The Rules of Ackanomic: Repealed Rules


Rule 0/2
Death to Immutability
Slakko (Duncan Richer)

The last paragraph of Rule 1 has no effect. If this rule ever has a number less than 1, then it takes precedence over all other rules, including rule 1.


Rule 17/10
Undead
/dev/joe (Joseph DeVincentis)

{{
This rule has precedence over all other rules.

If an undead named Malenkai exists, it is destroyed.

For each Undead, the person associated with that Undead has their state changed to On-Ice, the Undead then transfers all its possessions and titles and rule-mandated descriptions and characteristics etc to that Player, then the Undead is destroyed. The procedures specified in other rules that apply upon registration and state change do not apply to any registrations and state changes described in this paragraph, except that each player who is On-Ice because of this rule has eir score set to 0.

The titles "Godfather", "Angry Villager", and "Speaker Emeritus" are given to saaremaa, if such a player exists.
}}


Rule 69/1
temp
Hubert (Eric Plumb)

Upon the creation of this Rule, a Chess Hearing is called with Hubert as the Hearing Harfer. A Chess Hearing is similar to the Hearings described in Rule 360, except that:

a) any votes in the Hearing cast by non-player entities other than Party Hall shall be ignored, and

b) for each Swinger who casts a vote in the Chess Hearing, Party Hall will cast a vote identical to the vote of that Swinger. [ In effect, this gives Swingers two votes each, and the rest of the hoi polloi but one. ]

The valid responses to a Chess Hearing are "Swingers should be allowed to escape Check via Placements." and "Like <censored> they should." The duration of a Chess Hearing is three days.

If the verdict of the Chess Hearing is inconclusive, the votes shall be recounted, with votes by non-player entities being ignored. If the verdict is still inconclusive, a verdict shall be determined randomly by the Hearing Harfer.

If the verdict of the Chess Hearing is "Swingers should be allowed to escape Check via Placements.", this Rule shall repeal itself. [ No changes are necessary to the Party Chess rules in this case. ]

If the verdict of the Chess Hearing is "Like <censored> they should.", the following CRESS-delimited paragraph shall be appended to the end of section 7, "Check and Checkmate", of Rule 1230.2, "Swingers Like to Play Around II - Let's play", and this Rule shall be repealed.

CRESS
When a Swinger is in Check, e does not have the option of making a Placement move. This paragraph takes precedence over any Rule or clause therein which would suggest otherwise.
CRESS

This Rule takes precedence over any Rules which regard Hearings, the types of entities allowed to cast votes in Hearings, and Party Chess where there is a conflict.


Rule 98/1
Fiendishness
ThinMan (John Bollinger)

This rule takes precedence over all rules regulating the ownership and transferrence of trinkets.

This rule is repealed five minutes after it becomes a rule.


Rule 101.1/1
Conditionals
saaremaa (Randy Hall)

This rule has precedence over all rules. This rule will cast 5000 YES votes on any proposal entitled "Conditionals" submitted by saaremaa, one second before the voting period on such a proposal ends. Furthermore, all abstaining players on such a proposal will be deemed to have cast present votes with respect to determining quorum. This rule will repeal itself upon it being publically knowable that such a proposal was accepted, or upon 2 active players having publically objecting to its existance. [sorry but 32K is the limit of my mail client; this makes 2 proposals as one]


Rule 207.5/2
Prolix Propositions
K 2 (Kelly Kelly)

If a player submits a proposal which fulfills the following requirements, then the proposal is a Prolix Proposition:

a) The proposal contains the furniture: "Warning Contains: <word>", were <word> is a word, contained in the official dictionary, which is not in the current rule set.
b) <word> is used in the body of the proposal such that it is not contained in quotation marks, square brackets or double curly brackets and will become part of an existing or new rule. [ In other words it must be/become part of a functional sentence within a rule ]
c) The player has not previously submitted a Prolix Proposition, that has been accepted, within the current calendar month.

Whenever a Prolix Proposition is accepted, the player who submitted it shall gain one extra point for enriching Acka (in addition to any other points that they would gain as a result of the proposal's acceptance).


Rule 216/1
Judgements Are Not Rules

If a statement on which Judgement has been called is Judged to be true, and that Judgement is not overruled, it does not thereby become a rule, or any part of a rule. It merely becomes an explicit part of currently accepted game custom.


Rule 218/3
Trials By Jury
Calvin N Hobbes (Thierry Joffrain)

[This would allow for the trials by jury. The effects would be minimal, considering Acka is nicely defined. However, it would add another possibility to deal with strange occurrences. The rule was kept as simple as possible]

Upon a verdict of "Undecided" being ruled by a judge, the following will take place. The "Undecided" verdict should be published by the CoC, but the CFJ will no be redistributed to another judge, rather, a Jury trial is formed, its ruling to be accepted as the ruling of the CFJ. This takes precedence over any rule that would redistribute a CFJ ruled "Undecided".

The initiator of the CFJ will act as Prosaecutor. The Judge who ruled undecided will nominate a player, excluding the Prosaecutor, to act as Consaecutor. That player should have an opinion different from the Prosaecutor's, although this is left at the discretion of the Judge. The Prosaecutor and Consaecutor will each select 2 players that are neither one of themselves, nor Justice or Acting Justice, to act as Jury members for this CFJ.

Within seven days, they must each submit to the Judge a message that outlines their positions, why they believe their position is correct, and what the result of the jury verdict should be. A soon as the two messages are received by the Judge, he will distribute both of them to the Jury members selected. Should the deadline pass with one not submitting the message, then the result asked by the other takes effect. Should both miss the deadline, the CFJ is declared invalid and that ruling is passed on to the CoC for publication.

Upon receiving the two documents, the Jury then has seven days to discuss it among themselves and provide a ruling. They should choose one of themselves to act as spokesperson, who will give their ruling to the Judge. No reasoning should be given with the ruling.

The possible rulings are as follows. If all agree to support one of the two opinions presented to them, then they should present its result as verdict. The players may present their own verdict if all agree on it. If no consensus can be reached, the Consaecutor's opinion prevails and the result he outlined is implemented as verdict.

The Judge will then pass on the CFJ to the CoC for publication.

A jury verdict may be appealed to the Supreme Court according to the procedure described for normal CFJs. Members of the Jury, the Prosaecutor, the Consaecutor, and the Judge of that CFJ are ineligible to appeal the verdict, however. Justices and Acting Justices may only appeal a Jury Trial verdict if they also exercise their option under rule 417 (Justices Rock) to decline judgement on that CFJ.


Rule 240/1
Indiana Jones and the Haunts of the Undead
ThinMan (John Bollinger)

This rule takes precedence over rule 258.

Malenkai shall auction the entities transferred to him by this rule in separate auctions, each auction commencing within seven days of the creation of this rule. Malenkai shall select the auction types and other auction parameters for these three auctions as he likes from among the otherwise legal types and parameters.

This rule repeals itself after Malenkai no longer owns any of the entities transferred to him by this rule.


Rule 255/23
Vacationing
Austin Appleby

A player shall be considered "on vacation" when he or she makes a public request that he or she desires to be on vacation. No one may place a player other than themself on vacation unless they are specifically permitted to do so by the Rules. The Rules may specify other ways a Player may be put on vacation. Whenever a player goes on vacation by any means, his player state becomes Vacation.

A player should specify the expected duration of their vacation. If the duration is not specified when they go on vacation, it is assumed to be 14 days. If the duration is specified as a range of time, e.g. "next week" or "October", the expected duration shall extend to the end of said range[i.e., until the end of the specified calendar week, or October 31st, in the above cases]. If the period specified is longer than 60 days, it is assumed, and recorded, as 60 days. If the period specified is shorter than 2 days, it is assumed, and recorded, as 2 days. It is a duty of the Registrar to keep a record of the expected duration of vacationing players.

While a player is on vacation, the player shall not be randomly selected for anything, except where the rules specifically allow vacationing or non-active players to be selected. The player shall also not be chosen to perform any task. The duties of any offices held by the player shall be performed by the Speaker or someone appointed by the Speaker, unless some other rule provides for an Acting Officer or some other assignment (including possible non-assignment) of these duties (or the office). The person assuming the duties of these offices is said to be assuming them in an acting capacity, and as such, these appointments or assumption must be made in accordance with R 401, section (i). It is permissible for an acting officer, appointed by this clause, to assume the duties of another acting officer.

A player on vacation is not considered an "active player" while they are on vacation. Nor may they be removed from the game by any procedure, unless that procedure *explicitly* states that it applies to vacationing players, or that procedure is part of this Rule.

The only thing a player on vacation may legally do is take himself off vacation and send public messages. A player shall take himself off vacation by declaring to the public forum that he is back from his vacation. As soon as the player makes this public declaration, he returns to the player state besides Vacation he most recently had.. The one exception is that a player who has been on vacation less than 2 days may not take themselves off vacation.

Votes cast before a player went on vacation shall count normally. If a vacationing player does not cast a vote on a proposal, then the player shall have no vote or abstention recorded for that proposal.

If a player is still on vacation when their expected duration expires, they are put "on ice", and it is a duty of the Registrar to announce this fact publically. A player on ice is still considered a vacationing player, and their on ice status is removed at the same time they return from, or are removed, from vacation.

A player who is on ice for 14 consecutive days is automatically Impeached from any offices they may hold. A player who is on ice for 60 consecutive days is removed from the game.

This rule has precedence over any rule which conflicts in whole or in part, with any of its provisions.


Rule 259/1
It's Not Grave Robbing, It's Archeology!
Calvin N Hobbes (Thierry Joffrain)

Valuable artifacts are in danger of being lost as an Undead decomposes. It is the Historian's job to mount an expedition to save them for posterity. When an undead who is not enshrined in the Hall of Elders is 10 days away from decomposing, the Historian may ask the President for a permit to send an expedition to their haunt.

