The Rules of Ackanomic: 700s

Rule 701/5
Mohammed (Jason Orendorff)

To break the Rules is to commit the Crime of Blatant Disregard.

To perform an action specified by the Rules to be Illegal is the Crime of Illegal Action. An action specified by the Rules to be "impermissible" is, by contrast, impossible. Although such an action does not occur it is not in itself a crime.

If, however, the illegality or impossibility of a publically knowable change to the game state goes unreported for at least 14 days, the action or inaction which caused that change is considered legal, but it is still a Crime. The change is deemed to have occurred retroactively to the time of the attempt. The preceding does not apply to the case of events which occur automatically, but whose occurrence is not (or erroneously) reported [e.g., loss of the Great Trombone]. This paragraph has precedence over rule 103 (Retroactive Effects).

Failure of an Officer to perform a Duty of an Office e holds is the Crime of Non-Performance. The act of performing a Duty incorrectly is the Crime of Malpractice.

Rule 709/18
Malenkai (Randy Hall)

This rule has precedence over all other rules, except where this rule explicitly defers to other rules.

The Gaol has an Evidence Room that is a Location unlimited in capacity. The Gaoler shall place items in the Evidence Room as directed by the Rules. Items in the Evidence Room belong to no Player. Items in the Evidence Room may not be manipulated in any way except as explicitly permitted by the Rules. This paragraph takes precedence over R505 (Treasury and AckaDollars) insofar as it is necessary to prevent the unowned items from being placed in the Treasury.

The Location known as the Gaol is hereby created. It is a cramped building. A player may not leave the Gaol except by the application of a Rule which explicitly defines a procedure or condition for the player to be released or removed from the Gaol.

If a player is in the Gaol, they shall not count for the purposes of determining Quorum.

Players in the Gaol may not be selected to judge CFJ's, to be mentors, to find Phoebe's Matchbox, or to be Mad Sculptors. If a player has been selected to judge a CFJ and has not yet accepted or declined the appointment when e enters the Gaol, e is considered to have declined the appointment as judge.

If a player is in the Gaol, they may perform no game actions except those on the following numbered list and those allowed by Rule 101. If a particular action on this list is not defined elsewhere the rules, however, it is considered to be "prohibited". This clause defers to any other rule which regulates any action on the following list:

1) A voting player in the Gaol may make a Call for Judgement (CFJ).

2) A voting player in the Gaol may make a Call for Criminal Judgement (CFCJ).

3) A player in the Gaol may make an Appeal for Pardon (AFP), as long as that player is not the President.

4) A player in the Gaol may bribe the Gaoler, if such an officer exists.

5) A player in Gaol may change their player state.

6) A player in the Gaol may make a Public Apology.

7) A player in the Gaol may post up to 3 public messages a day.

8) A player in the Gaol may remove a Puppet Head.

9) A player in Gaol may play a Skeleton Key Otzma Card.

10) A Player in Gaol may appeal a CFJ or CFCJ, provided it is otherwise legal for him to do so.

Note that "game action" means anything where the player must act. Examples include voting, submitting proposals, AOJs, chewing the Gumball, etc. Examples of what this does NOT include are things like gaining points, passively receiving currency or the Magic Potato, or winning.

A player is released from the Gaol if and when their sentence expires. Other rules may specify other conditions under which a player is released.

Rule 710/19
Criminal Justice
Malenkai (Randy Hall)

This rule defines the Call for Criminal Judgement (CFCJ) procedure. Except as detailed in this rule, it shall be like the Call for Judgement in all ways, including how it is submitted, how judges are selected, how it is appealed, etc. Any changes to the CFJ procedure will automatically be "inherited" by the CFCJ procedure when they do not contradict the exceptions detailed in this rule.

1) The player submitting the CFCJ shall pay the standard Harfer Fee.

2) A CFCJ will be clearly labelled as such, to distinguish it from an ordinary CFJ.

3) Its "statement" shall be "X committed the Crime of Y on Z", where X is replaced with the name of a registered player, Y is replaced by the name of a Crime as defined in the current ruleset, and Z is replaced by a date between 0 and 30 days prior to the current date.

4) Its "reasoning" section shall show how Player X committed the Crime of Y on the date Z. CFCJs shall only be judged TRUE if the Crime Y was committed by player X on date Z. CFCJs which do not detail exactly one Crime, in the judgement of the judge, shall be judged INVALID.

