Starting rules
Not wanting to take over or anything, but since I was making vague unsettled noises about the starting ruleset (its rather unpleasant loopholes, and its unnecessary parts), I thought I'd toss out an opening ruleset as I imagine it should be. I've removed much of Suber's that I find unwieldy (what's with the integers?), but left in more than I would by choice (why start with winning and scoring conditions when you can easily add them later?) out of deference to the assumption that you were starting with the ruleset you had for a reason.
I'm not so much suggesting that this should
be the ruleset, as using it as an example of what I would prefer. Suggestions, modifications, stealing parts into the ruleset you have, or outright rejection are all perfectly fine responses.
Without further ado...
Immutable Rules
PRIMARY. All
players must always abide by all the rules then in effect, in the form in which they are then in effect.
SECONDARY. Rules are only changed when the rules explicitly dictate that they must be.
TERTIARY. Anything which is not prohibited or regulated by a rule is permitted and unregulated.
FORFEIT. A
player always has the option to forfeit the game rather than to continue to play or incur a game penalty. By choosing to forfeit, the
player ceases to be a
player, and may have no further effect on the game.
MUTABILITY. Rules listed under the heading
Mutable Rules are
mutable. Other rules under the heading
Immutable Rules are
immutable.
PROPOSALS. A
proposal may only describe any one of the following: (1) the
repeal of a mutable rule (enacted by removing the rule from the ruleset). (2) the
amendment of a mutable rule (enacted by modifying the rule's text as described in the proposal). (3) the
transmutation of an immutable rule to a mutable rule, or vice-versa (enacted by moving the affected rule from the section of the ruleset it occupies to the end of the other section). (4) the
creation of a new mutable rule (enacted by adding the new rule at the end of the mutable section of the rules). To indicate which one of these is to occur, a
proposal's
title must begin with one of the words REPEAL, AMEND, TRANSMUTE or CREATE.
ENACTION. A
proposal is not
enacted unless the rules dictate that it should be.
VOTERS. Every
player is an eligible voter. Every eligible voter must cast a single vote with regard to every
proposal.
VOTES. A
vote may only be one of the following options: (1) FOR. (2) AGAINST. (3) ABSTAIN.
HINDSIGHT. No change to the rules may have retroactive application, nor may its stated effect be explicitly dependent on events before its enaction.
TITLES. Each
proposal shall be given a title for reference. The title shall be chosen by the
proposer, and must not consist of 'CREATE' and an existant rule title. When a CREATE
proposal is
enacted, its title except for the first word becomes the title of the new rule, unless the proposal's description explicitly states otherwise.
MAJOR CONFLICT. If a mutable rule and immutable rule conflict, the immutable rule takes precedence, and the conflicting part of the mutable rule shall be void.
CORRECTIONS. If a
proposal has received fewer than two votes, the
proposer may modify the
proposal. If it had received any votes, the voter(s) may change their vote at any time before the final vote for the proposal is cast.
STAGNATION. It must always be possible for the rules to be changed.
Mutable Rules
ORDER.
Turns are taken by players in alphabetical order by username.
SKIPPING. A
player may, on their
turn, opt to
pass. If they do so, it becomes the turn of the next player.
FORCED SKIPPING. If a
player has not made any action during 7 days of their being required by the rules to do so, they automatically
pass any
turns, and ABSTAIN in any
votes.
DISAPPEARANCE. If a
player has not made any action during 7 days after their turn is
skipped, they are no longer a
player. Unlike
forfeiting, they may rejoin the game under any rules permitting joining.
TURNS. A
turn consists of two parts, in this order: (1) making one
proposal and having it
voted on. (2) adding a number of points to their score, this number being calculated by adding 10 to the turn number, and multiplying by the fraction of FOR votes this turn's proposal received.
DEMOCRACY. If 50% or more of the
votes on a
proposal, after all required
votes on it are cast, are FOR votes, the
proposal is
enacted.
STRATEGIC EVIL. The first two sentences of this rule are removed at the end of two full cycles of
turns. The following sentence has no effect. Any
players who
voted AGAINST an
enacted proposal receives 10 points upon its
enaction.
MAKE IT GOOD. When a
proposal is defeated (ie. is not
enacted after all required
votes are cast), its
proposer loses 10 points.
JUST THE ONE.
Players may never cast more than one
vote on a single
proposal.
VOTING ORDER.
Votes may be cast whenever they are required. The
player whose turn would occur soonest after that of the
proposer and who has not yet voted is required to vote before any other player, at the other player's request. In Livejournal, votes on a proposal are made in the form of comments.
VICTORY BY SCORE. The first player to achieve 200 (positive) points wins.
MINOR CONFLICT. If two rules in the same section of the ruleset conflict, whichever occurs first takes precedence, and the conflicting part of the later rule shall be void, unless the precedence is explicitly stated to be otherwise.
JUDGEMENT. Any player may
invoke Judgement, if they disagree with the legality of a turn, or application of a rule.
The
player whose turn it is becomes the
Accused. The
player whose turn precedes the
Accused's becomes the
Judge. The
Judge decides how the dispute is to be resolved.
The decision of the
Judge may only be overruled if all
players other than the
Judge and the
Accused agree that it should be before the next
turn begins. If any other
player agrees with the
Judge's decision, the decision is implemented, the
Judge and
Accused lose those titles, and the game resumes as normal. The next
player beginning their turn is an implicit agreement with the decision of the
Judge.
If the
Judge is overruled, the player whose turn preceeds the
Judge's becomes the
Judge. If the
Accused becomes the
Judge, the role of
Judge automatically passes again to the preceeding
player.
VICTORY BY DOOM. If the rules are changed so that further play is impossible, or if the legality of an action cannot be determined with finality, or if by the
Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn wins.