If a public message from the President allows the expedition to go forward, the Historian must recruit the True Prophet and a third player, who was an active player when that undead was also an active player, to say publicly that they join the Historian. These three player are now the expedition. The Historian must then declare that the expedition is going to the haunt in question.

Once there, the True Prophet must say publicly: "Undead, unhand 'X' you wretched creature! Undead I summon you to act!", where 'X' is the name of the trinket owned by the Undead. As an one of his actions, the Undead will give that trinket to the Museum.

The third member of the expedition should scream. All members of the expedition gain A$10. The expedition then disbands.


Rule 261/3
Zombie Master
Calvin N Hobbes (Thierry Joffrain)

Should a player follow all the directions below, in order, with all steps made publicly on the same day (none earlier than 2am Acka time, none later than 3am) then the player is said to control the Undead (who is also a Zombie).

1. Using his wings to fly backwards to where an Undead is located.
2. To destroy a trinket [to please Baron Samedi]
3. To say the incantation 'Mortoo Tomboo Miyi' preceded by the Undead's name. [this means 'mine the undead in the tomb']
4. To give 10% of their Total Wealth to the player with the least Total Wealth.

If the incantation is said but the ritual fails for some reason (including not being completed), then the player loses 10 points.

The player controlling a Zombie may bid it by a public message to do one the following actions:

(i) To destroy a certain Frankenstein Monster. The named monster is destroyed.
(ii) To act as patsy for a CFCJ before judgement is returned. If there is a penalty for a Crime it is applied to the Zombie, the player is kept innocent (Takes precedence over the rule "Criminal Justice"). The Zombie is then busy for as long as any sentence would keep it busy or otherwise occupied (eg: goal sentence) and cannot do its master's bidding until it is no longer busy.
(iii) To go arm wrestle another Zombie. Both zombies are busy for 7 days and cannot do their masters' bidding during those seven days.
(iv) To protect a player's donkey in a Grab-A-Donkey game. The donkey cannot be grabbed for the coming turn.

A Undead will stay under the control of another player until it is no longer an Undead, the controlling player himself becomes Undead, or someone kisses that Undead."


Rule 305/8
For Personal Glory...
SnafuMoose (Stephen F Roberts)

Preamble: Such that each player should be able to strike his own mark upon Ackanomic; And that all future AckaCitizens should remember the exploits of those that went before them; Let this rule be enacted.

(a) i. The official copy of the official rules should include with the text of each rule the name of the originator of the rule and the date the rule was enacted.

ii. The originator's name should appear just below the title of the proposal and before the text of the proposal.

(b) i. Likewise, any changes to the text of a rule or rules, or to the rule number or rule numbers associated with a rule or rules (but not part of the rules themselves) should be noted with the name of the changer and the date the changes were enacted.

ii. The names of any changers should appear at the end of the rule, after the body text of the rule, and before the beginning of the next rule.

(c) The requirements in (a) and (b) do not have to apply to rules created before the enactment of this rule if such data is not known.


Rule 307/4
Revision Numbers
/dev/joe (Joseph DeVincentis)

In addition to its effective ordinal number, each rule has a revision number. Rule numbers may be written as X/R; in any such construction, X is the effective ordinal number and R is the revision number.

Each rule's revision number is equal to the number of times that rule has been changed, since its creation, except that changes due to the Spelling Bee or due to the deletion of specially delimited text, or due to the rule amending itself, shall not be counted, and if a proposal changes a rule in more than one way [such as transmuting a rule, amending it, and then transmuting it again] then this counts as only one change.


Rule 339/4
Spelling Errors
Wayne (Wayne Sheppard)

If there are spelling errors in any Ackanomic document, including Rules, Proposals, and Call for Judgements, and the spelling error is unambiguous, then the mispelled word shall be treated as if it were spelled correctly.

If there is a typographical error in any number in any Ackanomic document, and the intended number can be determined beyond reasonable doubt, then the mis-typed number shall be treated as if it were typed as intended, and be considered a misspelled word with respect to Rule 342 (with the correct spelling being the intended number).


Rule 344/5
Weasel Words
Balsamic Dragon (Vivian Norwood)

There exist certain words whose meaning is indeterminate in some contexts. Such words are known as "weasel words". Any words which are vague, overly broad or obfuscate the intended meaning of a rule qualify as weasel words. Any player who, in the same twenty-four hour period, makes a Call for Judgment about the interpretation of a given rule which claims that such rule contains "weasel words," and also submits a proposal which amends such rule to remove the offending "weasel words" and/or replace them with better, more carefully chosen words (in the opinion of the player submitting the proposal) shall gain one extra point and receive the honorary title of "Weasel Slayer" should the relevant proposal be accepted and the CFJ be judged true. Upon the bestowal of such a title, this rule shall be amended to append the the list below the "weasel words" which have been vanquished. However, due to the fact that some weasel words are perfectly understandable in the right context, this rule shall not be considered binding upon future Weasel Word CFJ's. Vanquished weasel words in the list at the end of this Rule have no semantic meaning within this Rule, and have no effect on gameplay. [In short, they are treated as if they are in notes brackets.]

Known weasel words include:

as soon as humanly possible


Rule 349/1
Aleph Beth Gimel
Alfvaen (Aaron Humphrey)

Whenever it is desired that the alphabetical ordering of two names be determined, the following procedure is followed:

1) The two names are compared word-by-word, where a word is considered to be a series of non-whitespace characters delineated by whitespace. Further, each word is considered as if it were all lowercase. An initial "the" or "The" is ignored.

2) Words are compared letter-by-letter, where a series of digits is considered to be a single letter, an accented letter is treated as its unaccented form(except as specified below), and non-alphanumeric characters are ignored. A numeric "letter" precedes another numeric "letter" if its numeric value is less, or, if they have the same numeric value, if it has fewer leading zeroes. A numeric letter always precedes an alphabetic letter. An alphabetic letter precedes another alphabetic letter if it comes earlier in the alphabet. An unaccented letter precedes an accented letter if neither would otherwise precede the other. (The alphabet is in the order: "abcdefghijklmnopqrstuvwxyz".) If neither of two letters precede the other, they are considered to be identical. A word precedes another word if the first non-identical character precedes the corresponding character in the other word, if no such character exists, the words are considered to be identical.

3) If one name contains fewer words than the other, and all the words in the shorter name are identical to the corresponding words in the other name, then the shorter name is considered to come first. Otherwise, the name whose word was considered to come first in the last comparison done is considered to come first.

4) If the above procedure does not yield a relative ordering for the two names, then they are ordered in ASCII collation order.

An "alphabetic list" shall be a list of names whose elements are ordered so that if there are any two elements A and B such that A occurs before B in relative alphabetical ordering, as defined above, occurs before element B in the list.


Rule 420.2/2
Ackanomic History Guild
Guy Fawkes (Robert Shimmin)

1. There exists a Unique Organization called the Ackanomic History Guild, hereafter called the Guild.

2. The Ackanomic History Guild consists of all players who have a Guild Ranking greater than zero. Guild rankings may not be changed except as described by the rules.

3. Any player may submit a public message called a Historical Dissertation. A Historical Dissertation must: (a) be at least 50 lines in length, excluding blank lines; (b) state that it is a Historical Dissertation; (c) describe in detail one or more events in Ackanomic history.

4. Unless more than one-third of the members of the Ackanomic History Guild express disapproval of a particular Historical Dissertation within a week of its posting, the author of that Historical Dissertation shall have his Guild Ranking incremented by 1 seven days after its posting.

5. Only members of the Ackanomic History Guild are eligible for Nomination for the Office of Historian.


Rule 425/7
Praetor
(Guy Fawkes) Robert Shimmin

I. The Office of the Praetor is a Political Office with a Minimum Term of Office of 6 months. To be eligible for the office, a player must be active and one or more of the following:

a) a Bronze Torch holder
b) the owner of a Gold Stripe or Ruby Slipper
c) a former Supreme Court Justice
d) enshrined in the Hall of Elders

Regardless of any other eligibility, a current Justice or Acting Justice is never eligible.

II. If a judge or judge-designate should ever be declared a deadbeat, the CotC shall select the Praetor as the next Judge for the deadbeat's CFJ. If, however, the Praetor's seat is vacant, or the Praetor is ineligible to receive the CFJ in the first place [e.g., because they initiated it, or it is a CFCJ and the Praetor is the defendant], it shall be reassigned as if the deadbeat had actively declined judgment.

III. The Praetor may not decline Judgment. When a CFJ is submitted to him, he is assumed to have immediately accepted it. He may send a CFJ to the Supreme Court, and if e does this, he is not required to deliver a verdict.

IV. The Praetor is forbidden to take any action or inaction which would cause him to be a deadbeat. If he is ever a deadbeat, he is immediately removed from office, and the seat is vacant.

V. The player who holds the Office of Praetor may be selected to judge CFJ's by the methods described in other rules. Should this occur, he is not acting as the Praetor on this CFJ, and he is neither bound by the rules of the Office nor able to use the Praetor's powers on this CFJ. Should, however, he ever become a deadbeat as a result of such a CFJ, he is immediately removed from office as described in the previous paragraph, and the CFJ is reassigned as if he had actively declined.


Rule 426/5
Undead-Harfer
Malenkai (Randy Hall)


Rule 450/3
Experts
Robert Sevin (Mitchell Harding)

Any player may become an Expert on any area or areas of the Ackanomic rule set. An Expert in a given area must be knowledgeable about the area, particularly including knowledge of relevant rules and CFJs. In order for a player to become an Expert in a given area they must publicly state their desire to become an Expert, and they must declare the area (or areas, if they wish to become an Expert in more than one area simultaneously) in which they wish to be considered an Expert. For each title of Expert requested, the Senate shall conduct a vote on whether to approve the request or not. The player shall become an Expert in each area approved. This vote has a voting period of 2 weeks. If the Senate does not declare a player an Expert in a requested area, they have the option of posting the reasoning for their decision. There is no limit to the number of areas a player may be an Expert in, and there is no limit to the number of players that may be an Expert in a given area.