5) It shall include a "suggested penalty" section, which is a recommended penalty to be imposed on Player X, should a verdict of TRUE be reached. More than one class of penalty may be recommended. The valid classes of penalties are:
a) a DEDUCTION of 0 or more points from Player X's score.
b) a FINE of 1 or more A$ payable by Player X to the Treasury.
c) a SENTENCE in the Gaol of 1 or more days for Player X.
d) the TRANSFERENCE of one or more trinkets, gadgets, or A$ in the possession of Player X to the initiator of the CFCJ.
e) the EXPULSION of Player X from the game.
f) a PUBLIC APOLOGY of 1 or more lines by Player X.
g) the REMOVAL of Player X from one or more Organizations to which e currently belongs.
h) The IMPEACHMENT of Player X from a single specific office which e currently holds.

6) Before the result of a CFCJ is made public the player who is alleged to have committed a crime may add their own reasoning and claims of mitigating circumstance to the official publication of the result by sending it either to the person in charge of CFCJs, or to the public forum.

7) Upon a verdict of FALSE on the CFCJ, no penalty shall be imposed upon Player X.

8a) Upon a verdict of TRUE, the judge may retain or alter the recommended penalty. The result will become the actual penalty. This will be imposed following a 3 day "grace period".

8b) If the penalty was a SENTENCE in the Gaol, player X shall be moved from their current Location to the Gaol at the end of the grace period, at which time their sentence will start. If, however, player X was already in the Gaol at the end of the grace period, the sentence they are currently serving shall be increased by the length of the new sentence.

8c) If the penalty specifies a TRANSFERENCE of any entity which it is not permissible to transfer, that part of the penalty shall be void, but such shall not necessarily void other parts of the penalty.

8d) If the penalty includes a PUBLIC APOLOGY, Player X is required to post a public message of at least the court-required length apologizing for his criminal ways. This should be done within three days of the expiration of his grace period, and it should have "Acka: Public Apology" as its subject line. Failure to comply will result in the addition of three days to that player's Gaol sentence, if he is in Gaol, or the immediate transfer of that player to the Gaol for a three-day incarceration if he is not in Gaol. Self-abasement is especially encouraged in such a message.

9a) All other verdicts shall work as they would for a CFJ. Any verdict may be appealed as with a CFJ.

9b) If a TRUE verdict is not upheld on an appeal, any penalties, except SENTENCE, are reversed, effective the time of the appeal verdict. The amount of any penalty of SENTENCE is subtracted from player X's current sentence (if any, assume 0 if none), and the player is released from Gaol if their resultant sentence is non-positive. The player is also paid A$10 times the amount of the SENTENCE, up to a maximum of A$200.

9c) If a TRUE verdict is upheld on an appeal, the appellate court or judge may impose a penalty different from the previously imposed penalty. If such an appeal verdict is delivered during the grace period, the new penalty is imposed at the end of that grace period instead of the original one (ie, the grace period is not adjusted). If the appeal verdict is delivered after the grace period ended (previous penalty already imposed), then the appropriate transactions are performed to adjust the penalty. In this case, if either penalty involved a SENTENCE in the Gaol, then the difference is tacked on or subtracted from player X's current sentence. If the result is non-positive, player X is released from the Gaol if they are there. If the result is positive, and player X is not in Gaol, they are placed there immediately.

10) No more than one CFCJ may be brought against a single player for a single instance of committing a given Crime. No one may be tried more than once for the same action even if it commits more than one Crime.

Rule 711/5
Appeal for Pardon
Malenkai (Randy Hall)

Any player may make an Appeal for Pardon (AFP), provided all of the following are true:

1) The player is not the President.
2) The player has had a verdict of TRUE reached against them within the past 3 days on a CFCJ, OR the player is in the Gaol, OR the player is Guilty of Patent Infringement.

An AFP must be made to the public forum. From the time it is made public, the President has 3 days to GRANT or DENY the pardon. If there is no President, the President is vacationing, or the President does not act on the AFP within 3 days, the AFP is considered DENYed.

If the AFP is GRANTed, the penalty from the most recent CFCJ against the player is waived, and/or the player is immediately released from the Gaol, if they are in the Gaol, or the player will no longer be said to be Guilty of Patent Infringement.

Rule 715/3
in Contempt
snowgod (Phil Ackley)

A player who is held in Contempt shall be required to either pay a fine of A$100 to the treasury, or be placed in the Gaol for three days. The player who is in Contempt is allowed to choose which of the two options he would like. If the player does not make a choice within three days of being held in Contempt it will be assumed that he has chosen the Gaol sentence.

A player shall cease to be held in Contempt once a choice as been made per above.

Rule 716/5
Patent Infringement
mr cwm (Eric Murray)

When a rule change occurs that causes a new named entity or named class of entities to exist, and a Player owns an entity with the same name as the new entity or class, and said entity was created after the rule change was publically declared(i.e. after a Proposal was distributed by the Promoter, a CSR was announced by the CSRR, a State of Crisis Resolution Document was issued by the President, etc.)but before the rule change took effect, that Player shall be Guilty of Patent Infringement.

When a Player becomes Guilty of Patent Infringement they shall also be held in Contempt.

