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Rule 301/0 : Rescinding Actions
An Agent may rescind any unrecognized action e has taken at any time by publicly indicating that e is doing so. The recognition of a rescinded action by any Officer is prohibited.
0. Rule 301/0 created by Proposal 311/2, 11 Nov 2000 00:00:00

Rule 302/0 : Subliminal Religious Indoctrination
If at any time a Player submits a proposal which will cause the creation or alteration of a rule so that the rule would subsequently contain the text of one or more verses(*) from a Recognised Religious Text(**), then that Player shall secretly become a Humble Disciple.

Anytime before the close of voting on proposals, a Player may make an Accusation of Heresy by accusing any other Player of being a Humble Disciple, and present the evidence. If the Player is found to be Guilty of Heresy then the accuser receives a payment of 30 points.

If the proposal of a Humble Disciple is passed without the Humble Disciple being Accused of Heresy, then the Humble Disciple may, within one week, claim to have Preached to the Unbelievers and offer the proof. If their claim is accepted then they have Achieved Enlightenment and are blessed with 30 points.

If a player is wrongly Accused of Heresy, or a Humble Disciple's Proposal fails, then no further action is taken. A Player who is Accused of Heresy may not then claim to have Preached to the Unbelievers and Achieved Enlightenment if their Proposal subsequently passes.

(*)In the case that the Recognised Religious Text is not normally divided into verses, then one or more complete sentences totaling fifteen or more words shall be understood to constitute a verse.

(**)Recognised Religious Texts at this time are:
Christian Bible, New International Version.
Christian Bible, King James Version.
ISO/IEC 14882, Standard for the C++ Programming Language.

0. Rule 302/0 created by Proposal 315/2, 11 Nov 2000 00:00:00

Rule 303/0 : Motion to Amend Trivially
Motions to Amend Trivially are Secondary Approvable Motions adoptable only through unanimous consent, and fail if unanimous consent is not given. A Rule may be unsubstantially amended if a Motion to Amend Trivially naming that Rule is adopted. Motions to Amend Trivially may never become Ballot Issues.

The Motive Order corresponding to an adopted Motion to Amend Trivially directs the Administrator to make appropriate changes to the Rules.

Rule 303/1 : Motion to Amend Trivially

Motions to Amend Trivially are Secondary Approvable Motions adoptable only through two-day unanimous consent, and fail if two-day unanimous consent is not given. A Rule may be unsubstantially amended if a Motion to Amend Trivially naming that Rule is adopted. Motions to Amend Trivially may never become Ballot Issues.

The Motive Order corresponding to an adopted Motion to Amend Trivially directs the Administrator to make appropriate changes to the Rules.

Rule 303/2 : 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.

0. Rule 303/0 created by Proposal 319/0, 11 Nov 2000 00:00:00
1. Rule 303/0 amended by Proposal 336/0, 21 Nov 2000 00:00:00
2. Rule 303/1 amended by Proposal 450/0, 21 Mar 2001 00:00:00

Rule 304/0 : Revisions of Ballot Issues
An otherwise reviseable item which is a ballot issue may be altered, withdrawn, or deactivated if and only if the revision was submitted before the start of that nweek's voting; this special case is otherwise subject to the restrictions for whatever type of item that may be. [[For proposals, this is rule 221, "Proposal Submission and Alteration"]]. All outstanding changes to ballot items must be recognized by the Administrator before the ballot is published.

Rule 304/1 : Revision of Ballot Issues

An otherwise reviseable item which is a ballot issue may be altered, withdrawn, or deactivated if and only if the revision was submitted before the start of that nweek's voting; this special case is otherwise subject to the restrictions for whatever type of item that may be. All outstanding changes to ballot items must be recognized by the Administrator before the ballot is published.
0. Rule 304/0 created by Proposal 322/1, 11 Nov 2000 00:00:00
1. Rule 304/0 amended by Proposal 363/1, 20 Jan 2001 00:00:00
1. Rule 304/0 repealed by Proposal 420/0, 10 Mar 2001 00:00:00

Rule 305/0 : Required Actions
Actions required to be performed by an agent "as soon as possible" must be performed in the order in which they were assigned, and any outstanding "as soon as possible" actions must be performed before any other actions may be performed by that Agent. Actions required to be performed "as soon as possible" are also assumend to be required "within a reasonable length of time".

The time allowed for actions required to be performed "within a reasonable amout of time" varies depending on what is reasonable for the action, but in no case is it longer than one nweek.

0. Rule 305/0 created by Proposal 326/0, 11 Nov 2000 00:00:00

Rule 306/0 : I Shot the Sheriff
If the Administraor deems that an Officer has not performed their duties in a reasonable time, then the Administrator may declare emself to be the Deputy of that Officer and perform those duties instead of the Officer concerned.

If a Player deems that the Administrator has not performed eir duties in a reasonable time, then the Player may declare emself to be the Deputy of the Administrator. The Player must specify exactly what duties e thinks that the Administrator should have performed. The Player must then wait 24 hours before e may carry out these duties as Deputy Administrator. If another player objects to the Player's Deputyship or the Administrator performs the duties within those 24 hours then the Player may not perform those duties concerned. Once the duties have been performed by the Deputy, the Administrator is no longer required to perform them.

Special Case:
In the case that the duties the Deputy Administrator wishes to carry out would affect the Ballot Issues for that nweek [[eg. Recognition of Proposal submission or alteration]] and voting starts in less than 24 hours, then the Deputy Administrator need only wait 6 hours to perform the duties. However the duties do not officially happen until the second before voting starts, so players may still object in the mean time.

The following exceptions apply to the Deputy Administrator:
The Deputy Administrator may not recognise es own actions [[eg. Proposal submission or alteration]].
The Deputy Administrator may not assign or recuse Judges for an RFJ in which e is the Plantiff or Defendant.
The Deputy Administrator may not award or credit any Player with a Win.

Rule 306/1 : I Shot the Sheriff

If the Administraor deems that an Officer has not performed their duties in a reasonable time, then the Administrator may declare emself to be the Deputy of that Officer and perform those duties instead of the Officer concerned.

If a Player deems that the Administrator has not performed eir duties in a reasonable time, then the Player may declare emself to be the Deputy of the Administrator. The Player must specify exactly what duties e thinks that the Administrator should have performed. The Player must then wait 24 hours before e may carry out these duties as Deputy Administrator. If another player objects to the Player's Deputyship or the Administrator performs the duties within those 24 hours then the Player may not perform those duties concerned. Once the duties have been performed by the Deputy, the Administrator is no longer required to perform them.

Special Case:
In the case that the duties the Deputy Administrator wishes to carry out would affect the Ballot Issues for that nweek [[eg. Recognition of Proposal submission or alteration]] and voting starts in less than 24 hours, then the Deputy Administrator need only wait 6 hours to perform the duties. However the duties do not officially happen until the second before voting starts, so players may still object in the mean time.

The following exceptions apply to the Deputy Administrator:
The Deputy Administrator may not recognise eir own actions [[eg. Proposal submission or alteration]].
The Deputy Administrator may not assign or recuse Judges for an RFJ in which e is the Plantiff or Defendant.
The Deputy Administrator may not award or credit any Player with a Win.

Rule 306/2 : I Shot the Sheriff

If the Administraor deems that an Officer has not performed eir duties in a reasonable time, then the Administrator may declare emself to be the Deputy of that Officer and perform those duties instead of the Officer concerned.

If a Player deems that the Administrator has not performed eir duties in a reasonable time, then the Player may declare emself to be the Deputy of the Administrator. The Player must specify exactly what duties e thinks that the Administrator should have performed. The Player must then wait 24 hours before e may carry out these duties as Deputy Administrator. If another player objects to the Player's Deputyship or the Administrator performs the duties within those 24 hours then the Player may not perform those duties concerned. Once the duties have been performed by the Deputy, the Administrator is no longer required to perform them.

Special Case:
In the case that the duties the Deputy Administrator wishes to carry out would affect the Ballot Issues for that nweek [[eg. Recognition of Proposal submission or alteration]] and voting starts in less than 24 hours, then the Deputy Administrator need only wait 6 hours to perform the duties. However the duties do not officially happen until the second before voting starts, so players may still object in the mean time.

The following exceptions apply to the Deputy Administrator:
The Deputy Administrator may not recognise eir own actions [[eg. Proposal submission or alteration]].
The Deputy Administrator may not assign or recuse Judges for an RFJ in which e is the Plantiff or Defendant.
The Deputy Administrator may not award or credit any Player with a Win.

0. Rule 306/0 created by Proposal 330/0, 11 Nov 2000 00:00:00
1. Rule 306/0 trivially amended by Motion 2/0, 23 Nov 2000 03:20:05
2. Rule 306/1 trivially amended by Motion 10/0, 24 Dec 2000 17:22:44

Rule 307/0 : Players that are [Away]
Any Player may gain or lose the [Away] attribute by sending a message to this effect to a public forum. Players that have not voted in the last three nweeks automatically gain the [Away] attribute. Players that are [Away] may not vote, make proposals, be selected as judges, gain or lose points. 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.

