Repealed Rules of Ackanomic

This page lists some rules repealed after the reorganization that implemented hierarchical rule numbers. (Currently, only ones repealed after P4351.)
Rule 1-1-1/3 (Repealed)
Gravity, a reprise
Laa Laa (Tom Walmsley)

The Universe is a self-modifying game of rules. The Name of the Universe is "hunt a resonant fungus". All players must always abide by all the rules then in effect, in the form in which they are then in effect, and interpreted in accordance with current game custom.

The rules and the state of the Universe may only be changed as described in the rules. Actions described in the rules may only be performed, and shall only have those effects, as specified by the rules. Whatever is not explicitly prohibited or regulated by the rules, however, is permitted and unregulated.

Game custom, spirit of the game, and linguistic interpretation are external concepts and are not regulated or part of the game state.

A player may not win the Universe. A player always has the option to leave the Universe. The Universe recognizes the existence of Ackanomic, and all of its constituent entities, although they may only have an effect in the Universe as specified by the rules of the Universe. The only player in the Universe is the player known as two-star in Ackanomic. This player may change the rules of the Universe at his discretion.

Rule 1-2-9/7 (Repealed)
Alfvaen (Aaron Humphrey)

The following colours are defined by the Rules:

alabaster; amber; amethyst; aquamarine; auburn; azure; black; blue; bronze; brown; burgundy; carnelian; cerulean; chartreuse; coral; cream; crimson; cyan; emerald; fuchsia; gold; green; grey; harf; hazel; indigo; ivory; khaki; lavender; magenta; maroon; mauve; murrey; ochre; octarine; orange; peach; pink; puce; purple; red; ruby; salmon; scarlet; sienna; silver; tan; teal; topaz; turquoise; ultramarine; umber; vermilion; violet; viridian; white; yellow;

Rule 1-4/18 (Repealed)
When Score Changes Take Effect
Malenkai (Randy Hall)

Score changes take effect as specified below, depending on the category of the score change. If the category cannot be determined for some reason, the score change is deemed to take effect when it is publicly knowable.

1) Score Changes Managed by Officers

a) All score changes take effect when the officer in charge of managing or reporting on an activity which could produce a score change, announces the effect which results in the score change.

b) [For example, if a player fails to deliver judgement in a certain time, the penalty for that failure is not scored until the officer responsible for managing and reporting CFJs announces this fact. Another example is polls taken where the result of the poll dictates a scoring change. That change occurs when the results of the poll are publicly released.]

c) Officers must announce all score changes they are responsible for notification of in the order which they are made aware the occurrence. They must do so within 3 days.

d) The Scorekeeper is not considered an office for the purpose of this section (1).

2) Score Changes Triggered by Player Actions and Public Announcements

If a score change is due to some other effect, such as the result of a public posting, proposal retraction, or CFCJ penalty, etc, the score change is said to occur at the time of the public post.

3) Rule Based Triggered or Mandated Score Changes

a) If the score change is due to an event occurring (such as a player reaching a certain score, or the adoption of a proposal), this score change is said to occur an infinitesimal amount of time after it is possible for the public to be aware of the event occurring. All score changes due to a single event occur simultaneously.

4) Scoring Changes Based on the Content of an Adopted Proposal

If a Score change is called for based on the content of a Proposal, or an effect generated from that proposal, it is deemed to have occurred simultaneously with any score changes mandated by R2-2.

5) Scoring on Changes to Rules Which Cause Score Changes

If a Rule describes a score change that would normally come about as the result of the passage of a Proposal, then that score change is considered to occur an infinitesimal amount of time before any of the rule changes or effects listed in that Proposal occur.

6) Exceptions, Errors, and Omissions

a) No score changes can occur simultaneously for a given player, except where the rules explicitly say they can. If it appears that they do, they shall be categorized into the above categories, and occur in the order the above categories occur in this rule. If that still leaves any apparent simultaneous score changes, the score changes will occur in the order of largest absolute value first. If that still leaves a tie, however, the tied score changes shall occur at the same time.

Retroactive score changes are not permitted, but corrections to the scores are allowed when an error is discovered. This section (6) has precedence over sections 1 thru 5, where there is a conflict.

7) Rule Precedence

This rule has precedence over all other rules dealing with scoring, except that it defers precedence to R2-2, and except where specific clauses above defer precedence.

Rule 2-2-1/43 (Repealed)
Scoring When A Proposal's Voting Results are Reported

I. Timing of these score changes

All the following scoring changes are applied at the time the Proposal's tabulated voting results are officially reported, prior to any of the proposals effects.

II. Timing when results are reported simultaneously

If more than one Proposal's tabulated voting results are officially reported at the same time, the scoring changes are applied in numerical order of the Proposals, with an infinitesimal amount of time separating each application.

III. Scoring on Proposals

The author's score is adjusted by the Proposal's Acceptance Index divided by 100. [A proposal with an acceptance index of 666 gains its author 7 points, the same proposal with an acceptance index of -666 loses its author 6 points.]

All players who voted on the Proposal receive the absolute value of its Acceptance index divided by 500 in points.


