rule add 365/0 P362/2 21 Mar 2001 00:00:00 4 Political Go There exists a Contest called Political Go. The Go Consul is the Contestmaster. The first Go Consul is Joel. The Go Board is empty at the start of Political Go. Players become Go players by making a Go move. Go players are unallied by default. Each Go player may make no more than one Go move per Game day, and may never place two Stones consecutively. A game of Political Go ends if it is no longer legal to place a Stone, or if a nweek passes in which no Player places a Stone. The Go player with the highest Go score is the winner of the Contest. ---- rule add 366/0 P362/2 21 Mar 2001 00:00:00 4 Go Board The Go Board is a square grid of 19 rank lines and 19 file lines, lettered horizontally from "a" to "s" and vertically from "1" to "19". Each vertex on the grid must, at all times, either be empty or be occupied by a single Stone. Two vertices are adjacent if a grid line can be followed from one to the other without crossing any other vertices. A set of vertices is mutually adjacent if it is possible, by passing only through vertices in the set, to trace a path along grid lines from one vertex in the set to all other vertices in the set. ---- rule add 367/0 P362/2 21 Mar 2001 00:00:00 4 Stones, Dragons, and Liberties The Stone is the playing piece in Political Go. Each Stone is owned by one and only one Go player. Two Stones are friendly if they are owned by the same Go player or by allies; otherwise, the stones are unfriendly. A set of Stones is mutually friendly if all pairs of Stones in the set are friendly. Two Stones are adjacent if they occupy adjacent vertices. A Stone is adjacent to a vertex if the vertex it occupies is adjacent to that vertex. A Dragon is defined as any set of mutually friendly Stones occupying mutually adjacent vertices in which no Stone in the set is adjacent to a mutually friendly Stone not in the set. A Dragon is adjacent to all of the vertices adjacent to the vertices occupied by its Stones. A Dragon has a number of liberties equal to the number of unoccupied vertices to which it is adjacent, with no vertex being counted more than once. A Dragon is considered dead if has only one liberty; otherwise, the Dragon is live. A Dragon is friendly to a Go player if it contains only friendly Stones. Each vertex from which no clear path may be traced to a Dragon unfriendly to a Go player is counted as one territory for that Go player. A Dragon has an eye if its liberties are territory for a Go player to whom it is friendly, and, barring a change of alliances, it would be impossible for that territory to be lost. Any Dragon with two distinct eyes, barring a change of alliances, may never become dead. ---- rule add 368/0 P362/2 21 Mar 2001 00:00:00 4 Go Moves For each move, a Go player must do one of the following: 1. Place a Stone. 2. Offer an alliance to an enemy. 3. Declare war on an ally. If a Go player places a Stone, e may place a single Stone on any unoccupied vertex, with the following exceptions: 1. Stones may not be placed so as to repeat a previous Board configuration. 2. Stones may not be placed on vertices on which the placement of a Stone would cause the formation of a friendly Dragon with no liberties, unless it would also cause the formation of an enemy Dragon with no liberties. If a Go player offers an alliance, e must name an enemy Go player to whom e is making the offer. If that Go player accepts the offer, the two Go players become allied. If a Go player declares war on an ally, the two Go players cease to be allies, and eir former ally's Stones are no longer friendly. ---- rule add 369/0 P362/2 21 Mar 2001 00:00:00 4 Stone Capture Following each Go move, the Stones of Dragons with no liberties unfriendly to the moving Go player are captured. If a captured Dragon is adjacent only to Stones owned by a single Go player, that Go player captures all of the Stones in the captured Dragon. If a captured Dragon is adjacent to Stones owned by more than one Go player, the captured Stones are divided among the owners of those Stones as follows: The Go player with the most Stones adjacent to the captured Dragon receives the first Stone, the next most the next Stone, and so on, with ties broken randomly, until all captured Stones are exhausted or every Go player capturing from the Dragon has received a Stone. This process is repeated until all Stones from the captured Dragon are exhausted. ---- rule add 370/0 P362/2 21 Mar 2001 00:00:00 4 Go Scoring At the end of the game, all dead Dragons are captured by the Go players whose unfriendly Dragons are adjacent to them. After the removal of dead Stones, each Go player's territory is counted. A Go player's Go score is the sum of eir territories and captured Stones. ---- rule add 371/0 P362/2 21 Mar 2001 00:00:00 4 Clearing the Board Following Go scoring, a number of captured Stones equal to eir territories is created in each Go player's possession, and all