Rule 307/1 : Players that are [Away]

Any Player may gain or lose the [Away] attribute by sending a message to this effect to a public forum. Players that have not voted in the last three nweeks automatically gain the [Away] attribute. If at any time a player has not voted in the last three nweeks 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.

Rule 307/2 : 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.

Rule 307/3 : 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].

0. Rule 307/0 created by Proposal 334/1, 11 Nov 2000 00:00:00
1. Rule 307/0 amended by Proposal 351/0, 01 Dec 2000 00:00:00
2. Rule 307/1 amended by Proposal 426/0, 10 Mar 2001 00:00:00
3. Rule 307/2 amended by Proposal 451/0, 21 Mar 2001 00:00:00

Rule 308/0 : Officers that are [Away]
If for any reason an Officer is [Away] e will cease to hold the office and a random player shall be selected by the Administrator to fulfill that office. The expiration date of the office shall be moved to just before the start of the next voting.
0. Rule 308/0 created by Proposal 335/0, 11 Nov 2000 00:00:00

Rule 309/0 : Establishing Quorum
The Officer charged with maintaining the Roster may, at any time prior the start of a nweek's voting, declare that nweek's voting to be a Quorum Vote. No other Agent may declare Quorum Votes, nor may a Quorum Vote be called during a voting period.

If a Quorum Vote is declared for a voting period, quorum is then set at the number of Agents voting in that period. Establishing quorum precedes the determination of the passage or failure of any Ballot Items. Quorum may be changed only through the results of a Quorum Vote.

Rule 309/1 : Establishing Quorum

The Officer charged with maintaining the Roster may, at any time prior the start of a nweek's voting, declare that nweek's voting to be a Quorum Vote. No other Agent may declare Quorum Votes, nor may a Quorum Vote be called during a voting period.

If a Quorum Vote is declared for a voting period, quorum is then set at the number of Agents voting in that period. Establishing quorum precedes the determination of the passage or failure of any issues on the Ballot. Quorum may be changed only through the results of a Quorum Vote.

0. Rule 309/0 created by Proposal 332/0, 11 Nov 2000 00:00:00
1. Rule 309/0 amended by Proposal 420/0, 10 Mar 2001 00:00:00

Rule 310/0 : The Officer of Supreme Justice
The Officer of Supreme Justice (OSJ) is an Elected Officer. The OSJ is responsible for recognising RFJ's, selecting Judges and recusing Judges.
0. Rule 310/0 created by Proposal 338/1, 21 Nov 2000 00:00:00

Rule 311/0 : Elective Offices
An Office filled through election is an Elective Office. An Office is Elective iff the Rules specify it to be so.
0. Rule 311/0 created by Proposal 340/1, 21 Nov 2000 00:00:00

Rule 312/0 : Elections
At any time prior to the start of voting during a nweek that is either a) the last nweek of an Elective Officer's Term of Office, or b) in which an Elective Office is vacant, any Player may nominate any Player, including emself, as a candidate for that Elective Office.

The list of all candidates for an Office who did not decline nomination become the Ballot Issue for that Office at the start of that nweek's voting. Voters may cast a vote for only one candidate on each list for such Ballot Issues.

Whichever candidate receives a plurality of the votes cast for an Elective Office shall assume that Office upon the expiration of the erstwhile Officeholder's Term. In the event of a tie for the most votes among two or more candidates for an Elective Office, the Administrator shall select one of those candidates to hold the Office.

Rule 312/1 : Nominations

Prior to the start of voting during a nweek in which an Elective Office is either vacant or an Elected Officer's term will expire, any Player may nominate any Player, including emself, as a candidate for that Elective Office.

Any Player who declines nomination for an Office prior to voting ceases to be a candidate for that Office.

0. Rule 312/0 created by Proposal 340/1, 21 Nov 2000 00:00:00
1. Rule 312/0 amended by Proposal 420/0, 10 Mar 2001 00:00:00

Rule 313/0 : Conflicting Legislative Orders
Whenever two outstanding Legislative Orders are in conflict, the Legislative Order the issuance of which was caused by the lower numbered Proposal must be executed first. Legislative Orders are in conflict if their execution would modify the same Rule or other game element.
0. Rule 313/0 created by Proposal 341/0, 21 Nov 2000 00:00:00

Rule 314/0 : Motion to remove players II
Any Agent qualified as a Player may cease to be one if a Motion to Remove naming em is adopted. Motions to Remove are Secondary Approvable Motions. A Motion to Remove is subject to 10days-unanimous consent. [[this way no player can be removed if e checks the mailing list at least once per nweek]]

The Motive Order corresponding to an adopted Motion to Remove directs the Officer in charge of Roaster maintainance to remove the named Agent from the Roster.

Rule 314/1 : Motion to remove players II

Any Agent qualified as a Player may cease to be one if a Motion to Remove naming em is adopted. Motions to Remove are Secondary Approvable Motions. A Motion to Remove is subject to 10days-unanimous consent. [[this way no player can be removed if e checks the mailing list at least once per nweek]]

The Motive Order corresponding to an adopted Motion to Remove directs the Officer in charge of Roster maintainance to remove the named Agent from the Roster.

Rule 314/2 : Motion to Remove Players

Any Agent qualified as a Player may cease to be one if a Motion to Remove naming em is adopted. Motions to Remove are Secondary Approvable Motions. A Motion to Remove is subject to 10days-unanimous consent. [[this way no player can be removed if e checks the mailing list at least once per nweek]]

The Motive Order corresponding to an adopted Motion to Remove directs the Officer in charge of Roster maintainance to remove the named Agent from the Roster.

Rule 314/3 : Motion to Remove Players

Any Agent qualified as a Player may cease to be one if a Motion to Remove naming em is adopted. Motions to Remove are Secondary Approvable Motions. A Motion to Remove is subject to
- 10days-unanimous consent if the player has not got the [Away] atribute.
- 30days-unanimous consent if the player is [Away].

If the Player specified a Date of Expected Return, no Motion to remove this player may be created before this date. [[This way, no player can be removed, if e checks the mailing list at least once per nweek, or during predictable periods of inactivity.]]

The Motive Order corresponding to an adopted Motion to Remove directs the Officer in charge of Roster maintainance to remove the named Agent from the Roster.

0. Rule 314/0 created by Proposal 342/0, 21 Nov 2000 00:00:00
1. Rule 314/0 trivially amended by Motion 6/0, 10 Jan 2001 00:00:00
2. Rule 314/1 trivially amended by Motion 12/0, 24 Jan 2001 22:52:16
3. Rule 314/2 amended by Proposal 426/0, 10 Mar 2001 00:00:00

Rule 315/0 : Officers and Gentlemen
If a player is dissatisfied with the conduct of an Elected Officer e may propose a Motion of No Confidence naming that Officer. A Motion of No Confidence is a Secondary Approvable Motion requiring a two-thirds passage-ratio to be adopted.

If a Motion of No Confidence is adopted then the Officer who is named in that Motion is removed from es Office and the Office becomes vacant. An election for the Office is held the nweek following the adopted Motion of No Confidence.

Motions of No Confidence may not be proposed in the last nweek of an Officer's Term.

Rule 315/1 : Officers and Gentlemen

If a player is dissatisfied with the conduct of an Elected Officer e may propose a Motion of No Confidence naming that Officer. A Motion of No Confidence is a Secondary Approvable Motion requiring a two-thirds passage-ratio to be adopted.

If a Motion of No Confidence is adopted then the Officer who is named in that Motion is removed from eir Office and the Office becomes vacant. An election for the Office is held the nweek following the adopted Motion of No Confidence.

Motions of No Confidence may not be proposed in the last nweek of an Officer's Term.

Rule 315/2 : Motions of no confidance

A Motion of non confidence is a secondary approvable motion used to evict an elected officer who loses the support of the voters. The motion must specify the elected office to be targeted. A Motion of non confidence may not be subject to unanimous consent and requires a passage ratio of two-thirds.

Upon the adotion of the motion of non confidence the term of the targeted office is set to expire at the end of the current nweek.

0. Rule 315/0 created by Proposal 343/0, 21 Nov 2000 00:00:00
1. Rule 315/0 trivially amended by Motion 7/0, 10 Jan 2001 00:00:00
2. Rule 315/1 amended by Proposal 381/0, 20 Jan 2001 00:00:00

Rule 316/0 : Objects
Objects are indivisible and may be possessed only in nonnegative quantities. Agents may own Objects. No entity may be both an Object and an Agent. Objects may not be created, destroyed, or otherwise altered, transferred, or adulterated except as allowed by the Rules.

