No. | Status | Title | Description |
---|---|---|---|
101 | immutable | (untitled) | All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable). |
102 | immutable | (untitled) | 102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers. |
103 | immutable | (untitled) | A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa. |
104 | immutable | (untitled) | All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes. |
105 | immutable | (untitled) | Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. |
106 | immutable | (untitled) | All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on. |
107 | immutable | (untitled) | No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application. |
108 | immutable | (untitled) | Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment. |
109 | immutable | (untitled) | Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect. |
110 | immutable | (untitled) | In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule. |
111 | immutable | (untitled) | If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote. |
112 | immutable | (untitled) | The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed. |
113 | immutable | (untitled) | A 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 judgment of the player to incur it, may be imposed. |
114 | immutable | (untitled) | There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible. |
115 | immutable | (untitled) | Rule-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 or type of move is impermissible solely on account of the self-reference or self-application of a rule. |
116 | immutable | (untitled) | Whatever is not 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. |
201 | mutable | (untitled) | Players shall alternate in alphabetical order by surname, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
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202 | mutable | (untitled) | One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) subtracting 291 from the ordinal number of their proposal and multiplying the result by the fraction of favorable votes it received, rounded to the nearest integer, and adding the result to their score. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.) |
203 | defunct | (untitled) | A rule-change is adopted if and only if the vote meets a simple majority among eligible voters |
204 | mutable | (untitled) | If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each. |
205 | mutable | (untitled) | An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it. |
206 | mutable | (untitled) | When a proposed rule-change is defeated, the player who proposed it loses 10 points. |
207 | mutable | (untitled) | Each player always has exactly one vote. |
208 | mutable | (untitled) | The winner is the first player to achieve 200 (positive) points. |
209 | mutable | (untitled) | At no time may there be more than 25 mutable rules. |
211 | mutable | (untitled) | If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence. If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs. |
212 | mutable | (untitled) | If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge. New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards. |
213 | mutable | (untitled) | If the rules are changed so that further play is impossible, or if the legality of a move 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 is the winner.
This rule takes precedence over every other rule determining the winner. |
301 | mutable | Majority Rules | Rule 203 is amended to read: A rule-change is adopted if and only if the vote meets a simple majority among eligible voters |
302 | mutable | Tiebreaking | If there is an equal number of votes for and against a proposed rule, the reigning Judge will change his vote so that the rule will then be adopted or rejected. As compensation for having his will bent by this rule, the Judge will receive an additional 10 points. |
303 | mutable | Bribery | Players may bribe other players during their turn, transferring 10 points from their score (assuming they have that many) to that of any single opponent's, receiving in exchange assurance that the bribed opponent will vote in favor of the proposal, whether they wish to or not. Nobody can turn down a bribe, and all bribes must be announced to all players when they occur.
However, once a bribe has occurred, any _other_ opponent may bribe the same person again, restoring his or her free will, by a 5-point transfer, or pay the person 10 points to vote opposite of however s/he was aligned through previous bribery (again, assuming the new briber has enough positive points to make the payment). Bribery can happen as often as players wish during a single turn, but cannot initiate through anyone except the current proponent, and must always remain visible to all players. |
304 | mutable | next unless defined($proposal); | For this proposal, the player whose turn it currently is shall be known as the proponent. A new proposal must be submitted within 36 hours after a turn change. If a new proposal is not submitted within this period then the turn will end with no points awarded and the proponent shall be given the title of "Rotting Slacking Bastard" until such time as another player earns it. The proponent may call for a judge, who can, at their discretion, extend the time allowed.
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305 | defeated | Mutables Illimitable |
The mutable rule 209, "At no time may there be more than 25 mutable rules." be completely and utterly abolished |
306 | mutable | Webmaster Salary | 306r3: The player(s) responsible for maintaining the viewable rules
list, and any and all related activities, shall recieve two points at the beginning of their turn. These activities include: maintaining the website at which the rules are kept/displayed. If the responsible player(s), hereafter known as the Webmaster(s), have 100 or more points, they recieve, instead, one pat on the back. At any time, the Webmaster(s) may opt for recieving one pat on the back instead of recieving points. |
307 | defeated | Ants prefer peanut butter over onions | All ants prefer peanut butter to onions. |
308 | mutable | The Market | There exists in the gamespace a Market, to which all players are assumed to have convenient access at all times.