Each time a proposal passes in subcommittee, that Sphere of Influence's Generosity increases by one. Each time a proposal is rejected in subcommittee, that Sphere of Influence's Generosity decreases by one. Each time a proposal which has a subcommittee is accepted or rejected, if the subcommittee is a Sphere of Influence, all members of the Sphere receive 2 points. When a proposal with a subcommittee is accepted, the player who proposed it receives 3 points for each Sphere of Influence with a higher Generosity than the subcommittee on that proposal. When a proposal with a subcommittee is rejected, the player who proposed it loses 2 point for each Sphere of Influence with a lower Generosity than the subcommittee on that proposal.

V. Newbie Author Bonus/Soft Penalty

Newbies shall receive a two points whenever one of their proposals is accepted or rejected.

VI. Null Proposals

If an accepted proposal does not become a new rule or generate at least one valid effect under Rule 2, then it is a "Null Proposal". No points are scored by any player via the preceding provisions of this rule from the acceptance of a Null Proposal.

VII. Boring Proposals A proposal is Boring if and only if the majority of votes cast on it, ignoring votes of exactly 60 or -60, were between -59 and 59 inclusive. The above provisions notwithstanding, no points are scored by any player as a result of a Boring proposal being accepted or rejected.

Rule 2-2-7/22 (repealed)
Vynd (John McCoy)

I. Some special proposals are literature. These are, of course, the proposals in which actual literature is quoted. To be considered a piece of literature, a proposal must meet the following requirements:

A) The proposal must contain in its body [as opposed to title] one or more quotations from sources listed on the Literature list. This quotation must be an exact copy of words found in, written, uttered or otherwise communicated by the source, enclosed in quotation marks. If the source material is not in English, then an English translation of the source shall be considered a valid equivalent. It must contain one of the following:

(i) a complete sentence or series of consecutive sentences totaling 7 words or more [i.e. if a player has two sentences of six words in length it is a phrase of consecutive sentences totaling seven or more words].
(ii) a continuous phrase of at least 14 words in length

[The reasoning for these limitations is to try and stop people from trying to pass off "to be" as a quote from Hamlet, and the like.]

It is up to the player who submitted the proposal to find proof that his quote is indeed literature. All such proofs are adjudicated by the scorekeeper, unless the scorekeeper submitted the proposal, in which case it should be adjudicated by the President. If the scorekeeper and president are the same person then it will be adjudicated by any other random active player (as selected by the OiCoRT).

B) The source of the quotation must be cited in brackets [like this] immediately following the quotation itself. This citation is considered to have semantic value for the purposes of annotating the quotation; this takes precedence over Rule 1-2. This citation should include the author or orator of the quotation, and also the work and page number(s) [or scene, act, lines, stanzas, etc] where it can be found, if applicable. [Note that I am deliberately not making any penalty for failing to cite a quotation, beyond the fact that it won't let your proposal qualify as literature. I considered including a "plagiarism" penalty here, but I think it's better to have the quote uncited than to not have them at all because so and so couldn't remember the page number for the line he's thinking of].

C) Even if the quotation meets the above requirements, it is invalid if it is does not actually become part of a Rule, or a Rule in and of itself. Quotations are invalid if they are contained within double curly braces as described in Rule 1-2-1, unless the entire text of the proposal is in double curly braces. [In other words, the quote has to actually go into the ruleset, as opposed to being Self Deleting text.]

II. Whenever a proposal that is literature passes, its author gains X points. X is the number of citations in the proposal.

III. A proposal is a Great Work if it meets the following requirements:

a) All of the text that is amended to a Rule, or becomes part of a new rule, consists entirely of quotations and citations as described in section I.

b) It creates at least one new rule, or makes at least one amendment to existing rules, and these amendments and new rules must include a total of at least 42 words quoted as described in section I.

If a proposal that is a Great Work passes, then the player who authored the Great Work will gain A$200 in royalties, in addition to any other bonus or penalties caused by the passage of the proposal. All players who voted to reject a Great Work that was accepted will lose 7 points, for their poor taste, in addition to any other bonuses or penalties caused by the passage of the proposal. Great Works that do not pass have no special effects.

IV. The Literature list is not a Rule, nor part of a Rule, but rather a document on which is kept the list of sources that can be quoted as Literature by following the procedures described in this rule. Entries on the Literature list can be either Artists of Works. They must follow the format of: Artist (or Work): name of Artist ; descriptive information. Artists can be any individual, or any group of people who collaborated to produce quotable material [For example, The Police]. Works are some type of recording of words. Collections of connected works [such as the Star Wars trilogy] are permissible as a single entry, but not collections of unconnected works [such as an anthology of work by several authors]. Descriptive information is information that helps to clarify exactly who or what a given entry on the list refers to [Artist: The Police ; band with Sting as lead singer. ; or Artist: George Washington ; First President of the USA]. Any entries on the Literature list which do not abide by this rule, and follow the format described above, are invalid and cannot be quoted from. Inclusion of descriptive information is, however, optional.

It is a duty of the Web-Harfer to maintain a publicly available copy of the Literature list, and to link it with this Rule. He is encouraged, but by no means required, to maintain links to sites about the various sources on the list.

This Rule takes precedence over all other Rules dealing with Literature, the Literature list, and Great Works.

Any player may author a CSR which only alters the Literature List.

Rule 2-2-3/9 (Repealed)
Ackanomic Unity
Wild Card (Jonathan David Amery)

Should it ever occur that every player eligible to do so should vote to accept the same proposal then the following shall happen:

1) The day of Ackanomic Unity shall be the date the proposal was accepted.

