Niccolo Flychuck (Uri Bruck)
1. There exists a class of entities called Institutions. Institutions may only be created, abolished, given rights, privileges, duties, and roles as specified by the rules.
2a. This section (2a thru c) defers to rules governing decision making in Institutions. An Institution votes "in favor" of something, or "in support of an action" when a simple majority of its members vote "in favor" or "in support". An Institution votes against something, or opposes an action when a simple majority of its members vote "against", or "in opposition" to the action. The voting and reporting processes under which these votes occur are detailed in sections 3 and 4.
2b. If however, a vote or action has more than two possible outcomes (excluding abstaining), then a simple plurality of its members determines which of the options the Institution supports.
2c. If the members of an Institution are tied with respect to a specific action or vote, and there is no provision for breaking ties in that Institution (or the application of such provisions does not result in the tie being broken), then that Institution neither supports, nor opposes that action, nor votes in any way on the matter.
3. When an Institution is called on to vote, it has 7 days conduct and publically report the results of the vote, and how each member voted, unless the rules call for a different amount of time. Results may be announced before the alloted time ends, in which case the voting period is over when those results are announced. Any member who did not vote, and was an active player at any time during the alloted time, is placed in Contempt. If the Institution fails to report a vote (or fails to report that it did not reach a decision in the case of an unbroken tie) in accordance with the above, all its members who are players are placed in Contempt.
4. For the purposes of this rule, the composition of a Institution is taken to be its composition at the end of any voting or decision period. Acting members are considered to be members in place of the members they are acting for, except that acting members may never be placed in Contempt under any provision of this rule.
5. When two or more Institutions are called to vote on a matter in Joint Assembly, then all the members of all the Institutions in the specific Joint Assembly vote on the matter as if they were all members of one Institution. If an Additive Joint Assembly was called, then each player votes once for each Institution in the Joint Assembly that he is a member or an acting member of. If a Union Joint Assembly was called, then each player who is a member of at least one of the Institutions in the Joint Assembly votes exactly once, regardless of the number of Institutions he is a member of. If it is not specified whether the Joint Assembly is Additive or Union then Union is assumed.
When an Officer initiates a vote in Joint Assembly e also designates a player whose duty it is to count the votes and report the resupublically. The player must be either the Officer emself, or a member of one of the Institutions in the Joint Assembly. If the vote was not initiated by an Officer than the Speaker shall designate the player.
If two or more Institutions are called to vote on a matter and a Joint Assembly is not explicitly specified, then each Institution votes seperately, and each Institutions decision counts as one vot.
6. If no other rule defines when a given Institution is in session, then it is in session when it has more than 1 member.
Niccolo Flychuck (Uri Bruck)
Organizations are unownable, named entities.
1. Forming an Organization
Any Player may form a new Organization by announcing its name publicly. (Its name must be a legal name.) When this happens, that Player becomes the Founder of the new Organization and its only member. Organizations formed in this way are known as Player-sanctioned Organizations.
Alternatively, an Organization may be created and defined by other Rules. Such Organizations are called Rule-sanctioned Organizations. A Rule-sanctioned Organization does not necessarily have a Founder.
Any player may request membership in an Organization. The Organization may then grant the request as a public action. When a request for membership is granted, the player becomes a member of the Organization.
A player-sanctioned Organization may, as a public action, give a particular member the ability to grant any request for membership in that Organization, without waiting around for the consent of the rest of the members. A player-sanctioned Organization may also, as a public action, establish an open admissions policy, which means that anyone can join that Organization at any time.
2. Organization Disbandment
The rules may call for the disbandment of an Organization. When an Organization is disbanded, everything owned by the Organization is transferred to the Treasury, and the Organization is then no more. A Player-sanctioned Organization is disbanded upon it having no members.
3. Organization Size
The Size of an Organization is the number of members it has. Terms such as 'larger' and 'smallest', when applied to Organizations, refer to the Sizes of the Organizations being compared. [For example, to say that one organization is larger than another is to say that it has more members.]
The Active Size of an Organization is the number of Players who are members of that Organization and are not on vacation.
4. Organization Similarity
For any two Organizations X and Y, orgsim(X, Y) is defined as the percentage of members of X who are also members of Y.
The H Similarity between two Organizations, A and B, is the greater of orgsim(A, B) and orgsim(B, A).
The L Similarity between two Organizations, A and B, is the lesser of orgsim(A, B) and orgsim(B, A).
The M Similarity between two Organizations, A and B, is the average of orgsim(A, B) and orgsim(B, A).
5. Player Liberty Clause
No player may become a member of an Organization without first expressing their consent to joining it. A player may leave an Organization of which he or she is a member at any time.