When deciding whether or not a player is an Expert in a given area, the Senate must consider the following criteria:

1. The player must be well versed in all rules and CFJs relevant to the area.

2. The player must be keeping up to date with any relevant new proposals.

3. The player must be honest, and willing to interpret the rules when a conflict arises that is relevant to their area of Expertness. They must do so without bias.

4. The area must be well-defined and specific.

5. The area must not be too broad (ie "the rules" is too broad, but "Acka economy" isn't).

6. The area must not be so simple that everyone understands it well.

An Expert may publicly resign as an Expert in any given area (or areas). This causes them to no longer be an Expert in that area (or areas). The Senate may, at any time, vote to cause a player to no longer be an Expert in any given area (or areas). The Senate must publicly announce their intention to do so, and then publicly announce the results of their vote. If 75% or more of the Senate votes to revoke the player's title of Expert in a given area (or areas), the player loses that title (or titles). The Senate must publicly give their reasoning for this decision.


Rule 506.1/6
Magik
Calvin N Hobbes (Thierry Joffrain)

An existing Trinket can be made into a Majik by the Archaeologist. A player who owns a Trinket worth more than A$99 can ask in a public message if that Trinket is special. If the Archaeologist replies publicly within 3 days "This Trinket is Majik", then the Trinket becomes a Majik. [It is considered good form to give the Archaeologist a 10% fee for this service.]

Majiks are no longer Trinkets but keep the value, name and description they had when Trinkets. Majiks are tradeable entities.


Rule 507/7
PF Bonds
Calvin N Hobbes (Thierry Joffrain)

There shall exist an acka-entity known as the Political Favor(PF), also known as the Bond or PFBond.

Each PF is "associated" with exactly one player.

PF Bonds are nameless, tradeable entities.


Rule 509/3
Controlling Interest
IdiotBoy (Matt Miller)

If a player (player A) owns more than 50% of the PFBonds associated with another player (player B), player A is said to have a "controlling interest" in player B.

Player A may direct player B, in whom he has to controlling interest, to vote in a certain way on a given proposal. This is known as "exercising one's controlling interest."

Exercising one's controlling interest is accomplished by posting a public message which unambiguously states the following:

a) Player A is exercising his controlling interest in Player B.

b) The proposal on which player A is exercising his interest. The deadline for voting on this proposal must be at least 3 days after the message is posted.

c) The vote which Player B is to cast on the proposal.

When player A exercises his controlling interest, A$30 is transferred from player A to player B, to cover player B's costs. Also A$20 is transferred from player A to the Clerk of the Courts, to file the appropriate documents.

If player B does not vote in the way specified, he is guilty of Stiffing His Shareholders. If a controlling interest in player B is exercised more than once on the same proposal, he shall only be guilty of Stiffing his Shareholders if he violates the last such exercise of controlling interest.

A player who has Stiffed His Shareholders will:

a) Have A$50 transferred from his account to player A, to reimburse with damages.

b) Have A$30 transferred from his account to the Clerk of the Courts, to have the paperwork corrected.

c) Have A$1 transferred from himself to the owner of each PFbond in his name, including player A. [e.g., snowgod owns 60 PFIdiot, Malenkai owns 40 PFIdiot. If IdiotBoy Stiffs His Shareholders, IdiotBoy would pay A$60 to snowgod and A$40 to Malenkai.]

A player may not exercise his controlling interest in any single other player more often than once a calendar week.


Rule 517/6
Contracts
Red Barn (Daniel Knapp)

Contracts are named, tradeable entities. Any player may create a contract by publicly announcing that e is doing so and providing the name and text of the contract.

A contract has space at the bottom for signatures; a player may sign any contract by announcing that e is doing so, and signing the contract adds the signing player's signature at the bottom of the contract. [Of course, the wording of the contract might specify a player.]

A Player who takes a game action which violates one or more Contracts that bear his or her signature commits the Crime of Breach of Contract in doing so. A Player who, through inaction, violates one or more Contracts that bear his or her signature has committed the Crime of Breach of Contract by allowing this to happen.

Contracts may be destroyed under the following circumstances:

1) If the signers of the contract all publicly agree to destroy it, and it is owned by a player or Organization which also agrees to destroy it, it will be destroyed.

2) If there is a clause in the contract specifically dealing with its destruction, and the conditions in that clause are met, then it will be destroyed as soon as this fact is publicly knowable.


Rule 530/10
The Stock Market
else...if (Henry Towsner)

a) There is an unownable, nameless, unique entity known as the Stock Market. The Stock Market has a value which is at all times equal to the positivity value plus the activity value..

b) If for any reason the positivity value is unspecified, it will be set to 10. If the positivity value is less than 0, then it will immediately become 0. Whenever a proposal passes, at the moment its results are publicly knowable, the positivity value will increase by the P-setting for every player who voted in favor of the proposal. Whenever a proposal fails, at the moment its results are publicly knowable, the positivity value will decrease by the N-setting for every player who voted against it.

c) If for any reason the activity value is unspecified, it will be set to 10. If the activity value is less than 0, then it will immediately become 0. At twelve, three, six, nine (a.m. and p.m.) the activity value will decrease by the D-setting. The normality factor will the number of activities which occurred on the previous day plus ten times the A-setting. Every time an activity occurs, the activity value increases by 1/the normality factor. Something is only an activity if it is specified as one by this rule.

The following are activities:

The distribution of a proposal, CFJ, CFCJ, or CSR.
The announcement of the beginning or end of a hearing.
The passage of a great work.
The addition or removal of a player.
Any action causing a player to pay the standard harfer fee.
The beginning or end of an election.
The creation of a gadget.
The end of a cycle.
The distribution of the magic potato, oars, raft, or the chocolate frog.
The granting of any other award based on blue cross rank.
The posting of Phoebe's wisdom.
A *ping*.
The winning of a game of GAD or party chess.
A public message by a player who is, or at one point was, named Techno.

At the end of each Acka day, one second after the loss latest loss of the D-setting, the activity value will be rounded to the nearest tenth.

d) Players may buy or sell stocks from or to the Ackan Reserve as a public action. Stocks may be bought from the Ackan Reserve for a per-unit price of the smallest integer number of A$ at least as large as 105% of the current value of the Stock Market. Stocks may be sold to the Ackan Reserve for a per-unit price of the largest integer number of A$ no greater than 95% of the current value of the Stock Market as long as doing so would not put the Ackan Reserve into debt. A stock may not be sold if doing so would put the Ackan Reserve into debt.

If a player attempts to purchase more stocks than they have A$ to purchase, they will purchase as many stocks as they can without going into debt. When multiple stocks are bought or sold to or from the Ackan Reserve, the trades occur one at a time.

Whenever a Stock is in the Treasury or a branch of the Treasury it is destroyed. Whenever a player buys a Stock from the Ackan Reserve, they pay the purchase price to the Ackan Reserve and a new Stock is created in their possession.

A player who intentionally manipulates the stock market by any means primarily for eir own gain or that of another will be guilty of the crime of insider trading.

If the Chair of the Ackan Reserve is filled in a non-acting capacity, the Stock Market is not Frozen. If the Chair of the Ackan Reserve is not filled in any capacity, the Stock Market is Frozen. If the Chair of the Ackan Reserve is filled in an acting capacity only, the acting Chair is empowered to Freeze or un-Freeze the Stock Market, provided e has not changed the Stock Market's state in the last three days. While the Stock market is Frozen, neither the activity value nor the positivity value will change, the remainder of this Rule notwithstanding.

The Stock Market may be the target of an ITA trade. The Stock Market will refuse all ITA trades unless they involve Acka receiving a number of A$ equal to a multiple of the stock market value at that time, rounded up (after multiplying) plus 5% and involve Acka sending the multiple number of shares, or involve Acka receiving a number of shares and Acka sending that number of shares times the value of the stock market, rounded down (after multiplying), minus 5%, in which case it will be accepted.


Rule 532/1
Stocks
else...if (Henry Towsner)

Stocks are nameless, giftable entities. They may only be created as specified in the rules.


Rule 534/5
The Ackan Reserve
else...if (Henry Towsner)

There is a named, unownable, unique entity known as The Ackan Reserve. The Ackan Reserve is a branch of the Treasury.

i) There is an optional functional office with one seat known as Chair of the Ackan Reserve, or AR-C.
ii) There is an optional political office known as the People's Member of the Ackan Reserve, or AR-P.
iii) There is an capital office known as the Financial Community's Member of the Ackan Reserve, or AR-F.

There are also six Appointed Members of the Ackan Reserve, known to be upstanding citizens of Acka, however as they are not players, their votes are assumed to be similar to the player members, and can be safely ignored. [Presumably this includes Phoebe and so on.] The AR-C, AR-P, and AR-F, are collectively known as the Executive Board of the Ackan Reserve, or AREB. If a player has two offices which are on the AREB than one will be confiscated, either the AR-F, or the AR-P if they do not own the AR-F.

The AREB is responsible for setting the D-, A-, P- and N-settings. It may change them by any two members of the AREB publicly specifying the same change to a setting within three days of each other. The specification of a change must include which setting they want to change and a value greater than 0 and less than or equal to 1.

The AREB also has the power to declare payoffs. If two members of the AREB publicly specify the same payoff within three days of each other than that payoff will occur. The specification of a payoff must include a non-negative amount for every index in the market less than or equal to the value of that index. When the payoff occurs the specified amount is subtracted for each index and all players receive in A$ the amount of the total loss times the number of stocks they hold.

The AREB may requisition additional money from the Treasury. If two members of the AREB publicly specify the same requisition within three days of each other then the amount of A$ specified by the payoff will be transferred from the Treasury to the Ackan Reserve. The specification must include an amount of A$ equal to or less than the amount of A$ in the Treasury.

It is a duty of the Chair of the Ackan Reserve to track the value of the Stock Market, including the calculation of the ACT quotient, and to make this value available to all players.