Rule 316/1 : Objects

Objects are indivisible and may be possessed only in nonnegative quantities. Agents may own Objects. No entity may be both an Object and an Agent. Objects may not be created, destroyed, or otherwise altered, transferred, or adulterated except as allowed by the Rules.
0. Rule 316/0 created by Proposal 345/0, 01 Dec 2000 00:00:00
1. Rule 316/0 trivially amended by Motion 29/0, 20 Mar 2001 00:13:50

Rule 317/0 : The Bank
The Bank is an agent, but not an eligible voter.

If a debt owed the Bank is overdue the Bank may submit a Motion for Repayment of that debt, at the discretion of the Banker.

A Bank Motion is a motion that, once submitted, becomes a Ballot Item on the next nweekly voting. A Bank Motion should describe one or more actions to be performed by the Bank. If it passes, a Motive Order is issued for the Bank to perform those actions.

Rule 317/1 : The Bank

The Bank is an agent, but not an eligible voter.

If a debt owed the Bank is overdue the Bank may submit a Motion for Repayment of that debt, at the discretion of the Banker. If a debt owed the bank is overdue the Tax Collector shall, within a reasonable length of time, submit a motion for repayment of that debt on behalf of the bank.

A Bank Motion is a motion that, once submitted, becomes a Ballot Item on the next nweekly voting. A Bank Motion should describe one or more actions to be performed by the Bank. If it passes, a Motive Order is issued for the Bank to perform those actions.

Rule 317/2 : The Bank

The Bank is an agent, but not an eligible voter.

If a debt owed the Bank is overdue the Bank may submit a Motion for Payment of that debt, at the discretion of the Banker. If a debt owed the bank is overdue the Tax Collector shall, within a reasonable length of time, submit a Motion for Payment of that debt on behalf of the bank.

A Bank Motion is a motion that, once submitted, becomes a Ballot Item on the next nweekly voting. A Bank Motion should describe one or more actions to be performed by the Bank. If it passes, a Motive Order is issued for the Bank to perform those actions.

0. Rule 317/0 created by Proposal 347/2, 01 Dec 2000 00:00:00
1. Rule 317/0 amended by Proposal 377/0, 20 Jan 2001 00:00:00
2. Rule 317/1 amended by Proposal 416/0, 01 Mar 2001 00:00:00

Rule 318/0 : The Banker
The Office of The Banker is an elective office. It is the responsibility of the Banker to post actions to the public forum for the Bank. There are some decisions that must be made and some actions that must be performed by the bank. This office acts as the decision-making and action-performing part of the Bank.

If a CFJ finds that the Banker has not allowed the Bank to perform its required duties within a reasonable length of time e is expelled from the office and fined fifty points.

It is up to the Banker to decide what actions the Bank will take, and post those actions to the public forum. Eir nweekly report should include a summary of all actions taken by the Bank in that nweek, and also a list debts owed by or owed to the bank.

The Banker may always cause the Bank to perform an action in an Administrative, Motive, or Legistative Order, provided that it is a legal action for the Bank. The Banker may also cause the bank to repay any debt that it owes. If another action is to be performed, the Banker must instead act on behalf of the bank, and although the action is performed as if acted by the bank, it cannot affect items owned by the bank or enter the bank into any debts, or be any other effect not normally allowed by the action an independant agent.

0. Rule 318/0 created by Proposal 347/2, 01 Dec 2000 00:00:00

Rule 319/0 : Points Owed
If an agent owes points, e is considered a debtor. The agent to which those points are owed is eir creditor. If e does not pay those points which e owes within whatever time is agreed upon in advance by those parties, or two nweeks otherwise, the debt becomes overdue and eir creditor may submit a Motion for Repayment for that particular debt.

A Motion for Repayment that is submitted becomes a ballot issue at the start of the next nweekly voting. If it passes then a Motive Order is issued for the repayment of the debt, to be performed as soon as possible.

0. Rule 319/0 created by Proposal 347/2, 01 Dec 2000 00:00:00
0. Rule 319/0 repealed by Proposal 453/0, 21 Mar 2001 00:00:00

Rule 320/0 : Extra Votes
Extra Votes are objects. The owner of one or more Extra Votes may transfer any or all of those Extra Votes to another legal owner by posting to the public Forum.

The Owner of an Extra Vote may use the Extra Vote to cast one vote on any ballot item, provided that e is a legal voter, by posting to the public forum. This use also transfers ownership of that Extra Vote to the Bank. A voter may not use more than one Extra Vote on a single ballot item.

There are five extra votes. Initially, all Extra Votes are owned by the Bank.

An agent having a score of greater than or equal to 100 points may purchase an Extra Vote by posting to the Public Forum. This transfers 100 points from that player to the Bank, and the Administrator shall then, within a reasonable amount of time, order the transfer of one Extra Vote from the Bank to that player, provided that the Bank owns at least one Extra Vote.

0. Rule 320/0 created by Proposal 348/0, 01 Dec 2000 00:00:00

Rule 321/0 : The Officer of Bean Counting
The Officer of Bean Counting (OBC) is an Elected Officer. The OBC is responsible for keeping track of the number of each Object currently owned by each Agent.
0. Rule 321/0 created by Proposal 349/0, 01 Dec 2000 00:00:00

Rule 322/0 : Salaries for Officers and Judges
The Offical Salary and the Judicial Salary are values associated with this game. They may be changed only as specified by the rules. Initially, the value of each is zero.

At the end of each nweek, the bank owes one Official Salary, in points, to each agent who holds one or more paid offices. An agent that holds multiple offices cannot recieve more that one Official Salary.

When a judge returns a judgement, the bank owes one Judicial Salary to em.

Once per nweek, with a post to the public forum, the Banker may set the values of the Official Salary and thee Judicial Salary such that the value of each is neither less than zero nor greater than twenty.

Rule 322/1 : Salaries for Officers and Judges

The Offical Salary and the Judicial Salary are values associated with this game. They may be changed only as specified by the rules. Initially, the value of each is zero.

At the end of each nweek, the bank owes one Official Salary, in points, to each agent who holds one or more paid offices. An agent that holds multiple offices cannot recieve more that one Official Salary.

When a judge returns a judgement, the bank owes one Judicial Salary to em.

Once per nweek, with a post to the public forum, the Banker may set the values of the Official Salary and the Judicial Salary such that the value of each is neither less than zero nor greater than twenty.

0. Rule 322/0 created by Proposal 352/2, 01 Dec 2000 00:00:00
1. Rule 322/0 trivially amended by Motion 28/0, 13 Mar 2001 19:45:12

Rule 323/0 : Proposal Disbursements
Once per nweek, the Banker may set the Point values of the Adopted Proposal and Opposed Minority Awards such that the value of each is neither less than zero no r greater than twenty.

Once per nweek, the Tax Collector may set the Point value of the Failed Proposal Fine such that its value is neither less than zero nor greater than twenty.

Rule 323/1 : Proposal Disbursements

Once per nweek, the Banker may set the Point values of the Adopted Proposal and Opposed Minority Awards such that the value of each is neither less than zero nor greater than twenty.

Once per nweek, the Tax Collector may set the Point value of the Failed Proposal Fine such that its value is neither less than zero nor greater than twenty.

0. Rule 323/0 created by Proposal 353/0, 01 Dec 2000 00:00:00
1. Rule 323/0 trivially amended by Motion 24/0, 02 Mar 2001 17:50:25

Rule 324/0 : Office of the Tax Collector
The Office of The Tax Collector is an Elective Office. It is the responsibility of the Tax Collector to recover from Agents debts owed the Bank.
0. Rule 324/0 created by Proposal 353/0, 01 Dec 2000 00:00:00

Rule 325/0 : Bankruptcy
If ever the Bank's Point debts exceed its Point holdings plus the total Points it is owed, the Bank has become bankrupt.

Whenever the Bank is bankrupt, the Banker and Tax Collector are fined 20 Points each, with the excpetion that the Bankruptcy Fine may be imposed no more than on ce per turn.

Rule 325/1 : Bankruptcy

If ever the Bank's Point debts exceed its Point holdings plus the total Points it is owed, the Bank has become bankrupt.

Whenever the Bank is bankrupt, the Banker and Tax Collector are fined 20 Points each, with the excpetion that the Bankruptcy Fine may be imposed no more than once per turn.

0. Rule 325/0 created by Proposal 353/0, 01 Dec 2000 00:00:00
1. Rule 325/0 trivially amended by Motion 24/0, 02 Mar 2001 17:50:25

Rule 326/0 : Who owns the Rules?
Rules are Objects. When a new Rule is created the owner of the proposal that created the Rule becomes the owner of the Rule. When an existing Rule is modified the owner of the proposal that modified the Rule becomes the owner of the Rule, regardless of who the previous owner was. When a Rule is repealed it ceases to exist and as such is not able to be owned.
0. Rule 326/0 created by Proposal 356/0, 01 Dec 2000 00:00:00

Rule 327/0 : No place like home
A Place is a special instance of Object, which has the additional variables 'position', 'Player-capacity' and 'Object-capacity'. A Place may hold a given number of Players and a given number of Objects, and may be owned by more than one Player at one time. Places may be subdivided, but only into subcatagories such as 'rooms' which belong strictly to that Place - this part of this rule supersedes the relevant part of the rule entitle 'Objects'.
0. Rule 327/0 created by Proposal 358/0, 01 Dec 2000 00:00:00

Rule 328/0 : proposal titles
This rule applies only to proposals which (propose to) create a single new rule.