2) The player who proposed the proposal shall gain a Blue Cross Bonus if they do not already have one.

The day of Ackanomic Unity is an Ackanomic Holiday.

Rule 2-2-4/14 (Repealed)
Brinjal (Simon Clarke)

When the Tabulator distributes the voting results for a proposal whose number ends with the digits "76", and the proposal was accepted, an Ackanomic Parade shall be held, with the player who made the proposal as the Guest of Honour.

The Guest of Honour has seven days from the distribution of the proposal's voting results to publish an interesting description of the parade. Failure to comply with this requirement, if and when proved, will result in ten points being deducted from the score of the Guest of Honour.

All players will take part in the Parade, and will receive one point for so doing. The Guest of Honour will receive an additional 10 points.

Any vacationing player will be represented by a cardboard cut-out on wheels, which will lower the whole tone of the occasion, so any points they would have received as a result of the Parade will be withheld.

Rule 2-2-6-1/4 (Repealed)
The Harfy Phrase
K 2 (Kelly Kelly)

The harfmeister may announce a new harfy phrase of less than four words, provided it does not appear in any proposals currently under consideration. The harfy phrase may only be changed once a month.

Each player who voted on an accepted proposal containing the harfy phrase gains 3 points.

Rule 4-4-5/10 (Repealed)
JT (JT Traub)

Every player has an Honour Characteristic with a Default Value of 0 and a range of -100 to 100

The Honour Characteristic of a player may be referred to as their Honour.

Rule 4-4-5-1/10 (Repealed)
Honourable Acts
JT (JT Traub)

There are two types of Honourable Acts, Uniquely Honourable Acts and Repeatably Honourable Acts.

Uniquely Honorable Acts give the Honour gain only once for each player that achieves the condition for earning that honour. Repeatably Honourable Acts gain the listed Honour each time the act occurs.

The following lists are the currently defined Unique and Repeatably Honourable Acts.

Uniquely Honourable Acts:

3 honour : Receiving a Bronze Torch.
2 honour : Receiving a Blue Cross Bonus.
1 honour : Joining the game.
2 honour : Becoming an Elder.

Repeatably Honourable Acts:

2 honour : Receiving a Purple Heart.
1 Honour : Winning a Duel
2 honour : Winning a Cycle
1 Honour : Being elected to a Political Office.
2 Honour : Being appointed to a Functional Office.

Rule 4-4-5-2/13 (Repealed)
Dishonourable Acts
JT (JT Traub)

There are two types of Dishonourable Acts, Uniquely Dishonourable Acts and Repeatably Dishonourable Acts.

Uniquely Dishonorable Acts cause the Honour loss only once for each player that performs the action or reaches the condition which is considered dishonourable. Repeatably Dishonourable Acts lose the listed Honour each time the act occurs.

The following lists are the currently defined Uniquely and Repeatably Dishonourable Acts.

Uniquely Dishonourable Acts:

2 Honour: authoring a CWCFJ with a final verdict of FALSE

Repeatably Dishonourable Acts:

1 Honour: Losing a Duel
1 Honour: Being Impeached from an Office
1 Honour: Being convicted of a crime
1 Honour: going to Gaol

Rule 4-8/7 (Repealed)
Quests Rule Suite
JT (JT Traub)

Each Quest must define a condition to be achieved in order to fulfill the quest, and a reward which is received for fulfilling the quest. A quest may also define a Medal which will be received by each player to fulfill the quest.

If a quest does not define a Medal, the Medal for that quest will be a Medal named 'The Gold Medallion for Achieving Quest XXX.X' where XXX.X is replaced by the rule number of the quest completed.

Each quest may also define additional effects which occur once at the time the quest is completed.

If a player already has the Medal for completing a quest, that player may not complete that quest again. The previous sentence takes precedence over any rule with which it conflicts.

The player completing a quest must point out the fact of its completion publicly before the reward or Medal for that quest will be awarded.

If ever more than 60% of all active and vacationing players have completed a given quest and that fact is pointed out publicly, then the rule defining that quest will be repealed as it has become too easy and is therefore no longer worth the recognition of achieving it.

Rule 4-8-1/3 (Repealed)
Quest of the Royal Frink
JT (JT Traub)

Condition: A player successfully frinks 5 different Royal Frinks.
Reward: A Random Boon of the Ancients
Medal: A Bronze Frinking Straw

Rule 5-3/4 (Repealed)
The Best and the Most Logical
else...if (Henry Towsner)

If a player believes that a rule is so clever and well thought out that it deserves special notice, they may call a Remembrance hearing on that rule, and they become the Hearing Harfer for it. The valid responses to this hearing are "It's not bad, but it's not good. It must be ugly" and "YES!". If the result is the former the player who called the hearing pays the SHF to the Treasury. If the result is the latter the rule becomes an Excellent rule. The rule-harfer should mark excellent rules as such. The player who created that rule receives a Gold Star, which is a nontradeable, nameless entity engraved with the title of the rule it was awarded for.

When an excellent rule is repealed, the Web Harfer is encouraged to make a copy of its text, and any other relevant information, available so that future generations of Ackans may marvel at its Harf.

Rule 5-5/9 (Repealed)
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 lodged naming the allegedly offensive Trinket(s).