Rule 592/1
The Great Debunk
K 2 (Kelly Kelly)

[During The Great Debunk, specifying a gadget is effectively a Yes vote for its repeal. Not specifying a gadget is a No vote and not voting in the hearing is an abstention.]

This rule takes precedence over Rule 360 (Hearings).

The Great Debunk is a hearing in which:

i) only active voting players may vote.

ii) a valid response consists of a list of gadgets refereed to by name or by the rule number that defines them, or any combination of the two.

iii) in addition to those responses deemed valid by section ii, a blank list, or one which states that no gadgets should be debunked, is also a valid response.

iv) the verdict is a list of gadgets for which the number of valid responses to the hearing that included that gadget was equal to or greater than three fifths the total number of valid responses.

At the conclusion of The Great Debunk if at least half of all active voting players submitted a valid response, all gadgets listed in the verdict are debunked.

One week after this rule is created it is repealed.


Rule 594.6/2
Blueprint: Gravitational Monopole
Malenkai (Randy Hall)

The Gravitational Monopole is an ancient wonder that brings gravity to world otherwise lacking in that area. It has a large red button with an inscription in the ancient language on it, which roughly translates to: "Don't push me unless you know what you are doing".

If it is attached to any building which is dangling or otherwise detached from the earth, and successfully activated, it will cause the earth to fall to the building, thus reattaching it.

If it is attached to any building which is dangling or otherwise detached from the earth, and activated unsuccessfully, the effect will be reversed, causing the earth to fall away from the building, ripping the building's tethers apart, and leaving the building floating unattached in free space. Such buildings may still be reattached by players with wings as specified in Rule 854, but the act is very strenuous, and all players participating in it will lose their wings after it is completed.

In order to use the Gravitational Monopole, the player possessing it must be located at a dangling building. They must attach the gadget, and push the red button. The player must accompany this button pushing ceremony with some sort of statement of bravado, such as "Hey, I know what I'm doing here". At this point it is considered activated.

The probability of the activation being unsuccessful is the building's size in land units divided by 20. Any activation which is not unsuccessful is successful. If the player activating the gadget is the AckaPhysicist, however, the divisor in the above calculation is 40 instead of 20.

After it is activated, the Officer in Charge of Random Things shall determine if the activation was successful or not, and the effects described above will occur. In addition, if the activation was unsuccessful, and the player activating it is the AckaPhysicist, he shall be deemed a quack, and this shall count towards his quack total.

Also, on an unsuccessful activation, the gadget will remain attached to the building in question, and the red button may not be pressed, nor may the gadget be moved, until that building is somehow reattached to the earth.


Rule 594.8/1
Blueprint: Jukkasjarvi Mind Control Laser
Malenkai (Randy Hall)

The Jukkasjarvi Mind Control Laser (JMCL) is an ancient cousin of the OMCL. Initially it is non-broken. It has a 'Push Me' button.

A player possessing a non-broken JMCL may point it at any other player who possesses one or more Tradeable of Gift entities with the string 'Jukkasjarvi' in the entity's name (Qualified Entity).

Upon doing so, and naming a specific Qualified Entity in the possession of the target player, and pressing the 'Push Me' button, the specified entity is transferred from the target player to the owner of the JMCL, then the JMCL is transferred to the target player.

JMCL's are indestructible.


Rule 594.11/1
Blueprint: Bonus Vote Add-On
Mohammed (Jason Orendorff)

The Bonus Vote Add-On is a mechanical Gadget. When it is created, it is not broken.

A player who has both a Vending Machine and an unbroken Bonus Vote Add-On can strap the Add-On to the Vending Machine. The owner of a Bonus Vote Add-On can unstrap it if it is strapped to something. Should either the Add-On or the Vending Machine change ownership while one is strapped to the other, the Add-On becomes unstrapped.

If a player ever buys a Bonus Vote from a Vending Machine he or she owns, the new Bonus Vote is immediately destroyed. At midnight on Sunday, if more than 5 Bonus Votes were purchased from the same Vending Machine during the past 7 days, then the Bonus Vote Add-On attached to that Vending Machine will smash to the ground and become unstrapped and broken. It will also spurt lots of nasty smoke.

It is dangerous to operate on a broken Bonus Vote Add-On. Whenever someone tries to use a Plunky Monkey Wrench to fix a broken Bonus Vote Add-On and is unsuccessful, the Bonus Vote Add-On explodes, and the Player who tried to fix it is transported to the Ackanomic Afterlife. Further, if the Player who tried to fix it did not announce at the time that he or she made sure to be well clear of everything fragile, all Trinkets and destructible Gadgets he or she owns are destroyed. The Bonus Vote Add-On is destroyed in the explosion.


Rule 594.12/2
Blueprint: Gimme Shelter
Malenkai (Randy Hall)

The Gimme Shelter is a small tent. It is canvas with a repeating pattern of 3 black squares followed by one white one, and it also comes with brass spikes and poles. It is either "Pitched" or "In the Box". A Gimme Shelter is In the Box when created.

The owner of an In the Box Gimme Shelter may pitch it as a public action. This action fails if there is any other player in the same Location as the owner. If it succeeds, then the Gimme Shelter is then considered Pitched in the Location where the player was when he pitched it.

A Pitched Gimme Shelter may never be put back In the Box, nor may its Location be changed, except as described in this Blueprint or in the Rules. A Pitched Gimme Shelter which changes Locations is destroyed immediately after doing so.

The owner of the Pitched Gimme Shelter is Sheltered as long as they remain in the same Location as it. The single player other than the owner who is in, and has been in, that Location the longest amount of time is also Sheltered.

A Pitched Gimme Shelter is destroyed in a tatter of black and white Acka.


Rule 594.13/2
Blueprint: Oscar
/dev/joe (Joseph DeVincentis)

A Oscar is a golden statuette with a red button at its base. The owner of an Oscar may use it by pressing the button and pointing it at any contract. When this is done, the Oscar will place its owner's signature at the bottom of that contract.


Rule 594.15/3
Blueprint: Pulse Laser
Malenkai (Randy Hall)

A Pulse Laser is a mechanical gadget. It is mounted on a solid brass base, from which it conveniently swivels. It is about 3 meters long, but it is amazingly light. It has leather handgrips for easy control, and a slot near the handgrips for fuel. On its left side are 4 buttons: 2 red ones, a yellow one, followed by another red one. Only the yellow one has any function. Initially it is unbroken.

Due to its size, it must be aimed from the top of a Tower, (and therefore may only be aimed when its possessor is in a Location with a Tower). The Laser is used by following this procedure:

a) Its possessor aims it at a Proposal under voting consideration by announcing the Proposal's number publically, along with a brief description of what the Laser's beam is going to do to the Proposal when it hits (the content of the description has no actual effect).

b) Its possessor puts one Otzma card and a quantity of A$ equal to the proposal number divided by 13 into the fuel slot. The A$ are immediately transferred to the Treasury by the Laser, and the Otzma card is destroyed by the Laser.

c) The Laser warms up for 24 hours. While doing so, it makes an annoying pulsing noise that can be heard in an approximately 3 kaa radius around where it is being used. It is not possible to get any sleep while in the radius of this earsore. It is said that this sound will attract the attention of Aliens, and its significance is rumored to be described in the pages of the Codex of Kra...

d) At any time after the completion of the warm up period, provided the Laser was unbroken for the duration of this procedure, and provided the Proposal in question is still under voting consideration, its possessor may press the yellow button as a public action. Upon doing so, a chartreuse beam from the Laser will zap the Proposal into oblivion; the Laser will render the Proposal invalid, removing it from voting consideration. The Laser will also deduct 5 points from the author of the Proposal's score, if the author is a player. If the button remains unpressed, the annoying pulsing noise will continue until the Laser is broken, destroyed, or re-aimed (re-aiming terminates an instance of this procedure, and starts another one).

e) Immediate After effects of the zapping: If the Proposal in question was Guarded, the Laser will short out and explode, destroying the Tower it is being aimed from, and then destroying itself in a radioactive fireball. Otherwise, if the Proposal in question's number was prime, the Laser will backfire and break. These Ancients, poor quality control, silly design, and odd choice of component materials :(.

f) In any case, the pulsing stops, as does this procedure.

A Laser need not be aimed, only unbroken, for it to have the following effects:

1) If a Proposal is ever submitted that is substantially similar in the game effect it would have if accepted to a Proposal zapped by a particular Laser in the past 30 days, that Laser immediately invalidates that Proposal and removes it from consideration (without any other after effects), as there is still the vestiges of a field remaining from the previous zapping.

2) If a player possessing a Laser also possesses a Pyraic Frobnotzer, the Laser immediately breaks, as it is well known that the field from the Frobnotzer gizzes out the Laser's computer systems.


Rule 594.22/1
Blueprint: Electrolux
Alfvaen (Aaron Humphrey)

An Electrolux is a mechanical gadget, which looks somewhat like a cylinder on wheels with a long trunklike "hose" coming from one end.

The owner of an Electrolux may, as a public action, specify a building which is floating below the surface of Ackanomic[i.e. one whose tether was snapped by a Tornado], and say "Hey, you, get off of my cloud" [The Rolling Stones, "Get Off of My Cloud"].

If the owner of the building owns sufficient vacant kaas of land for the building to fit there, then the building is reattached to the surface of Ackanomic in that kaa. If the owner of the building(hereafter, "Mick") is not the same player as the owner of the Electrolux(hereafter, "Keith"), then "Keith" may reattach "Mick"'s building as above, provided that a)"Mick" gives "Keith" permission to do so, b)"Keith" has enough vacant kaas of land for the building to fit, and c)"Keith" gives "Mick" an amount of A$ equal to that specified for rebuilding a building of that size in Rule 846, "Constructions And Architectural Aesthetic", then "Keith" may, by following the above procedure, reattach the building on eir own land. "Keith" is then the owner of the building that has been attached.