When the appropriate officer recognizes a new proposal, then: if the proposal lacks a title but the proposed new rule would have a title, the title of the proposal becomes the same same as the title of the rule; if the new rule lacks a title but the proposal has a title, the new rule's title becomes the same as the title of the proposal.

If neither the proposal nor the new rule have titles, this rule has no effect.

0. Rule 328/0 created by Proposal P360/0, 01 Dec 2000 00:00:00

Rule 329/0 : Contracts
A Contract is an object. Each contract must consist of a list of signatory agents and a set of requirements placed upon those agents.

Contracts are revisable objects. Their base serial number is 1000. Contracts may be created, destroyed, or otherwise altered only as specified by the rules.

Signatories to a contract are required to follow all requirements and restrictions placed upon them by the text of that contract.

Any contract with no signatories is automatically destroyed.

0. Rule 329/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 330/0 : Optional Contract Parts
A contract may optionally specify conditions under which agents may become signatories, although it may not require anything of non-signatories.

A contract may optionally specify conditions under which an agent is removed from its list of signatories.

A contract may specify conditions under which it is destroyed. This is equivalent to removing all signatories from its list of signatories.

0. Rule 330/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 331/0 : Contract Offers
An agent may create a contract offer at any time, by posting the offer to the public forum. A contract offer is an object with a title and text that describes a contract object to be created, and the activation condition for that contract. The agent creating the contract offer may destroy it at any time before the activation condition has been met.

An contract offer may optionally specify which agents are eligible for the contract, either by name, serial number, or eligibility conditions. If unspecified every agent is eligible.

When the activation condition is met, the described contract is created. Eligible agents who have posted eir agreement to the terms in the Public Forum are signatories to the new contract.

0. Rule 331/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 332/0 : Contract Restrictions
No contract may exempt any agent from any rule of this game. Contracts have only the power to require action from their signatories: they are not part of the rules of this game and never take precedence over the rules of this game.

No contract may require any action from, or put limits on the action of a nonsignatory.

No contract may require any transfer of property to a nonsignatory.

0. Rule 332/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 333/0 : Contract records
It is the responsibility of the Official Bean Counter to recognize the creation and destruction of, and changes to contracts and contract offers. A list of all contracts and their signatories; and all contract offers and their potential signatories shall be part of the Official Bean Counter's nweekly report.
0. Rule 333/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 334/0 : The Motion to Escape a Contract
The Motion to Escape is a Secondary motion, Approvable by four-day unanimous consent or by voting. The Motion to Escape should list one or more Agents to be released from a specified contract. The motive order corresponding to a Motion to Escape directs the Official Bean Counter to remove the specified agent or agents from the list of signatories of the specified contract.
0. Rule 334/0 created by P370/0, 10 Jan 2001 00:00:00

Rule 335/0 : Motion Duplication
The recognition by any Officer of any Motion which would have the same effect another live Motion is prohibited.
0. Rule 335/0 created by P371/1, 10 Jan 2001 00:00:00

Rule 336/0 : Challenge/response games
Each instance of a Challenge/Response Game (C/RG) is governed by this set of rules and when it is defined, must include the following attributes: game name, admin title, period of duration, repetitive or not (if yes, how often), and entry fee. It should also describe the limits and guidelines for the challenge(s) and methods by which to judge the correctness of the answers, and either specify the (first) Admin or describe how to determine who the (first) Admin is. Statements in the rule(s) defining the instance of the C/RG take preference over this rule.

The Administrator of the C/RG (Admin) should post the/a Challenge to a public forum (once in each period of duration if the game is repetitive). The other Players may, if they choose, submit to the Admin an answer (response) to the challenge. Answers must be submitted privately via a time-stampable medium (e.g. e-mail) within the period of duration after the challenge was posted. Each player may submit up to one complete answer. Partial or incomplete answers (as determined by the Admin) are not considered submissions. For each answer submitted, (entry fee)*2 points shall be transferred from each submitting player to the Admin. After the period of duration after posting the challenge, the Admin will judge the answers e received and select a winner. This judgement should be made in a reasonable amount of time [[like 2 days at most]]. If more than one answer is judged (most) correct, the answer submitted earliest will be selected the winner. Half the total of the entry fees shall be transferred to the winner of the challenge [[the Admin keeps the other half]]. If the C/RG is repetitive, the winner of the challenge shall be the Admin for the following challenge.

If less than 2 answers are submitted, the game is considered finished with no winner. All points taken from players as entry fees for the game are returned to their original owners. If it is a repetitive game, then the Admin does not change and play proceeds as normal for the next challenge.

[[The changing paid Admin is not only an extra incentive for people to want to win, but also for the Admin to create a challenge to which a lot of people will respond.]]

If the Admin fails to change after two consectutive periods of duration, a Secondary Unilateral Motion may me made naming a new (different) Admin for the game which will pass after 2 days if no objections are voiced in public fora.

Rule 336/1 : Challenge/response games

A Challenge/Response Game (C/RG) is a Contest, governed by R338, unless otherwise noted here. These are the Contest Rules for Challenge/Response Games:

Each instance of a Challenge/Response Game (C/RG) is governed by this set of rules and when it is defined, must include the following attributes: game name, Contestmaster title, period of duration, repetitive or not (if yes, how often), and entry fee. It should also describe the limits and guidelines for the challenge(s) and methods by which to judge the correctness of the answers, and either specify the (first) Contestmaster or describe how to determine who the (first) Contestmaster is. Statements in the rule(s) defining the instance of the C/RG take preference over this rule.

The Contestmaster of the C/RG (Contestmaster) should post the/a Challenge to a public forum (once in each period of duration if the game is repetitive). The other Players may, if they choose, submit to the Contestmaster an answer (response) to the challenge. Answers must be submitted privately via a time-stampable medium (e.g. e-mail) within the period of duration after the challenge was posted. Each player may submit up to one complete answer. Partial or incomplete answers (as determined by the Contestmaster) are not considered submissions. For each answer submitted, (entry fee)*2 points shall be transferred from each submitting player to the Contestmaster. After the period of duration after posting the challenge, the Contestmaster will judge the answers e received and select a winner. This judgement should be made in a reasonable amount of time [[like 2 days at most]]. If more than one answer is judged (most) correct, the answer submitted earliest will be selected the winner. Half the total of the entry fees shall be transferred to the winner of the challenge [[the Contestmaster keeps the other half]]. If the C/RG is repetitive, the winner of the challenge shall be the Contestmaster for the following challenge.

If less than 2 answers are submitted, the game is considered finished with no winner. All points taken from players as entry fees for the game are returned to their original owners. If it is a repetitive game, then the Contestmaster does not change and play proceeds as normal for the next challenge.

[[The changing paid Contestmaster is not only an extra incentive for people to want to win, but also for the Contestmaster to create a challenge to which a lot of people will respond.]]

If the Contestmaster fails to change after two consectutive periods of duration, a Secondary Unilateral Motion may me made naming a new (different) Contestmaster for the game which will pass after 2 days if no objections are voiced in any public forum. Players do not need to publicly consent to inclusion in a C/RG (as per R338/Contests) to become Contestants of the Game, they only need to submit an answer to the Contestmaster as per the Contest Rules. The Prize for the C/RG is the points awarded to the winner of the Challenge.

0. Rule 336/0 created by P372/0, 10 Jan 2001 00:00:00
1. Rule 336/0 amended by Proposal 376/0, 20 Jan 2001 00:00:00

Rule 337/0 : Three of these things belong together
The Similarity Game

The Similarity Game is an instance of a challenge/response game with the following attributes:
game name: The Similarity Game
admin title: Similarity Officer
duration: until repealed
repetitive: yes, nweekly
entry fee: 2

Once every nweek, the Similarity Officer (S.O.) should post a Challenge to a public forum.

Limits and guidelines:
The Challenge will take the following form:
The S.O. will describe a list of items. The answer should be an attribute which is shared between all the items.

Judging:
More specific attributes are 'more correct' than general attributes [[e.g. 'round' is better than 'same shape']] and multiple attributes are 'more correct' than single attributes [[e.g. 'striped and round' is better than 'striped' or 'round' individually]].

first Admin:
The first Admin of the game is Benjamin.

[[
Three of these things belong together
Three of these things are kind of the same
Can you guess which one of these doesn't belong here?
Now it's time to play our game!
]]

Rule 337/1 : Three of these things belong together

The Similarity Game

The Similarity Game is an instance of a challenge/response game with the following attributes:

game name: The Similarity Game
admin title: Similarity Officer
duration: until repealed
repetitive: yes, nweekly
entry fee: 2

Once every nweek, the Similarity Officer (S.O.) should post a Challenge to a public forum.