A Hearing 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. The player who made the complaint is the Hearing Harfer and is called the Comfortable Chair while it is in session. This committee is called the Committee for the Protection, Preservation, and Integrity of the Arts (CPPIA).

The valid responses in a CPPIA Hearing are: "this the most inane thing since the 'whatever it is we're auctioning today'", and "this is the hottest thing since the 'Hubert Feathers'". [Voters should consider the artistic merit and usefulness of the Trinket when making their responses.]

If the verdict is 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), and forfeit the Standard Harfer Fee for some sorely needed art appreciation classes.

If the verdict is the former ('inane') decision, the player who created the Trinkets forfeits the Standard Harfer Fee 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 the Standard Harfer Fee or less, the Trinket(s), if they still exist, are forgeries.

Rule 6-4-4-1/2 (Repealed)
The Summarizer
else...if (Henry Towsner)

There is a Functional Office known as the Summarizer.

The following BLANKETY delimited text has no effect.


The privileges of the Summarizer are:

1) To receive a salary of the SHF
2) To modify the Summary at any time

The duties of the Summarizer are:

1) To maintain the Summary and make it available to all players


The Summary is a document which contains a summarized and simplified version of each rule. It has no binding effect on the game.

Since there is currently no Summary, the first Summarizer should enlist other players to help write the first version. When the Summarizer has a completed Summary, e should submit a proposal which states that Ackanomic accepts that as the official Summary. This proposal should also allocate A$500 from the treasury in to players who helped write the summary in amounts proportionate to their efforts. Upon such a proposal passing, this paragraph is repealed along with the second sentence of this rule. All occurrences of the word "BLANKETY" are then removed from this rule.

Rule 6-4-15/7 (Repealed)
Calvin N Hobbes (Thierry Joffrain)

The Trinket-Harfer is an Optional Functional Office.

The Duties are:

a) To keep an accurate record of all Trinket names, values, and descriptions, and to make that record available to any player on request.

Rule 6-5-6/7 (Repealed)
two-star (Alexandre Muniz

The Office of the Illuminatus is an optional office.

The duties of the Illuminatus are to collect Agenda Conditions, conduct bidding on Nemesis Eggplants, and distribute and track Agenda Hats, as described in this rule.

The Illuminatus has the Duty co announce a call for Agenda Condition submissions if, for any reason, there has not been such a call during the current cycle, and there is neither a call for Agenda Conditions nor a Nemesis Eggplant bidding period currently underway. The Illuminatus has the privilege of calling for Agenda Submissions whenever no such call has occurred in the past 90 days. The Agenda Condition submission period will last for seven days after this. During this time, any voting player other than the Illuminatus may submit a number of Agenda Conditions equal to three minus the number of Agenda Hats e owns by sending them to the Illuminatus. If a player sends more than this number of Agenda Conditions, only the first Agenda Conditions sent will be counted.

Agenda Conditions should be statements that may be true or false depending on the game state. If the words "this hat," or "this eggplant" are used in an Agenda Condition, they shall be equivalent to, "the Agenda Hat associated with this Agenda Condition," and "the Nemesis Eggplant associated with this Agenda Condition," respectively.

At the end of the seven days, the Illuminatus must release a list of all submitted Agenda Conditions, along with the names of the players who submitted each. If at least 4 players have submitted Agenda Conditions, the Illuminatus must initiate a seven day Nemesis Eggplant bidding period. During the Nemesis eggplant bidding period, each player who submitted Agenda conditions may send a Weight bid corresponding to each submitted Agenda Condition to the Illuminatus. Weight bids must be integers between (-2 Magic Number / 3) and (Magic Number / 3). If a player does not send a weight bid for a particular Agenda Condition, that player will be considered to have bid (Magic Number / 3), rounded down, on that condition.

At the conclusion of the bidding period, the following occurs

z) Initially, all conditions are under consideration.

a) The Illuminatus will determine the condition under consideration which has the lowest bid. Ties should be broken randomly.

b) A Nemesis Eggplant with that condition is awarded to the lowest bidder on that condition who has less than 3 Nemesis Eggplants. Ties among lowest bidders should be broken randomly. (If there are no bidders who have less than 3 Nemesis Eggplants, then the Nemesis Eggplant shall be awarded to a randomly chosen player who has either one or two Nemesis Eggplants, or zero Nemesis Eggplants but one or more Agenda Hats. If there are no such players, then the Nemesis Eggplant is awarded to a randomly chosen player.)

c) That condition is removed from consideration. If any conditions are still under consideration, this process repeats, starting with a)

d) The Illuminatus may change the condition associated with any Nemesis Eggplant if e believes any of the following

i) that it is impossible for a player to achieve that condition in normal play

ii) achieving the condition would prevent the player from winning by agenda. [for example, The owner of this hat also has a Goose Card.]

iii) the condition is otherwise unharfy [For example, a condition that would be satisfied by spamming the mailing list with 1000's of messages would be technically easy to achieve, but a bad idea all around.]

