Only the rules themselves have regulatory power, but I have added other information which is
expected to be helpful to players. Comments have been added in [brackets] directly
following the ordinal number of the rule when desirable to clarify the
current status of the rule. I have also emphasized
certain key words where they are defined in context, and provided hypertext
links to them from elsewhere in the document. Italicized text within rules in the
Initial Set was italicized in the original.
- 101.
- 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.
- Initially, rules in the 100's are immutable and rules in the 200's are mutable. Rules
subsequently enacted or transmuted (i.e., 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.
- 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, or (3) the transmutation of an immutable rule
into a mutable rule, or vice versa. (Note: this definition implies
that, at least initially, all new rules are mutable.
Immutable rules, as long as they are immutable,
may not be amended or repealed; mutable rules, as long as they
are mutable, may be amended or repealed. No rule is absolutely immune to
change.)
- 104.
- All rules 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.
- Every player is an eligible voter. Every eligible voter
must participate in every vote on rule changes.
- 106.
- Any proposed rule change must be written
down before it is voted on. If adopted, it must guide play in
the form in which it was voted on.
- 107.
- 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.
- Each proposed rule change shall be given a
rank-order number (ordinal 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 then re-enacted, it receives the ordinal number
of the proposal to re-enact it. If a rule is amended or transmuted,
it receives the ordinal 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 ordinal number of the proposal to amend or
repeal the amendment.
- 109.
- Rule changes that
transmute immutable rules into mutable rules
may be adopted if and only if the vote is unanimous among the eligible voters.
- 110.
- Mutable rules that are inconsistent in any
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 if and only if they explicitly state their transmuting effect.
- 111.
- 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 amount of time must
be allowed for this debate. The proponent decides the final form in which the proposal is to be
voted on and decides the time to end debate and vote. The only cure for a bad proposal is
prevention: a negative vote.
- 112.
- The state of affairs that constitutes winning 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 continue may be enacted and (while they are mutable) be amended or repealed.
- 113.
- 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 judgement of the player to incur it, may be
imposed.
- 114.
- There must always be at least one mutable
rule. The adoption of rule changes must never become
completely impermissible.
- 115.
- 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.
- Whatever 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.
- 202.
- One turn consists of two
parts, in this order: (1) proposing one rule change and having it voted on,
and (2) throwing one die once and adding the number of points on its face to one's score.
- 204.
- If and when rule changes can be adopted without unanimity, the players who
vote against winning proposals shall receive 10 points apiece.
- 205.
- An adopted rule change
takes full effect at the moment of the completion of the vote that adopted
it.
- 206.
- When a proposed rule change is defeated,
the player who proposed it loses 10
points.
- 207.
- Each player always has exactly
one vote.
- 208.
- The winner is the first player
to achieve 100 (positive) points.
- 209.
- At no time may there be more than 25 mutable
rules.
- 210.
- Players may not conspire or
consult on the making of future rule changes unless they are teammates.
- 211.
- 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 must again govern.
- 212.
- 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 to decide the question.
Disagreement, for the purposes of this rule, may be created by the insistence of any
player. Such a process is called invoking judgement.
When judgement 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 judgement may be overruled only by a unanimous vote of the
other players, taken before the next turn
is begun. If a Judge's judgement is overruled, 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 teammate.
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 judgement 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's only guides shall be common morality, common logic, and the spirit of
the game.
- 213.
- If the rules are changed so that further play is impossible, or if
the legality of a move is impossible to determine with finality, or if by the
Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first
player who is unable to complete a turn is
the winner.
This rule takes precedence over every other rule determining the
winner.
- 301.
- Players shall start their turns in clockwise order, taking one whole
turn apiece. Turns may not be skipped or passed, and
parts of turns may not be omitted. A
player's turn may begin any time after the previous player's turn begins, but the player's proposed rule change may not be
voted on until the previous player's proposed
rule change is voted on.
All players begin with zero points.
- 304. [void]
- A rule change is adopted if and only if a majority of the eligible
voters vote to adopt it.
- 305.
- Deli's Rule.
A Live Chicken gains two points every time any rule change after this one is enacted. After
completing a turn, a Brick throws one die once and gains the total
number of points on the face. Any player not a Live Chicken or a Brick is a
Hoser.
Upon enactment of this rule, every player must opt to be a
Live Chicken or a Brick. Upon joining the game, each new player
must opt to be a Live Chicken or a Brick. A Live Chicken may opt anytime to become a Brick or
vice versa at the cost of 10 points. A Hoser may opt anytime to become a Live Chicken or a
Brick at no cost.
This rule would not be self-referential except for this clause.
- 308.
- A rule change of the following types:
- the enactment, repeal, or amendment of a mutable rule
- the enactment, repeal, or amendment of an amendment
is adopted if and only if a majority of the
eligible voters vote to adopt it.
- 309. [void]
- The NOP rule
Upon adoption rule 309 will be deleted from the rule set and will have no
further effect on the game whatsoever.
- 310. [void]
- Debate on a proposed rule change
is ended if a two-thirds majority of eligible voters vote to end debate.
Any player may call for such a vote. The proponent must then
decide the final form of the proposal. The final form must already have been proposed by the
proponent during the current turn. The eligible voters
must then vote on the proposal. This rule takes precedence over rule 111.
- 312.
- A rule change that
transmutes a mutable rule into an immutable rule
is adopted if and only if all eligible voters vote to adopt it.
- 313.
- Nacho's Rule
A player may earn bonus points upon successful adoption of the player's proposal. There are
three conditions that each can earn bonus points.
- If the proposal contains one or more of the following words, it earns 1 bonus point:
- pundit
- velociraptor
- Parthenon
- innards
- palaver
- tenfold
- pancreas
- indubitably
- pitchfork
- gronk
- porridge
- anal
- piglet
- geriatric
- pugnacious
- zipper
- If the proposal is written as a rhyming poem
it earns 2 bonus points (and that ought to show'em),
No matter the rhythm, the syllables or meter
the end of the line must rhyme or you are a cheater.
Alliteration, assonance and consonance don't mean a thing,
but rhyme each line or every other and grab the brass ring.
If judgement hell is the destination for you,
Slip in a false rhyme, endless debate will ensue.
- If the proposal
as a haiku it is writ
net ten bonus points
....
in addition a tanka
will earn a haiku's share, too
Ad-duh-dendum: The successful adoption of Nacho's Rule is exempt from the bonus points
awarded by Nacho's Rule. So, like....I'm not going to score.....or something.