Limits and guidelines:
The Challenge will take the following form:
The S.O. will publish a list containing at least three distinct items. The answer should be an attribute which is shared between all the items.

Judging:
More specific attributes are 'more correct' than general attributes [[e.g. 'round' is better than 'same shape']] and multiple
attributes are 'more correct' than single attributes [[e.g. 'striped and round' is better than 'striped' or 'round' individually]].

first Contestmaster:
The first Contestmaster of the game is Benjamin.

[[
Three of these things belong together
Three of these things are kind of the same
Can you guess which one of these doesn't belong here?
Now it's time to play our game!
]]

0. Rule 337/0 created by P373/0, 10 Jan 2001 00:00:00
1. Rule 337/0 amended by Proposal 378/0, 20 Jan 2001 00:00:00

Rule 338/0 : Contests
A Contest is structure within the Game consisting of Contest Rules, Contestants, Prizes, and a Contestmaster.

An Agent may become a Contestant of a Contest by publicly consenting to inclusion in it, and by meeting any other qualifications established by the Contest Rules. Contest Rules are binding on Contestants, but may not supersede any Game Rules.

0. Rule 338/0 created by P374/0, 10 Jan 2001 00:00:00

Rule 339/0 : Poetry Competition c/rg
The Poetry Contest is an instance of a challenge/response game with the following attributes:
game name: The Poetry Contest
contestmaster title: A Nomic's Poet Laureate
duration: until repealed
repetitive: yes, at discretion of current contestmaster
entry fee: 2

When they feel like it, the Poet Laureate should post a Challenge to any public forum.

Limits and guidelines:
The Challenge will take the following form:
The Poet Laurate will set a topic, and optionally a length, a style and/or a title, for the other players to write a poem on.

Judging:
This is entirely up to the personal tastes of the current Poet Laureate; bribes, threats and other forms of coercion are entirely permissable so long as they break neither the other rules of this Nomic or the laws of the land in the country of residence of either participant in said form of coercion.

first Admin:
The first Admin of the game is M'cachessilnath.

0. Rule 339/0 created by P379/0, 20 Jan 2001 00:00:00

Rule 340/0 : Home Alone
A NomicHome is a particular instance of Place as defined by the relevant rule. Every Player in A Nomic automatically owns a NomicHome.

A NomicHome has the following properties, changable by the owner:

Location: initially NomicTown
Name: initially 's Home
Description: initially 'A boring house'
Contents: initially just the Player who is the owner of the NomicHome
Value: initially 0 points

All properties except Contents of a NomicHome can be assigned arbitary values, and the NomicHomes can be bought and sold in the same manner as any Object. Contents can only be modified by adding an Object elsewhere acquired, adding a Player with eir consent or removing an Object or Player already present.

To assign a new value to one or more properties of their NomicHome, a Player must post such modifications to any public forum, and these will be treated as a two-day unanimous consent motion [to allow for changes insulting anyone to be barred].

Anyone who quotes more than a sentance (or 10 words; minimum 4 words) of another Player's NomicHome description in their NomicHome description must pay that Player a fine of half the value of their NomicHome nweekly until they have submitted a modification to rectify the matter. [if you want the description, buy the home from the player!]

Rule 340/1 : Home Alone

A NomicHome is a particular instance of Place as defined by the relevant rule. Every Player in A Nomic automatically owns a NomicHome.

A NomicHome has the following properties, changable by the owner:

Location: initially NomicTown
Name: initially 's Home
Description: initially 'A boring house'
Contents: initially just the Player who is the owner of the NomicHome
Value: initially 0 points

All properties except Contents of a NomicHome can be assigned arbitary values, and the NomicHomes can be bought and sold in the same manner as any Object. Contents can only be modified by adding an Object elsewhere acquired, adding a Player with eir consent or removing an Object or Player already present.

To assign a new value to one or more properties of their NomicHome, a Player must post such modifications to any public forum, and these will be treated as a two-day unanimous consent motion [to allow for changes insulting anyone to be barred].

Anyone who quotes more than a sentance (or 10 words; minimum 4 words) of another Player's NomicHome description in their NomicHome description must pay that Player a fine of half the value of their NomicHome nweekly until they have submitted a modification to rectify the matter. [if you want the description, buy the home from the player!]

Rule 340/2 : Home Alone

A NomicHome is a particular instance of Place as defined by the relevant rule. Every Player in A Nomic automatically owns a NomicHome.

A NomicHome has the following properties, changable by the owner:

Location: initially NomicTown
Name: initially 's Home
Description: initially 'A boring house'
Contents: initially just the Player who is the owner of the NomicHome

All properties except Contents of a NomicHome can be assigned arbitary values, and the NomicHomes can be bought and sold in the same manner as any Object. Contents can only be modified by adding an Object elsewhere acquired, adding a Player with eir consent or removing an Object or Player already present.

To assign a new value to one or more properties of their NomicHome, a Player must post such modifications to any public forum, and these will be treated as a two-day unanimous consent motion [to allow for changes insulting anyone to be barred].

Anyone who quotes more than a sentance (or 10 words; minimum 4 words) of another Player's NomicHome description in their NomicHome description must pay that Player a fine of half the value of their NomicHome nweekly until they have submitted a modification to rectify the matter. [if you want the description, buy the home from the player!]

0. Rule 340/0 created by P380/0, 20 Jan 2001 00:00:00
1. Rule 340/0 amended by Proposal 417/0, 10 Mar 2001 00:00:00
2. Rule 340/1 amended by Proposal 418/0, 10 Mar 2001 00:00:00

Rule 341/0 : The Motion to Create points
The Motion to Create Points is a Unilateral Secondary motion that may be submitted only by the Administrator. It should specify a number of points to be created. The Motion to Create Points does not take affect until the Banker and the Tax Collector both publicly announce eir consent. Once created, the Motion to Create Points may not be revised, but may be withdrawn by its owner or the Administrator. When the Motion to Create Points takes effect, a numer of points equal to the specified number shall be created, owned by the Bank.
0. Rule 341/0 created by P384/0, 20 Jan 2001 00:00:00

Rule 342/0 : The Motion to Destroy Points
The Motion to Destroy Points is a Unilateral Secondary motion that may be submitted only by the Administrator. It should specify a number of points to be destroyed. The Motion to Destroy Points does not take affect until the Banker and the Tax Collector both publicly announce eir consent. Once created, the Motion to Destroy Points may not be revised, but may be withdrawn by its owner or the Administrator. When the Motion to Create Points takes effect, a number of points owned by the bank equal to the specified number are destroyed, provided that the bank owns at least that many points. If the bank owns fewer points than the specified number then the Motion has no effect.
0. Rule 342/0 created by P384/0, 20 Jan 2001 00:00:00

Rule 343/0 : C/RG: Mediocrity
The Mediocrity game is an instance of a Challenge/Response game with the following attributes:

game name: Mediocrity sub-game
admin title: the Supremely Mediocre
duration: until repealed
repetetive: when finished
entry fee: 2

The initial S.M should specify what limits are being used for the game set. The limits may contrain quantities that include those described below or others. The bracketed number following each quantity is recommended as the minimum for that quantity. However these quantities are only guidelines and do not determine compliance. In some cases a maximum will also be listed here.

The limits may include:

(x) The level of Mediocrity game to be played (min. 1)
(y) The number of players required for the C/R game to start (min 3)
(z) The number of level n-1 sub-games to play as part of each level n game.

The S.M is encouraged to be creative and come up with other limits that may apply to Mediocrity games.

A level n game of Mediocrity sub-game consists of z n-1 sub games, unless n=1 in which case it consists of z individual challenges.

The challenge shall use the following form: The S.M shall post to the public forum a message announcing the sub-game and asking players to submit their quantities. Players then have three days to respond with their quantites by private email.

A valid entry specifies one quantity.

At the conclusion of a level n Mediocrity sub-game the winner is determined. If n is greater than 1 the winner is the participant who won the most mediocre number of level n-1 sub-games during that level n game; that is whose number of level n-1 wins is exceeded by as many participants as it exceeds. The winner of a level 1 sub-game is the player whose specified quantity is the most mediocre.

Prizes shall not be awarded for individual challenges making up a larger Mediocrity game. Instead, at the conclusion of the game announced by the first S.M of the game the entire collection of all entry fees collected for the individual challenges that made up that game shall be paid to the winner. This is an exception to rule 336.

Rule 343/1 : C/RG: Mediocrity

The Mediocrity game is an instance of a Challenge/Response game with the following attributes:

game name: Mediocrity sub-game
admin title: the Supremely Mediocre
duration: until repealed
repetetive: when finished
entry fee: 2

The initial S.M should specify what limits are being used for the game set. The limits may contrain quantities that include those described below or others. The bracketed number following each quantity is recommended as the minimum for that quantity. However these quantities are only guidelines and do not determine compliance. In some cases a maximum will also be listed here.