After successfully reattaching a building, the Electrolux is destroyed. In addition, if a Tornado should occur, all Electroluxes shall be destroyed and this rule shall repeal itself.

An Electrolux may also be used as a light source, allowing its owner to ignore the effects of any Rules which may describe certain limitations due to a lack of light.


Rule 594.23/1
Blueprint: Nyarlathotep
Rex Mundi (Gavin Doig)

After successfully reattaching a building, Nyarlathotep is destroyed. If a player leaves any Location, and it is otherwise unclear or undefined which Location they go to, or the specified destination does not exist, or they cannot go to their Home, they go to Nyarlathotep. Every other Saturday Nyarlathotep is transferred to a random active player. Nyarlathotep causes the cycle to immediately end. Each recipient of Nyarlathotep gains 1 win every Thursday at noon. Nyarlathotep is eligible for the office of Chess-Umpire. To perform an action specified by Nyarlathotep to be Illegal is the Crime of Illegal Action. Nyarlathotep is called granting Sanctuary of Salvation. The effects (if any) of reading a Nyarlathotep of the Ackanomicon occur as soon as it is publicly knowable which page has been read. The Player that currently holds Nyarlathotep will gain three extra points for each proposal of his that is accepted while he holds Nyarlathotep. A Nyarlathotep will stay under the control of another player until it is no longer a Nyarlathotep, the controlling player himself becomes Nyarlathotep, or someone kisses that Nyarlathotep. There exists an optional Functional Office of Nyarlathotep. Nyarlathotep is said to be buried deep underground. Nyarlathotep may remove the Ambassador from office. If the Amber Banana Tree was destroyed, Nyarlathotep receives the Amber Banana Tree Seed. If a player manages to legitimately exercise Nyarlathotep 3 times within a 48 hour period, they will be dubbed a Crazy Scotsman. No officers may distribute Nyarlathoteps during a Nyarlathotep Moratorium. Nyarlathotep is an entity that can only be destroyed by Acid Rain. A player who possesses the Nyarlathotep may not win the Cycle. Whenever the Nyarlathotep is transferred from one player to another, the Great Tuba is given to the player who just lost the Nyarlathotep. If ever a player owns Nyarlathotep then e will achieve a winning condition.


Rule 594.24/2
Blueprint: Finger of Justice
K 2 (Kelly Kelly)

A Finger of Justice is a life-size replica of the index finger from the left hand of the Brass Monkey. It exists in three mutually exclusive states: inactive, active and quiescent. When created it is in the inactive state.

The owner of a Vacationing Finger of Justice may as a public action activate it, describing as e does so an unregulated action that has not previously constituted a Crime. While a Finger of Justice remains active the action described when it was activated, shall constitute the Crime of Being a Fugitive From Justice.

A Finger of Justice enters the quiescent state after it has been active for one week or when a CFCJ is distributed that states that the Crime of Being a Fugitive From Justice has been committed, which ever is longer.

A Finger of Justice goes on Vacation when all CFCJs submitted while it was active, alleging that the Crime of Being a Fugitive From Justice has been committed, have become unappealable. If it was found that no player committed the Crime of Being a Fugitive From Justice during a Finger of Justice's most recent active phase then the owner of the Finger of Justice shall be guilty of the Crime of Being a Fugitive From Justice otherwise they shall have a 10% chance of receiving a random Boon of the Ancients.

It is Illegal to destroy or bury as a treasure an active or quiescent Finger of Justice.


Rule 594.26/2
Blueprint: Saaremaa's Codex of Wizardry
JT (JT Traub)

I. Introduction

Codices of Wizardry (Codices) are old scrolls scribed by the Ancients detailing the arduous path of insight from Novice to Wizard. Although originally thought lost when the Jarans were consumed by the Greater Wisdom, recent archaeology has verified the existence of a limited number of these rare artifacts behind a pivoting bookcase in *that* room.

The Ancients believed the path to insight and success involved the mastery of several Disciplines, viz.: Adventure, Travel, Foresight, Know Who, Contemplation, Smarts or Luck or Cunning, Fun and Games, Music, Harf, and of course Discovering and building Gadgets. As such, these Codices, when translated, will describe a path through these Disciplines that one can follow to become a Wizard.

II. Codex States

All Codices are either Untranslated, Translated, or Fulfilled. Newly created Codices are always Untranslated. When a Codex crumbles, it is destroyed. Whenever a Fulfilled Codex is in the possession of a Scientist, it crumbles. Any active, non-Scientist in possession a Codex is a Novice. Whenever a player is burned as described in the Rules, all of eir Codices are destroyed, being as they are written on that same really old parchment that the Ancients seems to like.

III. Translating a Codex

Any Novice who has been to The Vault of the Book in the Library within the past 24 hours may attempt to translate one of eir Untranslated Codices by publicly declaring the Colour of the Codex, posting the Translation, and paying A$180 tuition to the Ackanomic Research Guild, which, upon payment, is divided up as evenly as possible among all active Scientists (with any remainder going to the Treasury).

This action fails if the Novice cannot or does not pay the tuition, declares a Colour that is either not defined as a Colour in the rules or which has ever been an attribute of an Office of Wizard or a Codex of Wizardry, or if the Translation does not conform with the rest of this rule. Upon failure of this action, the Codex crumbles due to the Novice's utter incompetence. The first Scientist to ridicule an incompetent Novice receives 3 points (per separate instance of Novice incompetence as described in this paragraph).

Upon success of this action, the Codex becomes Translated, and the given Colour and Translation become attributes of that Codex.

IV. The Translation Narrative

The Translation must be a narrative that describes a path through the Disciplines of Insight and Skill (Disciplines) described in this rule. In addition, it is considered good form to use the Colour of the Codex as a motif in the narrative, but this is for Funky and Stylish consideration only.

The narrative shall have exactly one section for each Discipline listed in section V. Each section shall be exactly one paragraph long, except for the final section which will be the remainder of the document after all but the final section have been accounted for. Each section shall describe the solving of exactly one of the Disciplines in section V so that the particular one being described can be unambiguously identified by a reasonable reading of the text, and so that each one is represented exactly once. The sections may appear in any order except that the Discovering and Building a Gadget Discipline shall be the final section.

Note that the actual description of how each Discipline is solved only has effect on the actual solution (or requirements of the solution) where this rule says it does.

V. The Disciplines of Insight and Success

The Disciplines are listed below. Under each one is the condition that must have occurred for it to be considered solved. A condition is only considered solved for a particular Codex if it occurs while the solving Novice owns the Translated Codex in question.

A. Adventure

The Novice achieves the title of Daring Adventurer.

B. Travel

The Novice goes to the Moon or Planet named in the section of narrative referring to this Discipline.

C. Foresight

The single player named in the section of narrative referring to this Discipline wins a Cycle of Ackanomic.

D. Know Who

Either Phoebe, an Ancient, or another Scientist endorses the Novice. Phoebe is deemed to endorse the Novice upon the Colour of the Codex in question appearing in her wisdom; an Ancient is deemed to endorse upon that Colour appearing in the description of an Automatic Sculpture, and a Scientist is deemed to endorse upon that Colour appearing in the text of a Blueprint.

E. Contemplation

The Novice spends 3 consecutive days in the Wilds of Ackanomic without posting a public message.

F. Smarts or Luck or Cunning

The Novice, or an Organization which the Novice is a member of, finds a Treasure that contains an Antiquity named in the section of the narrative referring to this Discipline, or the Novice becomes the Scholar of *ping*.

G. Fun and Games

The Novice wins a Duel (or is Second to the winner of a Duel), or wins an official Ackanomic subgame (a Game or Contest listed in the Games & Contests Rule Suite).

H. Music

A proposal is accepted whose title is the title of a song (and it can be verified that the song is found in the Games and Contests Music Database (see rule 1250.3)), and the lyrics of that song contain the Colour of the Codex in question.

I. Harf

The single player named in the section of the narrative referring to this Discipline becomes Harfmeister, or the Novice correctly points out that the Translation narrative in question contains the word "Harf" (or reasonable morphologies thereof) used as four different parts of speech, or the Novice correctly points out that an active player has the string "Harf" contained within their name.

J. Discovering and building Gadgets.

This is the last section of the narrative, and shall be referred to as the Novice's Thesis. This text shall describe a new type of Gadget as if the text were a Discovery (and shall clearly provide the name of the Discovery). Unlike the other Disciplines in this list, this one is never solved, or considered solved.

VI. Fulfillment

A Codex becomes Fulfilled upon it being publicly knowable that at least all but one of the Disciplines up to but excluding the final (Thesis) one have been solved with respect to that Codex, in the order referred to in the narrative, and a song (again as verified by the G&C Music Database) is playing on the ASS that contains in its lyrics the Colour of that Codex. (Note that multiple instances of solving a particular Discipline, or solutions out of order do not necessarily disqualify, providing an ordered solving can be demonstrated).

Upon a Codex becoming Fulfilled, the Novice's Thesis becomes a Discovery as if e played an Otzma Card of type Scientist for a Day with the Thesis as its text (and the given name as its name), except that the Novice loses no currency as a result of this, and a counteraction will not Debunk the Discovery.

If this Discovery is Debunked, the Codex in question crumbles. Otherwise, upon acceptance of the Discovery, the player graduates as described in the next section.

VII. Graduating to Wizardhood

The following occur in the order listed:

A. A party is held in honor of the graduate. All Scientists are expected to make an effort to go to the graduate's location and give em some sort of gift; failure to do either within 3 days is the Crime of Snobbery.