of eir Stones in play are added to eir pool of captured Stones, thus removing all Stones from the Go Board. ---- rule add 372/0 P430/0 21 Mar 2001 00:00:00 11 Banker/Tax Collector division of powers The Agent holding the office of Banker may never be nominated in an election for Tax Collector, nor may the Tax Collector ever be nominated in an election for Banker. Should the Offices of Tax Collector and Banker ever be held by the same agent the powers of those offices shall be subject to the following restrictions: 1. All variable awards adjustable by the Banker or Tax Collector from voting, all salaries, and all fines or payments resulting from voting or the proposal process, shall be immediately set to zero, and shall remain at zero until such time as the duties of the two offices are no longer to be performed by the same agent. 2. The holder of both offices may not approve any motion that requires the approval of the holder of both offices. ---- rule add 373/0 P431/1 21 Mar 2001 00:00:00 4 Stones Stones are objects. They can be created, destroyed, transferred, and otherwise manipulated only as allowed by the rules. Stones have three states: "Reserve", "In Play", and "Captured". Newly created Stones are always Reserve Stones. ---- rule add 374/0 P431/1 21 Mar 2001 00:00:00 4 Stone Purchase If a game of Political Go is in progress a player may, at any time, purchase a Stone from the bank. This purchase transfers the purchase cost of that stone in points to the bank, and creates a new Stone [[Reserve]] owned by that player. The Purchase price of a Go Stone is equal to (5^n)-1, where n is the number of stones purchased previously by the purchasing agent in that nweek. ---- rule add 375/0 P431/1 21 Mar 2001 00:00:00 4 Reserve Stones Ownership of Reserve Stones is transferable at will by the owner of the stone. ---- rule add 376/0 P431/1 21 Mar 2001 00:00:00 4 Stones In Play Stones In Play acquire the property "location". The location of an In Play stone is specified when it becomes In Play and may not change. ---- rule add 377/0 P431/1 21 Mar 2001 00:00:00 4 Captured Stones Captured Stones may be sold to the Bank for 1 point each. This sale destroys the stone and transfers 1 point from the Bank to the stone's owner. ---- rule add 378/0 P433/0 21 Mar 2001 00:00:00 3 Money for Nothing At the beginning of each nweek, the score of the Bank shall be increased by five points for each player who voted in the previous nweek. [[ I want my MTV. ]] ---- rule add 344/1 P434/0 21 Mar 2001 00:00:00 2 18 The Thug and Its Uses There exists an entity known as the Thug. The Thug may be used only by its employer, and only once per nweek, to reverse a single vote case by a Voter, such that "yes" vote becomes a "no" vote, and any other vote (or lack thereof) remains unchanged. To use the Thug, its employer shall, when casting eir Ballot, indicate at which Voter and Ballot Issue the Thug is directed. Following the conclusion of each voting period in which the Thug has been used, or whenever the Thug has no empoyer, the Bean Counter shall randomly select the Thug's new employer from among those Players who voted during the previous nweek. ---- rule add 379/0 P435/0 21 Mar 2001 00:00:00 3 Just Because It's A Bank, Doesn't Mean It Should Be Bankrupt Each time a new Player joins the game, five hundred points shall be created in the possession of the Bank. ---- rule add 380/0 P436/1 21 Mar 2001 00:00:00 3 Taxation The Property Tax Rate is a variable associated with the Game. It can be changed only as described in the rules. The Property Tax Rate may be neither greater than 0.1 nor less than 0. Upon Adoption of this rule set the Property Tax Rate to 0.03 and delete this paragraph. At the end of each nweek each agent, but not the Bank, whose score is greater than 100 points, owes the Tax Rate times their score at the beginning of that nweek, rounded down, in points to the bank. If, at the end of an nweek, the score of that one or more agents as of the beginning of that nweek is not known, the Official Bean Counter is fined 20 points, and calculation of the taxation for that agent or agents is put off until such time as eir score is calculated. ---- rule add 381/0 P436/1 21 Mar 2001 00:00:00 3 9 Changing the Property Tax Rate The Motion to Set the Property Tax Rate is a Unilateral Secondary Motion that takes effect only if the Banker and the Tax collector publicly announce their approval. If the offices of the Banker and the Tax Collector are held by the same person then it is an Approvable motion not subject to unanimous consent. The value specified by the Motion to Set the Property Tax Rate becomes the new Property Tax Rate when the motion takes effect. ---- rule add 382/0 P437/0 21 Mar 2001 00:00:00 18 9 Prevention of Voting Manipulation A Motion or Proposal may not make use of the information in its own voting tally (the information specifying who voted which way on the Motion or Proposal). Only the vote totals