The limits may include:

(x) The level of Mediocrity game to be played (min. 1)
(y) The number of players required for the C/R game to start (min 3)
(z) The number of level n-1 sub-games to play as part of each level n game.

The S.M is encouraged to be creative and come up with other limits that may apply to Mediocrity games.

A level n game of Mediocrity sub-game consists of z n-1 sub games, unless n=1 in which case it consists of z individual challenges.

The challenge shall use the following form: The S.M shall post to the public forum a message announcing the sub-game and asking players to submit their quantities. Players then have three days to respond with their quantites by private email.

A valid entry specifies one quantity.

At the conclusion of a level n Mediocrity sub-game the winner is determined. If n is greater than 1 the winner is the participant who won the most mediocre number of level n-1 sub-games during that level n game; that is whose number of level n-1 wins is exceeded by as many participants as it exceeds. The winner of a level 1 sub-game is the player whose specified quantity is the most mediocre.

Prizes shall not be awarded for individual challenges making up a larger Mediocrity game. Instead, at the conclusion of the game announced by the first S.M of the game the entire collection of all entry fees collected for the individual challenges that made up that game shall be paid to the winner. This is an exception to rule 336.

The ContestMaster of each Mediocrity sub-game is the winner of the previous sub-game of the same game. If there was no previous subgame the winner is the ContestMaster of that game. If there is no Mediocrity game active any Player start one and declare emself concertmaster of the new game by posting such to the Public Forum.

Rule 343/2 : C/RG: Mediocrity

The Mediocrity game is an instance of a Challenge/Response game with the following attributes:

game name: Mediocrity sub-game
admin title: the Supremely Mediocre
duration: until repealed
repetetive: when finished
entry fee: 2

The initial S.M should specify what limits are being used for the game set. The limits may contrain quantities that include those described below or others. The bracketed number following each quantity is recommended as the minimum for that quantity. However these quantities are only guidelines and do not determine compliance. In some cases a maximum will also be listed here.

The limits may include:

(x) The level of Mediocrity game to be played (min. 1)
(y) The number of players required for the C/R game to start (min 3)
(z) The number of level n-1 sub-games to play as part of each level n game.

The S.M is encouraged to be creative and come up with other limits that may apply to Mediocrity games.

A level n game of Mediocrity sub-game consists of z n-1 sub games, unless n=1 in which case it consists of z individual challenges.

The challenge shall use the following form: The S.M shall post to the public forum a message announcing the sub-game and asking players to submit their quantities. Players then have three days to respond with their quantites by private email.

A valid entry specifies one quantity.

At the conclusion of a level n Mediocrity sub-game the winner is determined. If n is greater than 1 the winner is the participant who won the most mediocre number of level n-1 sub-games during that level n game; that is whose number of level n-1 wins is exceeded by as many participants as it exceeds. The winner of a level 1 sub-game is the player whose specified quantity is the most mediocre.

Prizes shall not be awarded for individual challenges making up a larger Mediocrity game. Instead, at the conclusion of the game announced by the first S.M of the game the entire collection of all entry fees collected for the individual challenges that made up that game shall be paid to the winner. This is an exception to rule 336.

The ContestMaster of each Mediocrity sub-game is the winner of the previous sub-game of the same game. If there was no previous subgame the winner is the ContestMaster of that game. If there is no Mediocrity game active any Player start one and declare emself ContestMaster of the new game by posting such to the Public Forum.

0. Rule 343/0 created by P385/1, 20 Jan 2001 00:00:00
1. Rule 343/0 amended by Proposal 453/0, 21 Mar 2001 00:00:00
2. Rule 343/1 amended by Proposal 463/0, 20 Apr 2001 00:00:00

Rule 344/0 : 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.

Within a reasonable period following the conclusion of each voting period in which the Thug has been used, the Bean Counter shall randomly select the Thug's new employer from among those Players who voted during the previous nweek.

Rule 344/1 : 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.

0. Rule 344/0 created by P386/0, 20 Jan 2001 00:00:00
1. Rule 344/0 amended by Proposal 434/0, 21 Mar 2001 00:00:00

Rule 345/0 : Consent by Seconding
An Approvable Motion requiring P seconds in N days is granted consent upon receiving seconds by P unique eligible voters other than the Motion's owner within N days of its recognition. No Motion may be granted consent in this way unless explicitly allowed by the Rules.

Any Approvable Motion requiring seconds for which the required number of seconds is left unspecified is considered to require one second. Any Approvable Motion requiring seconds for which the required period within which the seconds must occur is left unspecified is considered to to have a period of three days.

An eligible voter may second an Motion requiring seconding by publicly indicating e is doing so.

0. Rule 345/0 created by P388/0, 20 Jan 2001 00:00:00

Rule 346/0 : Dependency of Propositions
This rule applies only to subsidiary/primary propositions on the same ballot.

If a (subsidiary) proposition is dependent on one or more other (primary) propositions, and any of the (primary) propositions fail (either as defined by the rules, or because it fails by dependence), then the (subsidiary) proposition fails by dependence.

If a (subsidiary) proposition is negatively dependent on one or more other (primary) propositions, and any of those (primary) propositions pass, then the (subsidiary) proposition fails by dependence.

If a proposition fails by dependence, then it is considered "withdrawn" and "dead".

This rule superceedes R120:Motions, if the two conflict.

Rule 346/1 : 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.

0. Rule 346/0 created by P392/2, 09 Feb 2001 00:00:00
1. Rule 346/0 amended by Proposal 450/0, 21 Mar 2001 00:00:00

Rule 347/0 : Debts are Objects
Debts are objects which may be transferred at will. The player to which a debt is payable is the same as the owner of that debt.

An Agent may create a debt any time, in their own ownership, by posting eir intent to the Public Forum. The debt is created when its creation is recognized by its owner. Unless specified otherwise by the rules or a legislative, administrative, or judicial order the debt is always owed by its creator.

Debts are divisible. The owner of a debt may elect to split it into component debts such that the sum of the point-values of the component debts is equal to the point-value of the original debt. The component debts may then be transferred independantly. Component debts have the same owner, debtor, and due date as the original debt.

Each Agent is responsible for recording the debts owned by em. This information must be made publicly available. If an agent is requested, by any agent, to post this information to the Public Forum e is required to do so.

If a CFJ finds that an agent has failed to follow the rules by distributing false debt information, a correct version of that debt information shall be posted to the public forum, and that agent owes the bank one judge's salary and one officer's salary.

The Banker may accept for payment to the Bank the transfer of a debt or debts equal in total point value to the amount owed to the Bank.

0. Rule 347/0 created by P393/0, 09 Feb 2001 00:00:00

Rule 348/0 : Player Self-Creation
An agent may create a Motion to Add emself by publicly indicating that e would like to join the game, and indicating the name e would like to be known by.
0. Rule 348/0 created by P396/1, 19 Feb 2001 00:00:00

Rule 349/0 : Inheritance
Any Objects owned by a Player at the time when e forfeits or is removed become property of the Bank.
0. Rule 349/0 created by P397/0, 19 Feb 2001 00:00:00

Rule 350/0 : Joel must Randal
The Player known as Joel Uckelman is ordered to Randal once within 10 days after this rule takes effect. The action of Randalling will be recorded via camara and posted to the Nomic web site. These photographs will remain for a minimum of 6 months.
0. Rule 350/0 created by P399/0, 19 Feb 2001 00:00:00

Rule 351/0 : Automatic Debt Payment
"Automatic Debt Payer" is an attribute which Players can have.

A player may gain or lose the "Automatic Debt Payer" (ADP) attribute by posting eir preference to a public forum.

The Banker must keep track of which players currently have the ADP attribute.

Whenever a debt is created naming a Player (X) as a debtor, if the named Player has the attribute "Automatic Debt Payer" and also has sufficient funds to pay the debt, then the debt is automatically paid, points transferred, and the debt is destroyed.

0. Rule 351/0 created by P407/0, 01 Mar 2001 00:00:00

Rule 352/0 : Parties
A Party is a type of object consisting of a name, a serial number, a set of rules, and a set of member agents. Any agent may create a party at any time by announcing eir intent to the Administrator who shall recognize eir action and assign a serial number, the party creator must also determine an initial set of rules and name for the new party. A newly created party has no members, and a party which is found to have no members continuously for a period of one nweek ceases to exist.
0. Rule 352/0 created by P410/1, 01 Mar 2001 00:00:00

Rule 353/0 : Party Membership
The requirements for membership of a party shall be defined by the rules of that party. No agent may become a member of a party without eir consent.

The members of a Party must abide by the rules of that Party, with the proviso that no agent may be required to abide by a set of rules of which e has been uninformed. The rules of this game take precedence over the rules of all Parties, but they do not exempt the members of a party from a punishment for failing to comply with the rules of that party.