Mohammed (Jason Orendorff)
This Rule defers to all other rules. [Not all Organizations necessarily work this way. Churches in particular have their own unique internal structures. The Rules may also define other ways Organizations can act, and may define that certain Organizations are unable to use this process under certain circumstances.]
An Organization can attempt actions. However, the process for an Organization to attempt an action is somewhat more complex than the same process for players. First, some member of the Organization sends a public message suggesting an action for the Organization to take. The suggestion must include the name of the Organization for which it is being suggested. The other members of the Organization may then approve of the suggestion or denounce it. If any member denounces the suggestion, it is voided.
If, after a suggestion is made, all members of the Organization approve it within seven days, and no member denounces it, then the Organization attempts the action as suggested. The time of this attempt is the time of the last approval.
If seven days pass after a suggestion is made, then the Organization shall make the attempt, as suggested, if and only if no member of that Organization denounced the suggestion, and at least two thirds of the Organization's members approved it within the seven-day period.
Mohammed (Jason Orendorff)
This rule defers to all other rules.
Organizational Powers ("Powers" for short) are tradeable entities. All Organizations can own Powers.
Where the rules say that an Organization may buy a Power of a certain type, what is meant is that the Organization may, as an action, contribute an amount of currency to the Treasury in exchange for a new Power of the type specified, which is then created in that Organization's possession.
Any Powers that contain the word 'alien', 'ufo', 'gray', 'green', 'occult', 'subterfuge', 'abduction', 'unnatural' or plural thereof, shall also be considered Paranormal Powers. Use by an organization of such a power counts as a non-player entity use of such.
Big Tents and Rewarding Party Unity
A Big Tent is an Organizational Power. They are usually quite large, covering more than a kaa of land when fully erected, and are blazoned with broad, colorful stripes. An Organization may buy a Big Tent for A$300.
An Organization that has a Big Tent is called a Political Party. It is a Crime to be a member of more than one Political Party at once.
At the end of a proposal's voting period, but before votes on that proposal are counted, if every active non-vacationing player member of a given Political Party voted YES on that proposal, and no member of the Party is also a member of some other Party, then the Political Party itself shall cast an additional YES vote on that proposal for every three active non-vacationing player members it has.
Party membership and how players voted are determined based on the facts in force at the end of the voting period for each proposal.
Mohammed (Jason Orendorff)
A Trade License is an Organizational Power. An Organization may buy a Trade License for A$50.
If an Organization has a Trade License, that Organization may offer, accept, and retract trades on the Free Market, and give gifts. The procedure for each of these actions is the same as for players [see Rule 515], except that where those procedures call for a public message, any member of the Organization may send that message on behalf of the Organization-- assuming the actions described therein have already been approved as specified by Rule 1005 or some other Rule.
Mohammed (Jason Orendorff)
A Secret Laboratory is an Organizational Power. An Organization may buy a Secret Laboratory for A$ 1000.
An Organization that has a Secret Laboratory may, as an action, build a Gadget from any existing non-lonely Blueprint once per calendar month. This new Gadget is created in the Organization's possession.
[Secret Laboratories are said to be buried deep underground.]
Niccolo Flychuck (Uri Bruck)
I. Party Hall is an Institution. Party Hall is in session when there are three or more Swingers.
II. The number of members of Party Hall is equal to the number of Parties plus the number of Capital Swingers plus one. Each member is a Political Officer known as a Swinger. The Office of Swinger is an Optional Political Office.
III. There are three kinds of Swingers: Party Swingers, Capital-Swingers, NAP Swingers.
Non-voting players are eligible for all types of Swinger offices.A. Party Swingers -IV. If a Swinger's Office remains vacant for more than 7 days then the Office is declared a Warm Office, until it is no longer vacant.
1. Each Party has exactly one Swinger's Office in Party Hall. Each Party's Office may be filled by a member of that Party selected by the Party, by a method decided upon by the Party.
2. A PartySwinger can be impeached by the procedure for Impeachment described by the rules with the additional provision that at least one of the votes in favor of Impeachment was cast by a member of eir Party. This section takes precedence over R404 and R403 where there is a conflict.
3. Whenever a Party's Swinger Office becomes vacant, the Party may appoint another member of the Party in eir stead.
4. When a Party's Swinger or Acting Swinger is on Vacation, that Party may appoint another one of its members as Acting Swinger.