The condition that the Illuminatus chooses should be easily attainable. It should also be silly.

e) For each newly created Nemesis Eggplant an agenda Hat is created in the hidden state, which has

i) with the same condition.

ii) a weight equal to the lowest bid on its condition that was greater than the winning bid. If no bid was greater, the hat is assigned the winning bid as a weight. If the eggplant was awarded to a player who did not bid on it, then the hat is assigned the highest bid on its condition. Any Agenda Hats with a condition that was chosen by the Illuminatus according to d) are Silly Agenda Hats, and instead are created with a weight of (Magic Number / 4) rounded up.

f) Each player who submitted Agenda Conditions receives a number of agenda hats equal to the number of conditions e submitted. The Agenda Hats must be distributed randomly among these players, except that no player shall receive an Agenda Hat with a condition that e authored or that is the same as that of a Nemesis Eggplant e owns. If, after some part of this distribution has been done, there is no way to distribute the remaining hats as specified above(e.g. all players who submitted Agenda Conditions have three Agenda Hats, because of one or more players leaving the game or hats being transferred among players), then the remaining Agenda Hats are randomly distributed among players with one or two Agenda Hats or no Agenda Hats but one or more Nemesis Eggplants. If there are no such players and Agenda Hats still remain to be distributed, then they are distributed randomly among other players. Any Agenda Hats still remaining are transferred to the Mad Hatters.

g) The Illuminatus must publicly announce the owners and conditions for each Nemesis Eggplant created, and the weights and conditions for each Agenda Hat created. The Illuminatus must privately notify each player who received Agenda Hats as to the conditions of each Agenda Hat that player received.

It is also a duty of the Illuminatus to check that the correct condition is being revealed when a player makes an Agenda Hat visible.

Rule 7-1-1-4/1 (Repealed)
Agenda Hats
Emperor Ai! Pedrito! (Gabe Drummond-Cole)

Agenda Hats are ownable Headwear. Each Agenda Hat has a condition and a weight (which must be an integer,) associated with it. No player may own an agenda hat with a condition e authored or for which e owns corresponding Nemesis Eggplant. Agenda hats may be Silly as described by the rules. They may be either visible or hidden, (but not both.) The owner of a hidden Agenda Hat may make it visible by publicly posting the condition associated with it. Visible Agenda Hats are tradable. Only visible Agenda Hats may be worn. No player may wear more than three Agenda Hats at any given time. The author of an Agenda Hat's condition may publicly post a description of that Agenda Hat.

No Entity other than Players or The Mad Hatters may own Agenda Hats.

If the owner of an Agenda Hat is ever On Ice, then all of eir Agenda Hats shall be transferred to the Mad Hatters.

Rule 7-1-8/30 (repealed)
Definition of Otzma Cards
Niccolo Flychuck (Uri Bruck)


1. Otzma Cards are Nameless Gift Entities.

2. Otzma Cards can be created only according to the rules.


1. At any given time the number of Otzma Cards in Ackanomic may not exceed 100.

2. Any single player may not own more than six Otzma Cards simultaneously.

4. If a player already owns the maximum number of Otzma Cards and receives or acquires an additional Otzma Card, e must destroy, as soon as possible, either the new Otzma Card, or one of eir existing Otzma Cards.

5. If a player receives or acquires an Otzma Card, that cannot be owned by that player simultaneously with other cards owned by that player, then the player must destroy as soon as possible one or more Otzma Cards, until the Otzma Cards e owns meet all the restrictions placed on Otzma Cards.

6. In either of the cases described in the above subsection 4,5. The Player cannot use any Otzma Cards until the Otzma Cards e owns meet all the restrictions laid down by the rules.

7. No player may give an Otzma Card to another player such that the recipient would have more Otzma Cards than allowable, or would violate ownership restrictions of Otzma Cards in other ways(i.e. as described in subsection 5. above).

III. Otzma Card Types.

1. Otzma Card types may be defined by other rules which explicitly claim that they are defining Otzma Card Types. This rule takes precedence over any rule which defines an Otzma Card type.

If ever the number of Otzma Cards of a given type exceeds a limit set by the rule which defines that type of Otzma Card, one randomly selected Otzma Card of that type shall be destroyed. This shall be repeated until the number of Otzma Cards of that type does not exceed the aforementioned limit.


1. Otzma Cards may only be used according to the rules.

2. Each Otzma Card can only be used once. Once it has been used, it is destroyed.

3. A Player uses an Otzma Card by notifying the appropriate Officer that e is using an Otzma Card, and which Card e is using, depending on the type of Card. If the Otzma Card definition does not define a specific Officer, context, or forum in which the Card can be used, then its use must be announced in the public forum. In any case, the use of Otzma Cards must be reported to the Financier.

4. When a player uses an Otzma Card on a proposal, and the proposal is retracted, the Otzma Card is destroyed.

5. The results of using an Otzma Card are announced by the appropriate Officer, along with the name of the Player who used the Card, and the manner of its use.

6. A Player can only use an Otzma Card that e owns.

7. A player may use at most one Otzma Card per proposal.

8. When a player has used an Otzma Card in a public forum, e may not use another Otzma Card in a public forum for three days. This section has no effect on Otzma Cards used on proposals.

9. a. An Otzma Card which is used in the public forum takes effect immediately if and only if there a Counter-Action defined for a Card of that type. If a Card is Countered within three days of its having been played in the public forum, then the Counter-Action is performed.

b. An Otzma Card which is used in the public forum and has no Counter-Action defined for its type, takes effect three days after its use has been announced, unless it is Countered within those three days. In the latter case the Countered Card has no effect at all.

c. An Otzma Card can only be Countered by an entity which is explicitly allowed by the rules to Counter an Otzma Card of that type.

d. An Otzma Card can be Countered at most once.