The Market sells the following items: One (1) Jar of Peanut Butter costs 2 points. One (1) nice fresh Onion may be had for 5 points. The Market might sell other items as well, but players can purchase only those items known to exist in the Market's inventory. For the sake of play, the Market enjoys an infinite stock of any item that it sells, but it may simply stop selling an item altogether. |
309 | mutable | More Merchandise | In the market there will be flashlights for sale. The flashlight shall cost 5 points. The flashlight will burn one point each round it is active. While it is active, it will show things that are unseen. |
310 | mutable | Chicken Sandwiches | In the market, chicken sandwiches are available for purchase. A chicken sandwich costs 2 points. |
311 | mutable | heathly rule | Each player will have a value called "health" associated with him/her.
Initially (for existing players, upon enactment of this rule; for all others, upon creation of their player account) this value will be set to 4B units. To avoid confusion with other metrics, health units should be noted in hex. A player is only allowed to vote if his/her health value is greater than zero during that turn. |
312 | mutable | The Millstone of Time | All players lose 5 units of health every turn, due to various undefined internal and environmental factors This has an subtractive effect to any other changes that might occur to a given player. If they somehow lose 6 health units before factoring in the effects of this rule, they must subtract a total of 11 units. Similarly, a gain of 9 health units would result in a net gain of 4. The Rotting Slacking Bastard loses 6 units per turn. |
313 | mutable | Minions | Title: Minions
Minions are assistants to players. Further definitions of what minions may do for players should be made. The following are aspects of minions that are relevant to their purchase, ownership and death. Minions have three states: Dry, Alive and Dead. Dry Minions can be purchased in packages of ten. All stores that sell any product or device or anything offered in exchange for points will sell minions. Each package of ten is a sealed foil like package which includes the dehydrated bits of ten minions. All minions in a package have an unlimited shelf life. Once the package is opened, all the minions must be rejuvenated at the same time and within one turn of opening the package. To rejuvenate minions, players will combine the contents of the package (dry minions) with water. This can be done within the package, so no bucket or container is needed. Water is assumed to be freely available unless a drought is specified. The quality of the water will define the relative surliness of the minions. Ugly water, surly minions. Clean water, polite minions. All minions start their life with F points of health. Minions may never have more than one digits worth of health (at this time - F). Minions lose health at a rate of 2 per turn. Minions cannot regain health, except by magic or supernatural means. Minions lose 4 points of health per turn during a drought, unless their player has water in their inventory. Minions may be consumed by a player and the player will receive the remaining health of the minion minus 1, for their own health. A player may consume as many minions as they like. All the remaining minions are too dumb to run away or abandon the player. Minions when served on top of a green bean salad are worth twice their health points (minus 1) to the player that eats them. Dry minions have the value of only one health point per package. the player eating a package of dry minions will have minion breath for 5 turns following the eating of Dry Minions. Alive Minions do not give Minion breath. Minions have no loyalty and can be traded to other players at will, for whatever deal the players work out amongst themselves. All minion deals are done in the dark. Thus, only players with flashlights can see minion deals, or assume that the minions they are purchasing or selling are what they are claimed to be. (i.e. you can sell empty bags to players without flashlights and they won't know it) When minions die prematurely, they explode with a loud pop. Exploded remains of minions may be eaten by players. Players will receive health in half the amount of points that the minion had, all fractions rounded down. |
314 | mutable | Scrubs Don't Get No Love | A new player may join the game at any time, as a scrub, provided that a majority of the then-active players agrees that individual is worthy.
Scrubs can do nothing until voting for the current proposal is completed, at which point they become players. Freshly-appointed players begin with 0 points; and a health score equal to the average of the health scores of the other active players (rounded to the nearest point). |
315 | closed | The Voting Demon and Fairy | After a new proposal becomes active and open to votes, the pitiless Voting Demon begins keeping track of the time at 00:00:00 EST if the voting phase has not been closed by then.
The timer stops as soon as voting closes, or 48 hours elapse, whichever comes first. The Demon does not care about the affairs of the players, and will not stop its timer for any other reason. All players who have not voted when the Demon's timer runs out will have a vote cast for them by the kindly Voting Fairy, who will also write a comment on their behalf. The Voting Fairy is a vastly intelligent being whose methods are completely obscure to mortals, so the way it votes for a particular player may or may not reflect their actual thoughts -- or what they perceived as their actual thoughts -- regarding a particular proposal. (For the purposes of this game, it may be safely said that its vote and comment will be utterly random each time.) The Fairy will charge 3 points for its services from each player it helps. Out of pity, it will take 1 or 2 points from a player with only that many (respectively), and work for free if the player has 0 or fewer points. |