are accessible to it. If the Motion or Proposal makes use of voting tallies in general [[like the Opposed Minority Award does]], then its own tally is seen to it as everyone abstaining. ---- rule add 204/2 P442/0 21 Mar 2001 00:00:00 2 Identifying Agents All Agents must have a unique name. The name of an Agent is eir real name if e is a person and did not supply any other unique name e would like to be known as. An Agent may change eir name by sending a message to this effect to a public forum. Agents may change only eir own name. No name changes are possible during the voting period. Agents should be identified by eir name, but may be identified by any other method as long as that method does not cause any ambiguity. ---- rule add 236/1 P446/0 21 Mar 2001 00:00:00 8 Judge Selection The following are excluded from serving as Judges on a Request for Judgment: 1. the Plaintiff 2. Judges previously recused from the Request 3. any one Player that the Plantiff requests be recused from the Request If these exclusions leave no Players eligible to serve as Judge, exclusions may be waived from highest-numbered to lowest until at least one Player becomes eligible. ---- rule add 226/1 P447/1 21 Mar 2001 00:00:00 18 Voting To cast a vote, a Player must submit eir vote to the Administrator. Votes which are not known publicly shall not be revealed by the Administrator until voting ends. ---- rule add 383/0 P448/0 21 Mar 2001 00:00:00 11 The Tribune The office of The Tribune is an elective office. The term of office for the Tribune is one nweek. At the end of the Term of Office the current Tribune is not automatically nominated for election. A specific Player may not be nominated as Tribune more than once every five nweeks. If no player is nominated as Tribune the office is held vacant. [[severe restrictions so that the Tribune's power is kept in check]] The Tribune is meant to be the protector of liberty in this game of nomic. The Tribune holds the power of veto, once per nweek the Tribune may Veto a proposal by posting such action to a public forum. A Proposal Vetoed by the Tribune fails even if would have otherwise been approved. This paragraph overrides rule R229 [[adoption of motions]] ---- rule add 384/0 P449/0 21 Mar 2001 00:00:00 4 Cards: Properties There exist objects in the game known as Cards. Cards are only transferrable under conditions stated by the rules. Each Card has 3 properties that distinguish it from all other Cards in the game: Suit, Rank, and Back. The possible Suits are Hearts, Diamonds, Clubs, and Spades. The possible Ranks are Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. The possible Backs are described elsewhere. ---- rule add 385/0 P449/0 21 Mar 2001 00:00:00 4 Cards: The Packs A Pack of Cards is a set of 52 Cards which all have the same Back. The 52 Cards represent every possible combination of Suit and Rank. The following Packs of Cards are in play: * The Red Pack (The Backs of these cards are primarily Red. They are decorated with the traditional card design featuring the twisty lines surrounding circles which appear to contain cherubs on pogo sticks.) * The Blue Pack (The Backs of these cards are primarily Blue. Other than the color, they are decorated the same way as the Red Pack.) * The Fish Pack (The Backs of these cards contain colorful drawings of tropical fish.) * The Corporate Pack (The Backs of these cards contain a message urging you to fly the friendly skies with United.) ---- rule add 386/0 P449/0 21 Mar 2001 00:00:00 4 Cards: The Dealer The Dealer is the player who owns all the cards in the Deck and is responsible for taking the necessary actions to Deal a card to a Player. The Dealer is an Elected Officer. The original Dealer is PurpleBob. ---- rule add 387/0 P449/0 21 Mar 2001 00:00:00 4 Cards: Dealing On certain occasions the Dealer will be required to Deal a Card to a Player. The Dealer does this by assigning a unique number from 1 to 52*(the number of Packs) to each Card, and asking the Nomic's dice server to roll one die with that many sides. If the number returned is the number of a Card that is not currently in the Deck, the Dealer keeps rolling until e gets the number of a Card that is in the Deck. The Dealer then transfers this Card from the Deck to the Hand of the player who should recieve the card, and notifies that Player of what the Card is. The Player is then considered to own that Card. However, if the Deck contains no Cards, the Dealer cannot Deal a Card. This takes precedence over rules that state when a Card should be Dealt. The method used to assign numbers to cards is this: The packs are numbered from 0 to (N-1), where N is the number of packs, in the order which they are originally described. The suits are numbered as such: Diamonds = 0, Spades = 1, Hearts = 2. Clubs 3. The ranks are numbered as such: Ace = 1, Jack = 11, Queen = 12, King = 13, and all other ranks are numbered as themselves. The number of a card is: (pack