Rule 7-1-8-1/14 (repealed)
Otzma Card of Type Go Fish
Niccolo Flychuck (Uri Bruck)

1. This rule defines an Otzma Card type called 'Go Fish' 'Go Fish' Otzma Cards have an F-designation of Normal.

2. An Otzma Card of type 'Go Fish' can be used in the following ways:

a. In a public forum it can be used to Counter any other Otzma Card, in accordance with the rules. The player who plays the Go Fish Card plays the Card by announcing that e is playing it, and which Card it is being used on. The announcement must non-ambiguous.

b. A Go Fish Card can be used over another Go Fish Card only if the Go Fish Card it is used on has not been used on a Go Fish Card.

3. Counter-Action:

a. If the Go Fish Card was used on a Card that has no Counter-Action defined for it, then the Counter-Action is identical to the effect of the Card it was used on.

b. If the Go Fish Card was used on a Card that has a Counter-Action defined for it, then the Counter-Action is as follows: A new Card is created that is identical to the type of Card the Go Fish Card had been used to Counter, and it is given to the player who played the Card that was Countered by the Go Fish Card.

4. This rule takes precedence over all other descendants of rule 7-14 except for rule 7-14-2, to which it defers precedence.

5. There may be at most 14 Otzma Cards of type "Go Fish".

Rule 7-1-8-2/5 (repealed)
Otzma Card of Type Shield
JT (JT Traub)

A card of this type can only be played on another Otzma card of a different type.

Otzma Cards of type Shield have the same F-Designation as Otzma Cards of type Go Fish.

When an Otzma Card of type Shield is played, an Otzma Card of type Go Fish may not be played on the card the Shield card was played on.

If Otzma Cards of type Go Fish are ever renamed, then all occurrences of the string Go Fish in this rule are replaced with the new type of what used to be Go Fish.

If Otzma Cards of type Go Fish are ever repealed, this rule will repeal itself.

Counter-Action: A Go Fish card may once again be played on the card this was played on, and the deadline for playing a Go Fish card is extended by the length of time the Shield card was in effect.

At any time, there can be no more than 5 Otzma Cards of type Shield in existence.

Rule 7-1-8-3/8 (Repealed)
Otzma Card of type Map Shard
Malenkai (Randy Hall)

A Card of this type can only be played in the public forum. 'Map Shard' Otzma Cards have an F-designation of Normal.

A player who plays this Card shall announce the name of a Map Writer or Map Custodian, and name a Buried Treasure that has not yet been discovered, for which the named player is privy to its Map.

The named player shall, within 3 days of the Card taking effect, privately post any 10 consecutive words from the named Map to the player who played the Card. The passage chosen must contain at least one verb and one noun. If the Map contains no qualifying passage, however, the named player shall post this fact instead.

This rule has precedence over Rule 12-9 where there is a conflict.

Its Counter-Action: The private post per above shall be posted publicly as soon as humanly possible by either party who was privy to it. (Once posted by one player, the other player is not obligated to do so).

Rule 7-1-8-4/7 (Repealed)
Otzma Card of type Share my Expenses
Niccolo Flychuck (Uri Bruck)

An Otzma Card of this type can only be played in the public forum. When a player who is about to pay a Valid Sum plays a Card of this type e announces the name of another player, and a positive integral amount of A$ he wants that player to pay, provided it is at most half what the former player is about to pay. When the player who played the card first pays a Valid Sum of at least twice the named amount within the next three days, if the card has not already been countered, the named player pays the named amount to the player who played the card; this payment is called "The Transfer".

For the purposes of this rule, all sums of A$ paid by players are Valid Sums except for amounts paid as the direct result of one or more Otzma Cards, and amounts paid as the result of voluntary actions of the player paying the amount, such as trades, gifts, trinket creations, land purchases, etc.

Counter-Action If The Transfer for this card has occurred, the player who played the card pays the named player the sum of A$ e originally named plus 10 percent, rounded down to the nearest integer. If The Transfer for this card has not occurred, the player who played the card pays the named player 10 percent of the sum of A$ e named, rounded down to the nearest integer, and The Transfer for this card shall never occur.

At any given time there may at most 10 Cards of this type in existence. 'Share My Expenses' Otzma Cards have an F-designation of Normal.

Rule 7-1-8-5/9 (Repealed)
Otzma Card of type Share your income
Niccolo Flychuck (Uri Bruck)

An Otzma Card of this type can only be played in the public forum. When a player plays this a Card of this type e also names another player, and a positive integral sum of A$ which is at most half of a Valid Sum the named player received in the preceding three days. The named player transfers that amount of A$ to the player who played the Card. An Otzma Card of this type is considered to be played on the Valid Sum the named player received earliest which is at least twice the sum of A$ named in the playing of the card; the sum the card is played upon then ceases to be a Valid Sum.

For the purposes of this rule, all sums of A$ received by players are Valid Sums for three days after they have been received, except for amounts received as a direct result of the playing of one or more Otzma Cards, amounts received as the result of the destruction of one or more trinkets, and amounts which have had uncountered Otzma Cards of this type played on them.