0. Rule 353/0 created by P410/1, 01 Mar 2001 00:00:00

Rule 354/0 : Party Privacy
The rules and membership list shall be maintained by the members of that party. They must be available to all members of that party, but are not required to be available to non-members; all members must be apprised of any change in the rules or party membership. If the otherwise privately kept rules or membership of a party is the subjct of a RFJ, and the judge of that RFJ is not a member of that party, then whomever is responsible for tracking the state of the party rules and any elements defined in the party rules shall make them available available to judge upon the judge's selection, but the Judge shall not further distribute them.
0. Rule 354/0 created by P410/1, 01 Mar 2001 00:00:00

Rule 355/0 : Party Security
In no case may an agent be bound by a set of rules of which e is uninformed.

In no case may an agent become a member of a party without eir express written consent, although said consent does not nescessarily have to be posted to the Public forum. Party rules may not take precedence over the rules of this game, although this does not nescessarily exempt a player from penalties for failing to abide by the rules of a party of which e is a member. Party rules may not redefine terms used in the rules of this game.

0. Rule 355/0 created by P410/1, 01 Mar 2001 00:00:00

Rule 356/0 : Party Destruction
If a Party ceases to exist the last known state of its rules, membership, and any variables or other objects defined shall be made publicly available.
0. Rule 356/0 created by P410/1, 01 Mar 2001 00:00:00

Rule 357/0 : Randal Judgements
The verb "to Randal" is defined as "to perform an action which is mostly unrelated to the game, which one does not want to perform". The noun "Randal" is defined as either "an action which is mostly unrelated to the game, which one does not want to perform" when it is used with an article, and "a character from Clerks" when it is used as a name.

Any Motion or Proposal which requires a player to Randal may be nullified via the process below.

If a player feels that an action required of em is a Randal, he may make a Request for Randal Judgement. A Request for Randal Judgement is a specific kind of Request for Judgement, which follows all the rules of Requests for Judgement.

When a Request for Randal Judgement (RFRJ) is made, it is applied to some Motion or Proposal. The player making the RFRJ should specify which Motion or Proposal it should be applied to. The Statement of the resulting RFJ is " requires to Randal and should be nullified".

If there is a time limit on the Randal in question, it is extended for the duration of the Judgement.

0. Rule 357/0 created by P415/0, 01 Mar 2001 00:00:00

Rule 358/0 : Motion for Payment
If an agent owes points to another agent e is a debtor and the agent to which e owes points is eir creditor. Said pending point transfer is a debt. The debt shall exist until payment has been made by point transfer, satisfying the debt.

If the debtor does not transfer the specified number of points by the time specified at creation of the debt, or within two weeks of the debt creation by default, eir creditor may force payment with a Motion for Payment.

A Motion for Repayment is a primary, approvable motion that is not subject to unanimous consent. A Motion for Repayment should specify the debt that is overdue by amount, agents involved, and due date. If a Motion for Repayment passes and the debt remains unpaid a motive order is issued for the transfer of points to satisfy that debt, to be performed as soon as possible.

Rule 358/1 : Motion for Payment

If an agent owes points to another agent e is a debtor and the agent to which e owes points is eir creditor. Said pending point transfer is a debt. The debt shall exist until payment has been made by point transfer, satisfying the debt.

If the debtor does not transfer the specified number of points by the time specified at creation of the debt, or within two weeks of the debt creation by default, eir creditor may force payment with a Motion for Payment.

A Motion for Payment is a primary, approvable motion that is not subject to unanimous consent. A Motion for Payment should specify the debt that is overdue by amount, agents involved, and due date. If a Motion for Payment passes and the debt remains unpaid a motive order is issued for the transfer of points to satisfy that debt, to be performed as soon as possible.

0. Rule 358/0 created by P416/0, 01 Mar 2001 00:00:00
1. Rule 358/0 trivially amended by Motion 32/0, 20 Mar 2001 01:38:44

Rule 359/0 : Elections
Voters may cast exactly one vote for a candidate for each Elective Office on the Ballot.

Whichever candidate receives a plurality of the votes cast for an Elective Office shall assume that Office upon the expiration of the erstwhile Officer's term. In the event of a tie for the most votes among two or more candidates for an Elective Office, the Administrator shall select one of those candidates to hold the Office.

0. Rule 359/0 created by P420/0, 10 Mar 2001 00:00:00

Rule 360/0 : Micropayment
Pennies are Objects. One Penny is worth 1/100 Point, one Point is worth 100 Pennies.

Whenever an Agent owns 100 or more Pennies, 100 of eir Pennies are destroyed and one Point is created in eir posession. This process is repeated until the Agent owns less than 100 Pennies.

Whenever an Agent transfers a number of Pennies larger than the number of Pennies in eir posession, one of eir Points is destroyed and 100 Pennies are created in eir posession until e has sufficient Pennies. The transfer is impossible if the Agent does not have the required number of Points.

If an Agent is required to make a payment to another Agent that contains a fractional part, and the rule that governs the payment does not state that the amount should be rounded, e shall pay the fractional part in Pennies.

Values, scores, etc. shall be written as the the amount of Points plus the amount of Pennies/100.

[[ For example 8 points, 4 Pennies are written 8 + 4/100 = 8.04 ]]

0. Rule 360/0 created by P424/0, 10 Mar 2001 00:00:00

Rule 361/0 : Item Purchase
Items owned by the Bank may be purchased by agents if a purchase price is defined in the Rules. The act of purchasing transfers the purchase price in points from the purchaser to the Bank, and the item from the Bank to the purchaser. An agent may not purchase an an item from the Bank if e does not own the purchase price in points.
0. Rule 361/0 created by P429/0, 10 Mar 2001 00:00:00

Rule 362/0 : The Stamp of Failure
The Stamp of Failure is a transferable object. Initially it is owned by the Bank. If the Stamp of Failure is owned by the bank it may be purchased from the Bank at a price of 50 points.

The owner of the Stamp of Failure, but not the Bank, may use it during the nweekly voting to Fail one ballot item. The effect is the same as if the ballot item had failed due to the number of votes cast against it. This use of the Stamp of Failure transfers ownership of the Stamp to the Bank.

0. Rule 362/0 created by P429/0, 10 Mar 2001 00:00:00

Rule 363/0 : The Stamp of Theft
The Stamp of Theft is a transferable object. Initially it is owned by the Bank. The Stamp of Theft has a purchase price of 60 points.

The owner of the Stamp of Theft, but not the Bank, may Stamp one item in the posession of another agent, but not the bank, as an action takin in the Public Forum. Ownership of the Stamped object is transfered to the Stamper. This use of the Stamp tranfers ownership of it to the Bank.

0. Rule 363/0 created by P429/0, 10 Mar 2001 00:00:00

Rule 364/0 : The Stamp of Confusion
The Stamp of Confusion is a transferable object. Initially it is owned by the Bank. The Stamp of Confusion has a purchase price of 70 points.

The owner of the Stamp of Confusion, but not the Bank, may use it during the nweekly voting to Stamp an eligible voter. That voters votes are determined randomly by the Administrator instead of by some other method. The stamped voter shall vote either for or against each ballot item, and there shall be a 50\\% chance of each. This use of the Stamp returns ownership of it to the Bank.

Rule 364/1 : The Stamp of Confusion

The Stamp of Confusion is a transferable object. Initially it is owned by the Bank. The Stamp of Confusion has a purchase price of 70 points.

The owner of the Stamp of Confusion, but not the Bank, may use it during the nweekly voting to Stamp an eligible voter. That voters votes are determined randomly by the Administrator instead of by some other method. The stamped voter shall vote either for or against each ballot item, and there shall be a 50% chance of each. This use of the Stamp returns ownership of it to the Bank.

0. Rule 364/0 created by P429/0, 10 Mar 2001 00:00:00
1. Rule 364/0 trivially amended by Motion 33/0, 20 Mar 2001 01:38:44

Rule 365/0 : 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 365/1 : 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.

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.

0. Rule 365/0 created by P362/2, 21 Mar 2001 00:00:00
1. Rule 365/0 amended by Proposal 461/1, 20 Apr 2001 00:00:00

Rule 366/0 : 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.

0. Rule 366/0 created by P362/2, 21 Mar 2001 00:00:00

Rule 367/0 : 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.

0. Rule 367/0 created by P362/2, 21 Mar 2001 00:00:00

Rule 368/0 : 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 368/1 : Go Moves

For each move, a Go player must do one of the following:

1. Place a stone.

The Go player may place a stone on any unoccupied vertex, with the following exceptions:

a. Stones may not be placed so as to repeat a previous Board configuration. b. 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. c. A Go player may never place two stones consecutively.

2. Offer an alliance to an enemy.

The offer must name the Go player to whom the offer is made. The offer becomes void if the Go player to whom it was offered makes any other move before accepting the offer, or if the Go player who made the offer withdraws it.

3. Declare war on an ally.

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.

4. Accept an alliance.

By accepting an alliance offered by another Go player, the two Go players become allied.

