a member of the other team who doesn't have the Starball
will be penalized by being sent back to eir team's starting square. (P58)
A player who is Concentrating may not Charge. (P92)
-
Take a Defensive Plant stance. A player in a Defensive Plant stays
in the same square and may not submit Starball moves until either a Goal
or Score is scored, in which case e may once again submit Starball moves,
or an opposing player enters an adjacent square, in which case e immediately
Charges that player, and may thereafter once again submit Starball moves.
-
Spend 1 Force Point to create a Force Field for eir team in the square
they currently occupy.
-
Spend 2 Force Points to telekene a Flag one square in any direction, provided
destination square is unoccupied, or 1 Force Point to TK an unpossessed
Starball in any direction. The Starball will continue moving in that
direction until a player catches it or it would exit the field.
A player may spend 1 Force Point to move 1 square in any direction before
or after eir declared move. This happens whether the accompanying
proposal is accepted or not. The player may do this any number of
times in one proposal, as long as e has enough Force Points to do so.
If the stated destination is not a legal move, the Force Points are spent,
but nothing happens. (P51)
If the starball is thrown by a player, and a member of the same team
catches the starball, then it considered a completed pass. When a
pass is completed, the throwing player gains 4 points, and the receiving
player gains 2 point. (P53)
Any time a player carrying the Starball moves into or out of a square
orthogonally adjacent to a player on the opposing team there is a 1 in
4 chance the latter player will connect with a diving tackle, causing the
ball to move in a random direction and the players to end up on the same
square. If a player is moving from *and* to such a square then the probability
doubles. (P65) If a player is anticipating a tackle, e may attempt
a spin move. If a player executes a spin move correctly, the effects
of a tackle are canceled and the tackler falls down and misses eir next
Starball move. There is a 25% chance that a player will get dizzy
when doing the spin move. If he gets dizzy, he drops the ball and
if he was moving, moves in a randomly selected direction. If the
player wasn't going to be tackled, he becomes dizzy automatically.
If a player enters a square which contains a Force Field for the opposite
team, e drops any balls e is carrying and is bounced three squares horizontally
in the direction of eir goal, stopping when e reaches eir team's end zone.
Force Fields move 1 square per JP, after all players move, toward the Starball.
If 2 Force Fields are ever in the same square, they both cancel out in
a blinding flash of light after bouncing any players. (P68)
Each team in Starball has a Goalie. The Goalie is a Robot that
tries to prevent the other team from scoring. It will only occupy
the column right in front of the respective team's zone. It will
randomly move either up or down once per day. If a member of the
other team enters the same column as the Goalie, and has the Starball,
the Goalie will immediately Charge the player. If the Goalie is in
the same square as the (unpossessed and stationary) ball, it will pick
it up and throw it toward the other team's goal. It does not count
as a member of its own team for purposes of interception. All players
may move through the same square as the Goalie without penalty unless it
is Charging. The power source for the Goalie is the team's flag.
If a member of the other team grabs the flag, the Goalie becomes inactive
until the flag is replaced. (P81)
A Starball player scores 3 Scores for eir team if e is in row 3 of
the opposing team's zone and in possession of the Starball. At this
point, all players are reset to their initial positions, and the ball is
given to the Emperor of the team who was scored against. If a player
is in possession of the Starball in an opposition SSZ, eir team gains 1
Score, and only that player is reset to eir own team's goal. In this
case, the ball is replaced in the opposing team's goal. If a player
is in row 3 of eir own team's zone holding the opposing team's flag, e
scores 6 Scores for eir team and that flag is reset to its position.
The first team to achieve 12 Scores wins the game and a purse of 100 credits
per player; the losers receive 20 credits each as a consolation prize.
All players are then kicked off their team (to give other people a chance
to play as team leader)
Main Page || Ruleset || Proposals
1-50 || 51-100 || 101-150
|| Scores || Space ||
Starball