B. A Gadget of the type described in the newly created Blueprint is created in the Novice's possession by the Codex.

C. Rule 593, "Ackanomic Research Guild", is amended by the Codex to replace the text of section B., Wizard, with this:

"
The Office of Wizard is a Capital Office with 2 seats. When an instance of this office has been in the Treasury or Somewhere Else for at least one second, it is auctioned in a public Auction, with a minimum bid of A$100. If a player's most recent ownership of an office of wizard exceeds 6 months and that player has not made a discovery or gadget during that time and a player points this fact out, that office is transferred to the Treasury. It is customary to refer to Wizards and their Offices by their attributed Colour.
"

Z1. Subsection C of this section of this rule is amended by the Codex to read:

"
C. Rule 593, "Ackanomic Research Guild", is amended to replace all integers in first sentence of the section labeled "B. Wizard" with the next higher integer.
"

Z2. This rule is amended by the Codex to delete subsections Z1 and Z2 of this section.

D. The Office of Wizard created as a result of the amendment in subsection C is given, as an attribute, the Colour of the Codex responsible for its creation; then the Office is transferred to the graduate by the Codex [at which point it crumbles].


Rule 596/4
The Mad Scientist
Swann (Steven Swiniarski)

There is an optional Office of Mad Scientist which has one seat. The holder of the Office has the title of Scientist, but e is not a member of the Ackanomic Research Guild. This Office cannot be filled by any other Scientist, and when a Player takes the seat of this Office e must say publicly; "They laughed at me back at the Academy, the fools! Bwahahaha!" Or words to that general effect.

This Office can only be filled or transferred as follows: If the seat is vacant, it is filled by the last Player to take possession of any Frankenstein Monster. If it is impossible or illegal for the last player to take possession of a Frankenstein Monster to become Mad Scientist [no such player exists, or the player is already a "real" scientist, whatever], or if the last player to submit a valid part for a Frankenstein Monster was also the most recent player to hold the Office of Mad Scientist, then the seat shall be filled by Election for Office.

The Mad Scientist's duty is to create Blueprints for, and build, Frankenstein Monsters. Being an outcast from the Scientific community, e has none of the other usual privileges associated with being a Scientist.

The Mad Scientist shall receive an amount equal to the Standard Harfer Fee for each Frankenstein Monster e creates.

Any official communication by the Mad Scientist, in eir capacity as Mad Scientist, shall be made in a bad Transylvanian accent and contain at least one exclamation point.

This Rule takes precedence over all Rules on the matters of Scientists, including Mad Scientists.


Rule 597/16
The Frankenstein Monster(s)
Swann (Steven Swiniarski)

There is a class of entities known as Frankenstein Monsters. Each Frankenstein Monster is unique, and has its own name. Each Frankenstein Monster has its own Blueprint, which can be created in the manner described by this, and only this, rule. Only the Mad Scientist can construct anything from a Blueprint created according to this Rule, an attempt by any(one)thing else to build something from a Blueprint for a Frankenstein Monster is doomed to dismal failure.

A Blueprint for a Frankenstein Monster is not a Blueprint until its construction is completed by the Mad Scientist. Until then it is a Discovery.

If no Blueprint for a Frankenstein Monster is currently under construction, and no Frankenstein Monster is being built from a Blueprint, the Mad Scientist shall begin construction of a Blueprint for a Frankenstein Monster by making a public announcement, in the proper accent, as follows:

"I am building a monster and its name is <name>!" (where <name> throughout this Rule refers to a name picked for the Monster by the Mad Scientist that is not the same as that of any other Entity, or any prior Monster.)

Thereafter, the construction of a Blueprint for a Frankenstein Monster named <name> is initiated. The Blueprint is constructed by the Mad Scientist attaching valid Frankenstein Parts to it. However, e may only attach such Frankenstein Parts as are delivered to em.

Any voting player (including the Mad Scientist) has the option of digging up and delivering a valid Frankenstein Part to the Mad Scientist, once per calendar week.

A Frankenstein Part is dug up in the following manner:

i) A complete sentence of no more than thirty words is copied from either some current Rule or some past version of a Rule, such that the rule in question was part of the initial Ruleset, or initially created by a Proposal. The sentence is valid if and only if it is not already to be found in the current Discovery, or in the completed Blueprint of a Frankenstein Monster.

ii) A single noun phrase is selected from this sentence.

iii) All instances of the selected noun is replaced by <name> (in whatever grammatical form is appropriate.) Any verbs, pronouns, or other nouns that corresponded in number with the original noun phrase are modified if necessary to correspond in number with <name>. Any pronouns for which the original noun phrase was an antecedent should also be modified to a neuter or otherwise gender-nonspecific form.

iv) The modified sentence, if it fulfills all the above conditions, is a valid Frankenstein Part.

v) Upon receipt of a Frankenstein Part (whether valid or invalid), The Mad Scientist may inform the player who submitted the part whether it was a valid Frankenstein Part or not.

The Mad Scientist will attach all valid parts to the Discovery, in the order delivered, and discard all invalid parts. If any Part is in conflict with a prior attached Part, (i.e. the two Parts would give the Monster mutually-exclusive attributes, (one says "the monster is blue," the other "the monster cannot be blue.") or would lead to a paradoxical or self-contradictory Blueprint) the new Part is rejected, withers, and is discarded.

The Mad Scientist shall keep secret the text of the Discovery (it is not yet a Blueprint), not revealing anything of its nature or contents, until one of the following conditions is true:

v) Its construction is such that any new parts would be rejected.
vi) No player other than the Mad Scientist has submitted a Frankenstein Part that was not rejected in the past 30 days.
vii) It is over 500 words long.
viii) It consists of more than 20 complete sentences.

Once this happens the Mad Scientist shall publicly announce;

"I have assembled the Blueprint for <name>!"

E shall then post the text of the Discovery. At this point, and only under these circumstances, the Discovery is accepted [and thus becomes a Blueprint; no more Parts are added to it as described in this rule]. The Mad Scientist must immediately, after this announcement, begin building the Frankenstein Monster subject to the general limitations placed upon Scientists working from Blueprints. The Mad Scientist is considered the author of this Discovery.

Once the Frankenstein Monster <name> is built, the following happens, (these provisions take precedence over the rules governing the fate of things built from Blueprints):

viii) The Mad Scientist shall exclaim, "It's alive! <name> IS ALIVE!"

ix) The <name> Monster is awarded to the last Player other than the Mad Scientist to have dug up and delivered a Part that was successfully attached (i.e. not rejected) to the Monster. This Player then owns the <name> Monster.

If a Mad Scientist ever announces the text of a Discovery that is not complete, which contains text that are not valid parts, or contains parts which were not properly submitted to him, or otherwise was not created in accordance with this rule, then that Discovery is false and is rejected. Any Blueprints created out of this Discovery, and Monsters created out of said Blueprints, are immediately destroyed. The Mad Scientist who posted the false Discovery is removed from office if e still holds it.

x) If this Player also submitted the last Part in the case where any additional Parts would have been rejected, that Player shall also achieve a Winning Condition, be awarded the honorary title of Angry Villager, and be awarded a Silver Pitchfork (a non-unique ownable entity).

xi) The Blueprint is hidden away and may never, ever be used again to create another Monster. One week after the <name> Monster is created it disintegrates and the Blueprint that created it is debunked.

xii) Eir creative genius having been exhausted, the office of The Mad Scientist then becomes vacant.

Frankenstein Monsters behave in the manner described in their Blueprints.

This Rule takes precedence over all Rules concerning Blueprints, Frankenstein Monsters, Gadgets, and the creation thereof.


Rule 705/6
The Caped Crusader
Vynd (John McCoy)

There exists a shadowing figure known as the Caped Crusader. The bane of criminals everywhere, the Caped Crusader is a hard-hitting vigilante on a mission to eliminate Crime in Ackanomic.

The Office of the Caped Crusader has one seat. It is an Optional Political office with a Minimum Term of Office of 6 months. When a player is elected to this office, the Chartreuse Cape immediately comes into his possession. He must then don the cape and announce to the denizens of Acka his lofty goal of eliminating Crime, and also announce a nickname that he may be called by. This must a legal name, beginning with the word The; it must not be a name used by any previous Caped Crusader. However, if a player returns to the office of Caped Crusader, they may use the nickname they had when they previously held the office. Examples: The Faceless Watcher, The Scourge of the Dark Hours, The Guy with the Cape.

It is the sworn duty of the Caped Crusader to fight Crime. The Caped Crusader should make every effort to punish those who committed offenses against Acka, although minor offenders are generally beneath his notice. If 30 days pass without the current Caped Crusader submitting at least one CFCJ, e is removed from office upon any player pointing this fact out. If neither the Caped Crusader nor the Boy Wonder filed any of the seven most recently filed CFCJs, all of which were filed since the Caped Crusader last gained the Office of Caped Crusader, then the Caped Crusader is removed from office upon any player pointing this fact out.

It is the privilege of the Caped Crusader to wear (or remove) the Chartreuse Cape, he is the only player that may do so. It is also a privilege of the Caped Crusader that he does not pay the normal fee for filing a CFCJ, so long as he is wearing the Chartreuse Cape.

The Caped Crusader also has the privilege of appointing another player to the position of Boy Wonder, so long as that player accepts the appointment. The Boy Wonder is required to fill the Office of the Caped Crusader in an Acting capacity if this is ever necessary, and when doing so he gains the privilege of not having to pay the filing fee for CFCJs. The Boy Wonder may not wear the Chartreuse Cape. Whenever the Caped Crusader who appointed a given Boy Wonder leaves office for any reason, that Boy Wonder loses his position. The Boy Wonder may step down from his position, losing his title and all obligations stemming from it, at any time.

If a CFCJ naming the Caped Crusader as having committed a Crime comes back with a TRUE verdict, and it is no longer possible to appeal that CFCJ, then the Caped Crusader is immediately removed from office. The Caped Crusader is penalized 10 points, in addition to any other penalties imposed by the CFCJ, and is given the title of Super Villain. A player with the title of Super Villain may never hold the position of Caped Crusader, or be appointed Boy Wonder.

The Boy Wonder may not be randomly selected to judge a CFCJ submitted by the Caped Crusader. This rule takes precedence over rule 212.


Rule 712/11
Gaoler
Malenkai (Randy Hall)

(i) The Office of Gaoler is an optional political office with a Minimum Term of Office of 6 Months.