5. If all members of a Party are on Vacation then no Acting Swinger is appointed for that Party.
6. If a Party Swinger leaves a Party, then e immediately ceases to be a Swinger for that Party.
7. A Party Swinger may resign at any time.
8. When a Party dissolves, its Swinger's Office continues to exist for 7 days after it dissolves. During those 7 days the Swinger's Office is considered to be On a Limb. If it is legal to purchase a Capital Swinger's Office, then a Swinger who occupies a Swinger's Office which is On a Limb has the option of purchasing a Capital Swinger's Office for a price which A$100 higher than the price as calculated in section B of this rule. If a Swinger exercises this option then instead of creating a new Capital Swinger Office, the Swinger's Office becomes a Capital Swinger's Office, and retains all of its PartyChessPieces and its current board position.
At the end of those 7 days, if the Swinger has not exercised the above option, the Swinger's Office is destroyed and all of its pieces are destroyed.
This section precedence over section B 2 of this rule.
B. Capital Swingers -
Capital Swinger Offices are Tradable, but may not be traded to anybody who is already a Swinger.
If there are fewer than 7 non-Warm Swinger Offices in Party Hall, then additional Offices can be created in the following manner:
1. Any player who is not currently a Swinger may announce eir desire to purchase an Office of Capital Swinger.
2. An amount of A$ equal (100 + (Number of Swingers multiplied by 50)) is transferred from that player's account to the Treasury.
3. The player names eir Office a legal Ackanomic name.
4. Swingers who acquire their Offices in this manner are known as Capital Swingers.
5. When a Capital Swinger goes on Vacation, no acting Swinger is appointed. If a Capital Swinger's Office changes ownership, then the previous owner ceases to be a Swinger, and the new owner becomes Swinger in eir stead.
6. A Capital Swinger may resign at any time. In such a case, the Office of Swinger e resigned from is destroyed.
C. NAP Swinger
1. The NAP Swinger's Office is filled by general election as described in the rules with the following exceptions:
a. Only non-aligned players, that is, players who are not members of any political party, are eligible to run for the Office of NAP Swinger.
b. Each vote sent in by a non-aligned player is counted as if it were two two votes.
2. The Player who holds the NAP Swinger's Office continues to be NAP Swinger until e either resigns, is impeached, or becomes a member of a Party.
3. The NAP Swinger may be impeached according to the rules describing impeachment, with the additional requirement that e can only be impeached if at least half the active non-aligned players vote for the impeachment, regardless of the number of players who voted on the IP. This section takes precedence over R404 and R403 where there is a conflict.
4. If there are no non-aligned players, then there is no NAP Swinger Office.
5. When the NAP Swinger goes on Vacation, the Speaker shall appoint a non-aligned player as Acting NAP Swinger. If the Speaker is a member of a Party, then e may not be an Acting Swinger emself.
V. When a Party's Swinger's Office is vacant, it is permissible for the Party to Adopt a member of the Party who is also a Capital Swinger as the Party's Swinger. The Adoption is performed by posting a public message to that effect, and notifying the Chess-Umpire. When a Capital Swinger is Adopted by a Party, e retains eir pieces, board position and Swingscore, and any other PartyChess related entity or property e possesses. However he ceases to be a Capital Swinger and becomes a Party Swinger. Eir Office is renamed to reflect that change, in keeping with section III.A of this rule.
Niccolo Flychuck (Uri Bruck)
1. Let NoS be the the number of Swingers, excluding Swingers on Vacation, including Acting Swingers.
a. Every two weeks on Monday the Chess-Umpire awards Swingpoints to Swingers who have positive Weights according to the following scheme:
(i) The Swinger or Swingers with the highest Weight receives NoS SwingPoints.
(ii) The Swinger or Swingers with the second highest Weight receives NoS-1 SwingPoints.
(iii) The Swinger or Swingers with the third highest Weight receives NoS-2 SwingPoints.
(iv) If NoS>4 then the Swinger or Swingers with the fourth highest Weight receives NoS-3 SwingPoints.
(v) If NoS>5 the Swinger or Swingers with the fifth highest Weight receives NoS-4 SwingPoints.
(vi) If NoS>6 then the Swinger or Swingers with the sixth highest Weight receives Nos-5 SwingPoints.
b. If it is not possible to find a Swinger that answers the description in any of the above sections, then that section is ignored. A Swinger who received Swingpoints by one section cannot receive Swingpoints by section which follows it.
3. Swingpoints are Tradable.
4. Swingpoints can converted to the following items:
a. Any set of Swingpoints can be converted to points to be added to the player's score according to the formula points added = Swingpoints*2.
b. A set of four Swingpoints can be converted to a single Bonus Vote.
c. Any set of Swingpoints can be converted into an equal number of probability points which are added to the CrIndex of an Otzma Card type chosen by the player.