5. Withdraw an offer of an alliance.

If a Go player withdraws an offer e previously made, the player to whom e made the offer can no longer accept it. An offer cannot be withdrawn after it was accepted.

Each Go player may make no more than one Go move within 19 hours, with the exception of accepting an alliance or withdrawing an offer, which can be done an unlimited number of times.

[[One move per 19 hours instead of 24 hours because then you can start playing up to 5 hours before the time at which you played the day before, e.g. if you played at 00:00 yesterday, you don't have to wait till 00:00 before you may play again, you may start at 19:00 already.]]

0. Rule 368/0 created by P362/2, 21 Mar 2001 00:00:00
1. Rule 368/0 amended by Proposal 461/1, 20 Apr 2001 00:00:00

Rule 369/0 : 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.

0. Rule 369/0 created by P362/2, 21 Mar 2001 00:00:00

Rule 370/0 : 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.
0. Rule 370/0 created by P362/2, 21 Mar 2001 00:00:00

Rule 371/0 : 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.
0. Rule 371/0 created by P362/2, 21 Mar 2001 00:00:00

Rule 372/0 : 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.

0. Rule 372/0 created by P430/0, 21 Mar 2001 00:00:00

Rule 373/0 : 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.

0. Rule 373/0 created by P431/1, 21 Mar 2001 00:00:00

Rule 374/0 : 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.

0. Rule 374/0 created by P431/1, 21 Mar 2001 00:00:00

Rule 375/0 : Reserve Stones
Ownership of Reserve Stones is transferable at will by the owner of the stone.
0. Rule 375/0 created by P431/1, 21 Mar 2001 00:00:00

Rule 376/0 : 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.
0. Rule 376/0 created by P431/1, 21 Mar 2001 00:00:00

Rule 377/0 : 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.
0. Rule 377/0 created by P431/1, 21 Mar 2001 00:00:00

Rule 378/0 : 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. ]]

0. Rule 378/0 created by P433/0, 21 Mar 2001 00:00:00

Rule 379/0 : 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.
0. Rule 379/0 created by P435/0, 21 Mar 2001 00:00:00

Rule 380/0 : 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.

0. Rule 380/0 created by P436/1, 21 Mar 2001 00:00:00

Rule 381/0 : 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.

0. Rule 381/0 created by P436/1, 21 Mar 2001 00:00:00

Rule 382/0 : 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.
0. Rule 382/0 created by P437/0, 21 Mar 2001 00:00:00

Rule 383/0 : 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]]

0. Rule 383/0 created by P448/0, 21 Mar 2001 00:00:00

Rule 384/0 : 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.

0. Rule 384/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 385/0 : 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.)

0. Rule 385/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 386/0 : 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.
0. Rule 386/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 387/0 : 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)

0. Rule 387/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 388/0 : Cards: Hands
A Hand is the collection of all cards which a player besides the Dealer owns.
0. Rule 388/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 389/0 : 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.
0. Rule 389/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 390/0 : 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.
0. Rule 390/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 391/0 : Cards for Votes
At the beginning of each nweek, the Dealer deals a Card to each Player who voted in the previous nweek.
0. Rule 391/0 created by P449/0, 21 Mar 2001 00:00:00

Rule 392/0 : 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.

0. Rule 392/0 created by P452/0, 21 Mar 2001 00:00:00

Rule 393/0 : Statute of Limitation
No Judgement shall change the effect of actions performed more than two nweeks before the corresponding RFJ was made, even if those actions were illegal or impossible. Such actions shall always be treated as if they were legal and possible.

[[If you think something is illegal, you'd better make an RFJ at once.]]

0. Rule 393/0 created by P455/0, 20 Apr 2001 00:00:00

Rule 394/0 : Pooker: Definitions
Pooker is a game played with Nomic Cards. The object of the game is to exchange Cards with other Players so that you have the best Poker Hand or combination of Poker Hands.

A Pooker Card is a Card that is in a Pack which is defined to be used in the game of Pooker. It can be abbreviated to 'PCard'.

A Trade is the process by which two Players exchange a specified number of PCards. In a Trade, the dealer takes the Cards which one Player wishes to trade to the other Player and changes their ownership to the other Player, thus adding them to the other Player's hand. E then takes an equal number of PCards which the other Player wishes to trade and changes their ownership to the first Player in the same way. Both Players involved in a trade must trade an equal number of PCards.

0. Rule 394/0 created by P456/1, 20 Apr 2001 00:00:00

Rule 395/0 : Pooker: Trading
Any Player who has one or more PCards may arrange a Trade with any other Player who has one or more PCards. They do this by making offers and counter-offers with each other privately, and then each notifying the Dealer of the Trade they wish to make - both which PCard or PCards e will give, and which PCard or PCards e plans to recieve.

The Dealer must be notified of the same trade by both Players involved in the trade. The Players also must each pay the Dealer a transaction fee of one Point [[you'll notice that there's no other way for the Dealer to get Points from this game]].

0. Rule 395/0 created by P456/1, 20 Apr 2001 00:00:00

Rule 396/0 : Pooker: the Showdown
A Player may make a Motion to Show Cards at any time as long as no such Motion is already pending. A Motion to Show Cards is a Secondary Approvable Motion which passes by being voted for by a majority of Players. When a Motion to Show Cards passes, a Showdown occurs.

Additionally, if a transfer of Cards (such as by Dealing) causes one Player to own ten or more PCards, e may declare a Showdown at any time, without making a Motion to Show Cards. However, in the resulting Showdown, e must show at least two PCards.

In the event of a Showdown, each Player can choose whether to show eir cards. If e decides to show eir cards, e must post a message to a public forum describing which PCards should be shown, and how they should be arranged into Poker Hands. A prize of a certain number of Points goes to the Player or Players with the highest total Score of Poker Hands, and all PCards that were shown are returned to the Deck.

The Player who has the highest total Score of eir Poker Hand(s) is awarded a number of Points from the Bank equivalent to the total Score of eir Poker Hand(s). If there is a tie for the highest Score, that number of Points is given from the Bank and divided among the Player(s) involved in the tie.

0. Rule 396/0 created by P456/1, 20 Apr 2001 00:00:00

Rule 397/0 : Pooker: Scoring
A Poker Hand is a set of one to five PCards owned by the same Player. A Player may arrange eir PCards into more than one Poker Hand if it would result in a higher Score or if e owns more than five PCards.

Poker Hands are scored as follows (statements at the top take precedence):

If a Poker Hand contains five PCards of the same Rank, it is a Five of a Kind, and has a Score of 80.

If a Poker Hand contains five PCards with the Ranks Ace, King, Queen, Jack, and 10, and those PCards are all of the same Suit, it is a Royal Flush, and has a Score of 80.

If a Poker Hand contains five PCards with consecutive Ranks which are all of the same Suit, it is a Straight Flush, and has a Score of 70.

If a Poker Hand contains four PCards of the same Rank, it is a Four of a Kind, and has a Score of 60.

If a Poker Hand contains three PCards of one Rank and two PCards of another, it is a Full House, and has a Score of 50.

If a Poker Hand contains five PCards of the same Suit, it is a Flush, and has a Score of 40.

If a Poker Hand contains five PCards with consecutive Ranks [[such as 7-8-9-10-Jack]], it is a Straight, and has a Score of 35.

If a Poker Hand contains three PCards of the same Rank, it is a Three of a Kind, and has a Score of 25.

If a Poker Hand contains two PCards of one Rank and two PCards of another Rank, it is Two Pair, and has a Score of 15.

If a Poker Hand contains two PCards of the same Rank, it is a Pair, and has a Score of 5.

If a Poker Hand contains none of the above, its Score is 0.

0. Rule 397/0 created by P456/1, 20 Apr 2001 00:00:00

Rule 398/0 : The Dunce Cap
The Dunce Cap is an object which may be transferred or altered only as defined within the rules. The Dunce Cap indicates that its owner has done something especially stupid.

The Initial Owner of the Dunce Cap is Benjamin.

At any time, any Player may make a Motion of Stupidity, naming the Dunce, and eir act of stupidity. A Motion of Stupidity is a Secondary Approvable Motion subject to Voting. If the Motion of Stupidity passes, then (ownership of) the Dunce Cap is transferred to the Dunce named in the Motion.

If two such motions are approved within the same nweek, the later motion shall prevail.

0. Rule 398/0 created by P458/0, 20 Apr 2001 00:00:00

Rule 399/0 : Separation of Card Packs
Each Pack of Cards can be defined to be part of a certain Card Game. A Card Game is a set of Rules that define how that Game should be played within the Nomic.

The Red and Blue Decks are defined to be part of the Card Game entitled "Pooker".

0. Rule 399/0 created by P459/0, 20 Apr 2001 00:00:00

Rule 400/0 : Thug Time Limit
If the Thug is not used within three nweeks of being assigned to a new employer, the Thug will be reassigned as if it had no employer.
0. Rule 400/0 created by P464/0, 20 Apr 2001 00:00:00

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