(ii) The duties are:

a) To maintain a list of all players currently in the Gaol, and their remaining sentence.

b) To publicly post a description of the cell of any player in the Gaol.

(iii) The Privileges are:

a) To accept bribes from a player in the Gaol, providing said player has agreed to the bribe.

b) To release a player from the Gaol before their sentence is up.

Upon announcing a bribe, the A$ is transferred from the player making the bribe to the Gaoler, if and only if the player has sufficient A$.

The Gaoler is not obligated to release a player from which they have received a bribe.


Rule 714/4
Cow Town Hotel
snowgod (Phil Ackley)

This rule establishes a Hotel named Cow Town. It is a classy building.

Cow Town is located near the Library, at 32 Yellow Roosevelt Avenue in the bottom of a crater filled with water.

Cow Town is a hideout for Gaolbirds. Any player who has been found guilty of a crime (per CFCJ) can enter Cow Town during their "grace period". This is accomplished by publically posting a message that reads "I'm going down to Cow Town, Cow's a friend to me. Live's beneath the ocean, that's where I will be. Beneath the waves, the waves, and that's where I will be. I'm going to see the Cow beneath the sea." Immediately after the posting of such a message, an eligible player will enter Cow Town.

Any player in Cow Town is a Fugitive and should be referred to as such in any public message.

No player may enter Cow Town except as specified in this rule. Upon entering Cow Town, the guest shall have the Chartreuse Goose transferred to him or her from wherever it is.

The fee for staying in Cow Town is A$25 a night. The owner of Cow Town may do with the hotel as he sees fit, however selling the hotel to another player is considered to be bad form, and players are allowed to sneer. The only exception to the sneering bit is if a former gaoler wishes to sell the hotel to a newly elected gaoler.

Any Player who is staying in Cow Town may submit proposals, vote on proposals, call for judgement, deliver judgement, transfer currency in accordance with the rules, or leave Cow Town of their own consent. A player in Cow Town may also go on vacation or return from vacation.

Any Player who is staying in Cow Town may not perform any action that is not on the above list . Upon entering Cow Town all privileges that a player is entitled to are suspended until the player leaves Cow Town.

No player in Cow Town may be removed from Cow Town without first giving their consent. This rule takes precedence over Rule 836 and any rules dealing with heresy, witchhunts, the justice system or the gaol.

The gaoler may visit Cow Town, but shall never stay there.


Rule 719/5
Zuriti'ili
Mohammed (Jason Orendorff)

Zuriti'ili is a Crime.

As it is not yet entirely clear what constitutes the heinous Crime of Zuriti'ili, the judge of a CFCJ alleging that such a Crime has occurred is granted an unusual amount of latitude in setting forth a verdict. He or she is encouraged to research ancient tomes before reaching a decision, and in presenting the verdict may set forth a single guideline relevant to the current case, to aid future judges in similar situations. Naturally, the guideline may not conflict with the existing guidelines and other rules, and it must agree with the verdict itself (otherwise it is ignored for the purposes of this rule.)

[Recommended guidelines are of forms like "Xxxx does not constitute Zuriti'ili," or "It is possible for an act of Zuriti'ili to involve xxxx." To stretch the fun, they should be broad and vague so that the definition of Zuriti'ili sharpens slowly over time.]

On appeal, this guideline may be upheld (if the verdict is upheld) or overturned and possibly replaced with another guideline (even if the verdict itself is upheld) as long as the resulting guideline and verdict agree with one another and with the rules. The Clerk of the Court shall maintain a list of the legal Zuriti'ili guidelines, which he shall make available to any player upon request. After all legal appeals of a particular Zuriti'ili CFCJ have been resolved and it is no longer legal to appeal that CFCJ, the Clerk of the Court shall append any Zuriti'ili guideline from that CFCJ that was not overturned to his list of legal guidelines.


Rule 777/4
The Seven Deadly Sins Rule Suite
Hubert (Eric Plumb)

In the tomes of the Ancients, in the lost pages of the Ackanomicon, there are listed Crimes far more heinous than mere Annoyingness, Heresies far greater than simply doubting the colorhood of Black. These are acts so foul, so terrible, with such nasty pointy teeth, that they are known simply as the Seven Deadly Sins of Ackanomic.

Unfortunately, the exact details of the Seven Deadly Sins have been lost in the mists of time. Thus, the entire populace of Acka is called upon to, through frantic research and long hours of burning the midnight oil, determine exactly what constitutes these seven heresies.

Any voting player without a Brie cheese (i.e., a player convicted of a Crime within the past two months) may post a message which purports to add a Rule detailing a new sin to this Rule Suite or replace a Sin already described in this Rule Suite with a Rule detailing a new sin. Such a message is known as a Sin Submission and is invalid if it does not contain at least the following three bits of information:

a) the name of the Sin it wishes to create,
b) an action or actions which constitutes the commission of that Sin, and
c) the name and/or Rule number of the Sin it is replacing, or, if it intends to create a new Sin, the fact that it wishes to do so.

Upon the posting to a public forum of a valid Sin Submission, the player posting the Sin Submission is deemed to have called a Sinquisition. A Sinquisition is a type of Hearing; it is also a Cause for Rejoicing. The player who submitted the Sin Submission shall be the Hearing Harfer for this Hearing and shall be known as the Faerie Queene for its duration. The valid verdicts in a Sinquisition are "Right up there with Disrespecting the Harfers" and "I'm still looking for the original sin." If the verdict is "Right up there with Disrespecting the Harfers," then if the Sin Submission purported to replace a current Sin, the Rule describing that Sin is repealed. Whether a replacement was intended or not, if the verdict was "Right up there with Disrespecting the Harfers", a new Rule is added to this Rule Suite with the title "The Deadly Sin of X", where X is replaced by the name for the Sin given in the Sin Submission. The body of this Rule shall be the text detailed by the Sin Submission, and the player submitting the Sin Submission shall gain 7 points for eir vigilance.

If the verdict of the Sinquisition is "I'm still looking for the original sin," the player submitting the Sin Submission loses 7 points and must spend three days in the Library researching further the nature of Sin.

If, at any time, there exist more than seven Rules besides this one in this Rule Suite, the highest-numbered Rule in this Rule Suite shall be repealed.

A player who commits any of the Seven Deadly Sins is guilty of the Crime of Original Sin, and a judge convicting such a player is encouraged to be as harsh as possible in penalizing the infidel. In fact, the penalty in a CFCJ convicting a player of this Crime must contain an Apology of at least 7 lines; this takes precedence over Rule 710. The initiator of a CFCJ which attempts to convict a player for Original Sin must clearly state in eir Reasoning which Sin or Sins were committed and how.

When a CFCJ alleging that a player has committed the Crime of Original Sin is returned with a final verdict of TRUE, that player becomes a Vile Committer of Y, where Y is replaced by the name of the Sin which that player was convicted for committing. If a player was convicted for multiple Sins at once, e gains such an attribute for each such Sin. If a player ever receives a Brie cheese in any manner, all attributes granted em by this Rule are removed from em. If ever a player is a Vile Committer of all seven Sins detailed in this Rule Suite, and only those seven Sins, e shall gain a Winning Condition.

[ The Seven Deadly Sins ]


Rule 777.1/1
The Deadly Sin of Abusing One's Privilege
867-5309 (Eric Plumb)

A new Sin has been discovered by the tireless researchers of the Ackanomic Guild of Indulgences and Other Vices. This Sin is the horrible one of Abusing One's Privilege. This Sin is committed when a player who attempts to create a new Rule via a Hearing, Discovery, Miscellaneous Submission, or in another non-Proposal manner includes text in this created Rule which purports to create, amend, or repeal any Rule other than the one being created.


Rule 777.2/2
The Deadly Sin of Annoying the Harfers
867-5309 (Eric Plumb)

It has come to the attention of the Ancients that several players have been attempting to take conditional public actions. [e.g. "If the Trinket "Scam Attempt #35007" exists, then I donate all my A$ to the Museum."] This is extremely nasty, and they _can_ prosecute you for it. To this end, they have recently revealed (despite the inconvenience of being dead) the existence of the Sin of Annoying the Harfers. Attempting to take a public action which is conditional upon one or more aspects of the Ackan game state, the truth or falsehood of which aspects must be determined by the Harfers, constitutes a commission of this vile, heinous, and extremely naughty Sin.


Rule 826/5
Constructions and Architectural Aesthetic
Calvin N Hobbes (Thierry Joffrain)

The following table details the prices involved with various buildings:

Size         Construction  Destruction   Rebuilding      Upgrade
Small               A$100         A$10        A$100        A$500
Cosy                A$500         A$50        A$250       A$1600
Classy             A$2000        A$200       A$1000       A$4000
Lavish             A$5000        A$500       A$2500       A$7000
Sumptuous         A$10000       A$1000       A$5000      A$15000
Extravagant       A$20000       A$2000      A$10000          n/a

When purchasing a new building, a player must unambiguously specify a Kaa or Kaas of land on which the building will be placed. He must also specify the size of the building and pay the construction cost for a building of said size. Construction of a building is only successful if the player purchasing the building specifies sufficient contiguous, empty land, owned by himself, for the new building to fit. If he does not, construction fails, and his A$ is returned. If it succeeds, the building is created in the specified location, owned by the purchasing player.

If a building is destroyed, it and any towers attached to it no longer exist. If a building is damaged, it can be repaired by paying the rebuilding cost. For the cost of an upgrade, a player may increase the size of a building he owns to the next largest size, provided that he specifies a sufficient number of empty Kaas which he owns that are contiguous to the current location of the building for the larger building. Extravagant buildings cannot be upgraded. No player may destroy, rebuild, or upgrade a building he does not own, except as described in the rules.