5. The process of conversion.
a. A player can only convert Swingpoints that e owns, if a player attempts to convert more Swingpoints than e owns, the conversion does not take place.
b. A player makes a conversion by publically announcing the fact the e is doing so.
c. A player can only make a single conversion at a time.
d. A player can only make a conversion if e has not made any conversion of any type in the preceding 7 days. A player cannot make a conversion if e has made a conversion of the same type in the preceding 14 days. The default conversion described in 4a, is not subject to these restrictions.
6. It is the duty of the Chess-Umpire to track all aspects of Swingpoints. If there is no Chess-Umpire, then it is the duty of the newest Swinger to keep track of Swingpoints.
Ad Hoc Committees
Niccolo Flychuck (Uri Bruck)
1. An Ad Hoc Committee (Committee) can be called in any of the following ways:
a. By other rules.
b. By any player, as a public action, posting a call for one, provided at least 5 additional players publically endorse this call within 3 days.
c. This section defers to any rule which empower a Committee with regards to the procedures that are considered to valid calls only for the specific type of Committee which is empowered by that rule.
d. The decision of any Committee has no effect on the game state except where the rules say it does.
2. The call must specify the matter on which the Committee is to be called, and the specific case this matter pertains to. If a call to a Committee specifies a matter, and no rule empowers a Committee for such a matter, or another Committee has already been called on the same specific case in the same calendar month, then the call is void (except when this occurs as a result of section 5 of this rule).
3. When an Committee has been legally called it shall initially be composed of 7 different randomly selected, active, voting players. If that is not possible, the Committee call is voided.
4. Players may, as a public action, resign from a Committee within 3 days of being selected to one. If such resignation occurs within 3 days of the formation of the Committee, and the Committee is still in session, then another active, voting player who has not been on this particular Committee is randomly selected to take their place, if such a player exists.
5. Once a Committee has been formed, it has 7 days to come to a decision on the matter in question, and three days to post it. It is a Crime for a player to falsely represent the decision of a Committee. If a Committee fails to post its decision in 10 days, all of its members are held in Contempt. If this occurs, or the Committee reaches 0 members before it reaches a decision, it is dissolved, and another one is called on the specific matter in question.
6. Once a Committee has posted its decision, it dissolves.
7. The decision of the Committee is binding to the specific case on which it has decided. A decision made by a Committee can be overturned as described in the rules.
Ad Hoc Comittee on the matter of Skylines
Niccolo Flychuck (Uri Bruck)
An Ad Hoc Committee on the matter of Skylines is empowered to approve or deny a plan for a public building submitted by a player. When a player anounces that e is submitting a plan for a Public building then that message is considered to be a call for an Ad Hoc Committee on the Matter of Skylines.
Committee for the Protection, Preservation, and Integrity of the Arts
Malenkai (Randy Hall)
If a player feels another player has created a lame, inane, or otherwise useless Trinket of negligible artistic merit within the past 3 days, they may make public complaint to that effect by naming the offending player and offensive Trinket (or Trinkets), provided no such complaint has been previously logded naming the allegedly offensive Trinket(s).
An Ad Hoc Committee is then called on the matter of whether the allegedly offensive Trinket(s) are in fact lame, inane, or otherwise useless or of negligible artistic merit. This committee is called the Committee for the Protection, Preservation, and Integrity of the Arts (CPPIA).
The CPPIA shall then decide whether the Trinket(s) is(are) "the most inane thing since the 'whatever it is we're auctioning today'", or "the hottest thing since the 'Hubert Feathers'". The CPPIA may use any criteria they choose, but it should consider the artistic merit and usefulness of the Trinket(s) when making its decision. Only one decision will be made for each CPPIA session; it shall apply to all Trinkets under review before the committee.
If the CPPIA makes the latter ('hottest') decision, the player who originally made the complaint shall post a limerick praising/ admiring the vindicated Trinket(s) (within 3 days of the decision), forfeit A$30 for some sorely needed art appreciation classes, and be immediately transported to the Museum for an education.
If the CPPIA makes the former ('inane') decision, the player who created the Trinkets forfeits A$25 for the cost of new murals to decorate the walls of the Gaol (which they should describe), and, if the total value of the Trinkets in question is A$25 or less, the Trinket(s), if they still exist, are forgeries.
Ad Hoc Committee on the matter of Fine Art
Robert Sevin (Mitchell Harding)
An Ad Hoc Committee on the matter of Fine Art is empowered to nominate 4 players for the Silver Moon Award, following the criteria outlined in Rule 670. An Ad Hoc Committee on the matter of Fine Art may only be called by a rule.