Counter- Action: The player who played the card transfers the amount of A$ e named to the player e named, plus 10 percent, the sum of both being rounded down to the nearest integer.

At any given time there may at most 10 Cards of this type in existence. 'Share Your Income' Otzma Cards have an F-designation of Normal.

Rule 7-1-8-9/9 (Repealed)
Otzma Card of Type Foul Fowl
Malenkai (Randy Hall)

A Card of this type can only be played in the public forum.

A player who plays this Card shall announce the name of an active player.

Upon doing so, the player named receives a Chartreuse Goose Card.

Its Counter-Action: The Chartreuse Goose Card created by the playing of the card is destroyed, if it still exists, and 2 Chartreuse Goose Cards are received by the player who played this card.

There may be at most 5 Otzma Cards of type "Foul Fowl". 'Foul Fowl' Otzma Cards have an F-designation of Normal.

Rule 7-1-8-10/10 (Repealed)
Otzma Card of type TruthSeeker
Malenkai (Randy Hall)

A Card of this type can only be played in the public forum, and its play must be accompanied with a payment (by the player playing it) to the Treasury of a quantity of A$ which is 4 times the square of a non-negative integer. This non-negative integer is referred to as "T" for the purposes of this rule. 'Truthseeker' Otzma Cards have an F-designation of Normal.

The Scholar of *ping* shall, within 3 days of the Card taking effect, choose T different words at random from the Machine's undisguised truth and post them privately to the player who played the Card. Such post shall also unambiguously specify where each word is located in the Truth.

This card has no effect if there is no Scholar of *ping*, if the current Scholar of *ping* has not revealed the Machine's Truth, or if T exceeds the number of words in the Machine's Truth.

Its Counter-Action: The private post per above shall be posted publicly within 3 days, but before any other public messages are sent by the revealing player if possible by either party who was privy to it. (Once posted by one player, the other player is not obligated to do so).

Rule 7-1-8-11/6 (Repealed)
Otzma Card of type Skeleton Key
Alfvaen (Aaron Humphrey)

This card may only be played in the public forum.

By playing this card, a Player may do one of the following things:

1. Gain entrance to any location e would otherwise not be able to gain entrance to, if and only if e has already declared eir intention to enter.

2. Free emself from a Gaol cell.

Counter-Action: The player is returned to the last location e was in before playing the Card, and cannot perform any action that would require leaving that location for the remainder of the day.

At any given time there may be at most 5 Cards of this type. 'Skeleton Key' Otzma Cards have an F-designation of Normal.

Rule 7-1-8-12/8 (Repealed)
Otzma Card of type Arctic Explorer
Alfvaen (Aaron Humphrey)

This card may be played only in the public forum.

If the owner of this card, when it is played, does not possess a Ice Pick of some description (that is, an entity with the word "Ice Pick" in its name), then the card has no effect.

Otherwise, if e names any On Ice player (the target) in the same message, then the following will occur: If the target owns any tradeable entities besides A$, then one of those entities, selected at random, is transferred to the player of the card. Otherwise, 10 A$, or all the target's A$ if the target does not have enough A$, shall be transferred to the player of the card.

Counter-Action: The card-player's Ice Pick, any entities taken from the target by playing the Card, and one other entity chosen at random(or up to 10 A$, as in the last sentence of the previous paragraph, if no other entities are owned by the card-player), are transferred to the possession of the target.

At any given time there may be at most 5 Cards of this type. 'Arctic Explorer' Otzma Cards have an F-designation of Normal.

Rule 7-1-8-14/8 (Repealed)
Otzma Card of Type Roulette Wheel
Alfvaen (Aaron Humphrey)

A Card of this type may only be played in the public forum. A player who plays this card must name a Otzma Card that is in eir possession.

If an Otzma Card is named, then that Otzma Card is converted to another Otzma Card of a type determined by the OiCoRT by the Probabilistic Method. If the instance limits for the new type of Otzma Card would be violated by its creation, or it would be illegal for that player to own the new Otzma Card for some reason, then the original Otzma Card is destroyed instead.

At any time, there may be at most 5 Cards of this type in existence. 'Roulette Wheel' type Otzma Cards have an F-Designation of Normal.

Rule 7-1-12/4 (Repealed)
Nemesis Eggplants
two-star (Alexandre Muniz)

Nemesis Eggplants are ownable Entities. Each Nemesis Eggplant has a condition associated with it.

No Entity other than Players may own Nemesis Eggplants.

If player who is wearing a Silly Agenda Hat posts a public message that does not contain the words, "wearing a Silly Agenda Hat," or "wearing Silly Agenda Hats" that Silly Agenda Hat falls off and is no longer being worn.

If the owner of a Nemesis Eggplant is ever On Ice, then all of eir Nemesis Eggplants are randomly redistributed. These Eggplants shall go, if possible, to players who own one or two Nemesis Eggplants; if not, they shall go to players who own no Nemesis Eggplants. If there are no such players, then the Nemesis Eggplants are destroyed, as well as their corresponding Agenda Hats.

Rule 7-1-14/6 (Repealed)
Malenkai (Randy Hall)

A class of non-Tradeable entities known as Trophies exist.

Upon a single winner being declared in an instance of a Game that had 3 or more players when it started, the Trophy or type of Trophy specified for that game is awarded or transferred to the winner of the Game.