number)*52 + (suit number)*13 + (rank number) ---- rule add 388/0 P449/0 21 Mar 2001 00:00:00 4 Cards: Hands A Hand is the collection of all cards which a player besides the Dealer owns. ---- rule add 389/0 P449/0 21 Mar 2001 00:00:00 4 Cards: The Deck The Deck is the collection of all cards which are owned by the Dealer. Originally, all the Cards in all the Packs that are in play are in the Deck. ---- rule add 390/0 P449/0 21 Mar 2001 00:00:00 4 Cards: Dealer's Report Each nweek, the Dealer make a report of who recieved Cards in that nweek, and what the Back of each Card was. No other information about the Cards should be given by the Dealer. ---- rule add 391/0 P449/0 21 Mar 2001 00:00:00 4 Cards for Votes At the beginning of each nweek, the Dealer deals a Card to each Player who voted in the previous nweek. ---- rule add 121/4 P450/0 21 Mar 2001 00:00:00 15 Score Associated with each agent is a scalar quantity known as eir score. An agent's score is a representation of the number of point objects owned by em. The owner of one or more points may transfer any or all points in eir posession to another legal owner by posting to the public forum. ---- rule add 303/2 P450/0 21 Mar 2001 00:00:00 9 Motion to Amend Trivially Motions to Amend Trivially are Secondary Approvable Motions which may be made only by Players, are adoptable only through two-day unanimous consent, and fail if it is not granted. A Motion to Amend Trivially, when submitted, must consist of one potential Legislative Order that would unsubstantially amend a Rule if adopted. Motions to Amend Trivially may never become issues on a Ballot. The Legislative Order corresponding to an adopted Motion to Amend Trivially directs the Administrator to make appropriate changes to the Rules. ---- rule add 117/2 P450/0 21 Mar 2001 00:00:00 14 Proposals Proposals are Primary Approvable Motions which are not subject to unanimous consent, and may be made only by Players. A Proposal, when submitted, must consist of one or more potential Legislative Orders--the text--and optionally, a title. If it is a revision to an existing Proposal, it must also include the Proposal number. The title is the Proposal's name. The text may not exceed 5000 characters in length. Every Proposal must have a unique Proposal number. The base Proposal number is 300. ---- rule add 346/1 P450/0 21 Mar 2001 00:00:00 9 Motion Dependency The owner of an Approvable Motion may specify a condition for its adoption in addition to the standard conditions required by the Rules. Whenever an Approvable Motion would be adopted in the absence of a condition added by its owner, and it is no longer possible for that condition to be met, the Motion fails by dependence. No scoring may occur due to failure by dependence. ---- rule add 229/3 P450/0 21 Mar 2001 00:00:00 9 Adoption of Motions An Approvable Motion is adopted iff it is subject to and receives consent or at the close of voting on it its passage ratio exceeds one-half, and all other adoption conditions applying to it are met. If the Rules regarding a motion establish a different passage ratio, it takes precedence over the passage ratio herein. An Approvable Motion fails when its adoption becomes impossible. Orders, Motive or Legislative, in an adopted Motion shall be executed in a timely fashion by the appropriate Officers. Only Motions defined in the Rules have effect if adopted. ---- rule add 307/3 P451/0 21 Mar 2001 00:00:00 13 Players that are [Away] Any Player may gain or lose the [Away] attribute by sending a message to this effect to a public forum. E may also specify a Date of Expected Return as an additional information. Players that have not voted in the last three nweeks automatically gain the [Away] attribute without any Date of Expected Return, if they have already been Player during these nweeks. In that case the Administrator shall, within a reasonable amount of time, grant them the [Away] attribute by posting a message to that effect to the public forum. Players that are [Away] are not required to make any action if that action was imposed on them while they were [Away]. The Administrator cannot become [Away]. Players that are [Away] do not count when calculating the Quorum. Players automatically lose the [Away] attribute by sending any message to a public forum while being [Away]. ---- rule add 392/0 P452/0 21 Mar 2001 00:00:00 18 15 A reward for voting The Voting Bonus is a variable associated with this game. The value of the Voting Bonus may never exceed 20 nor may it ever be less than 0. Initially the Voting Bonus is equal to 2. Once per nweek, but not during the voting period, the Banker may set the Voting Bonus to a new legal value. At the conclusion of each voting period the Bank owes one Voting Bonus in points to each Agent who voted in favor of at least one ballot item. ---- rule repeal 319/0 P453/0 21 Mar 2001 00:00:00 ---- rule add 343/1 P453/0 21 Mar 2001 00:00:00 4 C/RG: Mediocrity foo ----