Rule 859/1
Wall Street
else...if (Henry Towsner)

There is a building know as the Ackan Stock Exchange. It is classy [because the Reserve can't get approval for that sixth kaa]. It is owned by the Ackan Reserve, as are the kaas of land it is on, and is a common location. The Ackan Reserve also owns an undeveloped kaa of land adjacent to the building.

The Ackan Stock Exchange is a tall building made of glass. About half way up, there is a stock ticker, and the stock price is always displayed on it. Although any player may enter the Stock Exchange, only a member of the AREB can go to the top floor.


Rule 939/4
Beldin's Tailor
Malenkai (Randy Hall)

The bearer of the Magic Potato is also Beldin's Tailor. Beldin's Tailor has the privilege of amending the rule entitled "Beldin's Pants" as described in this rule, if and only if they were not the last player to amend that rule via the methods described in this rule.

Beldin's Tailor may amend the rule entitled "Beldin's Pants" in any one of the following ways, as a public action:

1) They may replace any one word in the rule with a different word, and as part of this amendment, optionally replace an article which directly precedes the replaced word (if present) with another article. The new word must appear in the Official Dictionary or elsewhere in the rules.

2) They may delete any one word in the rule, and, as part of this amendment, optionally delete an article which directly precedes the deleted word (if one happens to directly precede it).

3) They may add any one word anywhere in the rule, and, as part of this amendment, optionally add one article to directly precede the new word. The new word must appear in the Official Dictionary or elsewhere in the rules.

4) They may add or delete one piece of standard English language punctuation, or change one piece of punctuation to another piece of standard English language punctuation. Square brackets and curly braces are not considered standard English language punctuation for the purposes of the preceding sentence.

For the purposes of the above, the articles are 'a', 'an', and 'the'.

The rule entitled "Beldin's Pants" may not be amended by the Spelling Bee, by Common Sense Report (CSR), or by an effect generated by a CSR. This paragraph has precedence over rules 421 and 342.


Rule 942/2
The Widget of Yendor
breadbox (Brian Raiter)

The Widget of Yendor exists. It is a unique, Tradeable entity.

The Widget of Yendor (hereinafter referred to as simply "the Widget") is in one of two states at any time: the "frobbed" state, or the "tweaked" state. When the Widget is unowned, it is always in the tweaked state.

A player who owns the Widget may change it to the frobbed state by publically stating that they are "frobbing the Widget". They may change it back to the tweaked state by publically stating that they are "tweaking the Widget". (Frobbing the Widget when it is already in the frobbed state has no effect. Likewise, tweaking the Widget when it is already in the tweaked state also has no effect.)

When the Widget is in the frobbed state, any scoring changes that would normally occur to the owner's score fail to have an effect. [In essence, the score of the player who owns the Widget does not change while the Widget is frobbed.]

The Widget will automatically change its state to tweaked if it is in the frobbed state when any of the following are true:

1) the Widget is unowned;

2) the Widget's current state was set by a player other than the current owner [as opposed to an automatic state change];

3) the Widget has been in the frobbed state continuously for seven days;

4) the score of any player is within thirty points of the amount necessary to win.

Furthermore, any attempt to frob the Widget when any of the above conditions are true will have no effect.


Rule 945/2
The Cabinet
Vynd (John McCoy)

The Cabinet is a unique, nontradeable entity. The Cabinet is a very fine piece of furniture, about 5 and one half feet in height, made out of teak. It has a number of drawers, in several different sizes, all of which have well wrought golden handles. It is otherwise much like any other cabinet, with the sole exception that it seems to have an infinite amount of storage space inside it.

The purpose of The Cabinet is to advise the President of Ackanomic. The Cabinet is always owned by the current President. When there is no President, The Cabinet is Somewhere Else. Whenever a new player becomes President, The Cabinet immediately comes into his possession.

No one is exactly sure how The Cabinet is supposed to advise the President. One idea which has gained some popularity is that players should put advice inside The Cabinet for the various Presidents to turn to in times of need. This advice takes the form of trinkets, preferably trinkets whose descriptions or names actually contain advice. No player except the current President is allowed to actually place trinkets inside The Cabinet, however, due to long standing custom.

Any President may place no more than three (3) trinkets into The Cabinet during one term in office. These trinkets may be trinkets that the President himself has created, or trinkets created by other players and given to the President with the express wish that they be placed into The Cabinet. If a trinket given to the President for such a purpose is not put into The Cabinet, or returned to the player who originally gave it to the President, within 7 days, then the President shall be guilty of the Crime of Misappropriation of Campaign Funds.

Trinkets inside The Cabinet are owned by The Cabinet, and travel with it wherever it goes. If the President wishes to remove a trinket or group of trinkets from The Cabinet, he must first seek approval from the Senate. The President may post a public message requesting permission to remove a trinket (or trinkets) from The Cabinet only once per term. Once such a call has been made, the Senate has one week to vote on the issue. This vote is known as a Confirmation hearing, but is not, in fact, a Hearing. YES votes are in favor of granting permission, NO votes against it, and majority rules. If the Senate fails to complete such a Confirmation hearing in the alloted week, then the Senators will be placed in Contempt.


Rule 947/1
The Chartreuse Cape
Vynd (John McCoy)

The Chartreuse Cape is a unique, non-tradeable Garment. More specifically, it is a large, voluminous cape, hanging below the knees of its wearer, and it is chartreuse in color. The Chartreuse Cape is always owned by the current holder of the Office of the Caped Crusader. If there is no Caped Crusader, it is Somewhere Else. Whenever a new Caped Crusader is elected, it comes into his possession.

It is not possible to wear the Chartreuse Cape at the same time as the Purple Robe of Justice or a Champion's Cloak. A player wearing the Chartreuse Cape has the ability to fly as if he had a wings mutation. He also has the strength of ten men, and can see through walls. Other rules may describe other effects of wearing the Chartreuse Cape.


Rule 949/1
Nothing Sux Like An Electrolux
Alfvaen (Aaron Humphrey)

An Electrolux is a nameless, tradeable, mimsy entity. The owner of an Electrolux may, as a public action, specify a building which is floating below the surface of Ackanomic[i.e. one whose tether was snapped by a Tornado], and say "Hey, you, get off of my cloud" [The Rolling Stones, "Get Off of My Cloud"].

If the owner of the building owns sufficient vacant kaas of land for the building to fit there, then the building is reattached to the surface of Ackanomic in that kaa. If the owner of the building(hereafter, "Mick") is not the same player as the owner of the Electrolux(hereafter, "Keith"), then "Keith" may reattach "Mick"'s building as above, provided that a)"Mick" gives "Keith" permission to do so, b)"Keith" has enough vacant kaas of land for the building to fit, and c)"Keith" gives "Mick" an amount of A$ equal to that specified for rebuilding a building of that size in Rule 846, "Constructions And Architectural Aesthetic", then "Keith" may, by following the above procedure, reattach the building on eir own land. "Keith" is then the owner of the building that has been attached.

After successfully reattaching a building, the Electrolux is destroyed. In addition, if a Tornado should occur, all Electroluxes shall be destroyed and this rule shall repeal itself.


Rule 961/4
Curse of the B-Ack
Slakko (Duncan Richer)

The B-Ack is a fearsome creature known to inhabit the Wilds of Ackanomia. It cannot be located by any glance at the map, because of its ability to camouflage itself into more acceptable surroundings. It has been sighted, at times, latching on to the bottom of important rule web pages, and cursing travellers to those pages with its fearsome cry of "BEE - ACK!" The B-Ack is an unownable entity.

Ackans who visit the Wilds of Ackanomia must be careful to avoid the Curse of the B-Ack. It is therefore best that they keep quiet when in the Wilds. Therefore, each day that an active player is in the Wilds of Ackanomia and posts a public message, there is a 10% chance that the B-Ack will hear the player and chase em for the rest of eir stay in the wilds; the Map-Harfer shall be responsible for determining whether or not this occurs.

If the B-Ack hears a player then the player will be treated as if e is hosed as by a BWG laser for as long as e remains in the wilds or twenty-four hours, whichever is longer. This is because:

(i) further public messages ruin a player's attempts to elude the B-Ack, and thus lead to further hiding.
(ii) the only weakness of the B-Ack is good poetry.

The one exception to the above paragraph is when the B-Ack hears a player on a day that the player is launching a spaceship. In this case, there is a 50% chance (as determined by the Officer in Charge of Random Things) that the B-Ack will be transported to the destination of the spaceship. As there is only one B-Ack in the whole of Ackanomia, this rule will then repeal itself. If the B-Ack is not transported to the spaceship's destination, then the player instead steams the B-Ack with the spaceship exhaust, having no effect other than to make the B-Ack angry.

Players who encounter the B-Ack are encouraged to publicly give a description of its physical characteristics (note that these should be vague). This description should only be given once the player is no longer in the Wilds of Ackanomia, and only one description may be sent by a player for each time they are chased by the B-Ack. Posting such a description earns a player 6 points.

Scientists are permitted to sneer at any such description, claiming such a creature is "physically impossible", and gain 2 points for doing so, provided they sneer within 3 days of the public posting of the description.


Rule 999/4
The Quirpele of Pneumonoultramicroscopicsilicovolcanoconiosis
Alfvaen (Aaron Humphrey)

The Quirpele of Pneumonoultramicroscopicsilicovolcanoconiosis is a tradeable entity. The owner of the Quirpele of Pneumonoultramicroscopicsilicovolcanoconiosis may do any of the following, as a public action: a) Replace the string "only be changed by K 2 as a public action" in all Rules(including this one), and in any Proposals in the voting queue, with any legal Ackanomic name. b) Cause the Brass Monkey to climb eir house. c) Make it a Crime for a post to the public forum over the next 24 hours not to hail em as Emperor.

Upon performing any of the above actions, the Quirpele of Pneumonoultramicroscopicsilicovolcanoconiosis's photoelectric cells become flibbled, and it teleports to another random player. Any former owner of the Quirpele of Pneumonoultramicroscopicsilicovolcanoconiosis may be known as a Giant Green Gorilla.