Rule 721/6
Malenkai (Randy Hall)

Being Annoying is a Crime. This rule defines the only ways to be Annoying:

I. Spam

Pursuing a game strategy which entails, as one of its effects, causing excessive amounts of messages to be sent to the public fora [in the judgement of a judge] is Annoying.

II. Malenkai's Loophole

Exploiting lexical equivalence to alter, or attempt to alter, the interpretation of a word or phrase in any Ackanomic document, [in the judgement of a judge], is Annoying.

III. New Player Embezzlement

Intentionally causing a newbie to lose currency, is Annoying. It is also Evil.

IV. Disrespecting the Harfers

Showing a lack of respect to the officers who harf the game when they are acting in their capacity as officers, or refusing to acknowledge the work done by such functional officers is Annoying. It is also very impolite.

V. Concealing Public Messages

Attempting through the format of a public message (e.g. excessive whitespace) to conceal a public action is Annoying.

Rule 750/1
Thrall: Definition
Slakko (Duncan Richer)

Each Player has a Thrall Attribute. At all times a Player's thrall attribute is either the name of a Player or the null string (i.e. ""). If a Player (A) changes their name, then any players whose thrall attribute was the old name of Player (A), then their thrall attribute becomes the new name of Player (A).

When a new player joins the game, their Thrall Attribute is set to "".

When a Player (B) leaves the game, any Player whose Thrall Attribute is the name of Player (B) has their Thrall Attribute set to "".

If Player (C) has Thrall Attribute which is the name of Player (D), then Player (D) may be referred to as Player (C)'s Overlord.

Rule 752/0
Thrall-Related Etymology
Slakko (Duncan Richer)

If a player (A) is to "gain a Random Thrall", then one player is chosen at random from those who do not have player (A) as their Overlord. The player chosen has their Thrall attribute set to the name of player (A).

If a player (B) is to "lose a Random Thrall", then one player is chosen at random from those who have player (B) as their Overlord. The player chosen has their Thrall attribute set to "". If such a choice is not possible, as player (B) is the overlord of no players, then player (B) is placed in Contempt.

Any random determinations required by this rule shall be performed by the Thrallmaster.

This rule takes precedence over any conflicting clauses of any other rule which specifies how random determinations take place.

Rule 755/1
Slakko (Duncan Richer)

Players may indicate Potential Enthrallments by privately notifying the Thrallmaster. A Potential Enthrallment consists of a Player and a Proposal, provided that the author of the Proposal and of the Potential Enthrallment are the same, and the Proposal is in its voting period. Each Proposal may only appear in a single Potential Enthrallment; if a Proposal appears in multiple supposed Potential Enthrallments, only the first one which satisfies the above conditions shall be valid.

When a Proposal which is part of a Potential Enthrallment is accepted, the Player mentioned in the Potential Enthrallment has their Thrall Attribute set to the name of the author of that Proposal.

When a Proposal which is part of a Potential Enthrallment is rejected, the author of that Proposal has their Thrall Attribute set to the name of the Player mentioned in the Potential Enthrallment.

When a Proposal which is part of a Potential Enthrallment is retracted, that Potential Enthrallment is destroyed.

Rule 760/0
Purchasing Thralls
Slakko (Duncan Richer)

A player may, at most once in any calendar week, make a Thrall Purchase as a public action. To make such a purchase, a list of players must be specified. If the player has sufficient A$ for the action to succeed (as defined below), then the Thrall Attribute of each player in the list is set to the name of the player making the Thrall Purchase, and the specified amount of A$ is transferred to the Treasury. If the player purchasing does not have sufficient A$, the attempt fails, and that player may not make a Thrall Purchase in that calendar week.

The specified amount of A$ for a player who is Overlord of n Players to make a Thrall Purchase of a list of k People is equal to (n+1)*(k)*(k)*10 times the Standard Harfer Fee.

[Examples: Player who is overlord of no-one purchases 3 player's thrall: Cost is 1*3*3*10*SHF = 90*SHF (= $2250 at time of printing) Player who is overlord of 17 people purchases 1 player's thrall: Cost is (17+1)*1*1*10*SHF = 180*SHF (= $4500 at time of printing).]

Rule 765/0
Circularity in Enthrallment
Slakko (Duncan Richer)

If there is a set of n players, labelled P1, P2, ... Pn, with n > 2, such that Player Pi is the Overlord of Player Pi+1 for every i = 1, 2, ..., n-1, and Player Pn is the Overlord of Player P1, then those players are in a Thrall Cycle.

If any player in a Thrall Cycle publicly states that "The Vicious Circle Must be Abolished", then all people in that Thrall Cycle have their Thrall Attributes set to "".

Timestamp: Fri 02 Oct 1998 08:13 EDT

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