If the Trophy is defined in the rules to be a unique entity, it is transferred from where ever it is to the winner, otherwise a new instance of that type of Trophy is created and awarded to the winner.

The following (types) of Trophies exist:

A. The Jade Grapefruit is a nameless entity.

B. The Golden Knife is a unique Trophy. It has a hilt wrapped in leather, with ornate wrist guards. Its blade is gold plated, very sharp, and has a channel in the center to allow blood to run off.

It is the responsibility of the player who possesses The Golden Knife to wipe all blood off of it, that may have resulted from stabbing eir allies.

C. The Scientist's Handbook is a nameless entity.

Rule 7-1-15/8 (Repealed)
Laa Laa (Tom Walmsley)

There exists a type of nameless, ownable, operable entity known as chemicals. All chemicals are one of the following:

Of Unknown Status

Different chemicals can react in ways specified in the rules, and these reactions can have additional game effects. When chemicals react new chemical(s) may be formed and the ones which reacted are destroyed.

Certain chemicals can have additional effects as detailed in the rules.

Any player may ingest one nose-sack of a chemical e owns as a public action, provided e has not done so within the past week. If the effects of ingestion are not specified for that particular chemical, one of the following effects is chosen. The probability of receiving any given effect is equal to the number in parentheses following it divided by the sum of all the numbers in parentheses.

Poison (20) The Ingestor must be rushed to the Hospital, where e is given a miracle antidote. E loses 10 AckaDollars and is charged three times the SHF for the procedure.

Vomiting (18) The Ingested Chemical causes an attack of Vomiting, followed by the ingestor passing out. E awakens after being placed in gaol (where e shall remain for 24 hours) with a headache and loses 25 Mannna.

Intoxication (4) The Ingestor wanders around in a drunken stupor, and eventually falls asleep on the steps of Town Hall. When e wakes up, e discovers that e enlisted in the Ackanomic Armed Forces.

Hallucinations (2) The Ingestor's location is changed to Fairy Land, and e gains 20 mannna, and becomes Enlightened.

Mutation (1) The Ingestor receives a random mutation of the sorts available at the AIGR.

Spontaneous Combustion (1) The Ingestor catches fire and runs screaming to the River, where e throws emself in. All goose cards the player owns are burned up and destroyed.

Rule 7-1-15-1/6 (Repealed)
else...if (Henry Towsner)

Ancientium is an element discovered by the ancients. All reserves of this element in natural formations in Ackanomic were used up long ago (which some theorize caused the downfall of the ancients). The only remaining source is Phoebe's (unlimited) personal collection. If posting Phoebe's wisdom is regulated by the rules and a player includes the following as the initial letters of successive sentences "ANCIENTIUMFORYOU" and the wisdom is not challenged or the result of the Hearing finds that the wisdom was legitimate then the player who posted the wisdom receives one nose-sack of Ancientium.

Rule 7-1-15-2/4 (Repealed)
And the moon is made of..
else...if (Henry Towsner)

Cheesium is an element and a monomer with a word list of: transfer. Any player may create a nose-sack of Cheesium in eir possession by destroying a cheese e owns, provided e would not immediately regain it; this is a public action.

Rule 7-1-15-3/5 (Repealed)
O Olde Alpha (Gavin Logan)

Illuminatine is a metallic element. Once a week, any player may create a nose-sack of Illuminatine in eir possession by publicly declaring; "It takes five people to make a conspiracy." [Nicholas Cage in Snake Eyes, Brian De Palma director] but only if eir AckaDollars is twenty-three.

Rule 7-1-15-4/3 (Repealed)
O Olde Alpha (Gavin Logan)

Harfium is an element and a monomer with a word list of: Harfmeister, harf, harfy, Funky and Stylish. Any player may create a nose-sack of Harfium in eir possession if they are Harfmeister or if they are Funky and Stylish. If they do so, they immediately lose that title.

Rule 7-1-15-5/3 (Repealed)
Cheesium DiHarfide
O Olde Alpha (Gavin Logan)

Cheesium DiHarfide is a Compound. It has the following ingredients; one nose-sack of Cheesium, two nose-sacks of Harfium.

A player may convert Cheesium DiHarfide into a random puzzle piece as a public action.

Rule 7-1-15-6/3 (Repealed)
Ai! Pedrito! (Gabriel Drummond-Cole)

Mathium is an element. An Evil Math Troll may create a nose-sack of Mathium as a public action. If e does so, e immediately stops being an Evil Math Troll. Ingesting Mathium causes a Bitten player to heal.

Rule 7-1-15-7/3 (Repealed)
Ai! Pedrito! (Gabriel Drummond-Cole)

Fiendium is an element. Any player who ingests Fiendium becomes an Evil Math Troll.

Rule 7-1-15-8/2 (Repealed)
K 2 (Kelly Kelly

Polictikafavroum is a chemical and a monomer who's word list consists of the current Ackanomic name of its creator with and without an 's appended to it, unless a rule specifies otherwise.

Any player may create a nose sack of Polictikafavroum as a public action, however, there may not be more than ten nose sacks of Polictikafavroum associated with a particular player in existence at any one time.

Rule 7-1-15-9/2 (Repealed)
K 2 (Kelly Kelly

Nihilipili is an element and a monomer with the following word list: one, to, the, a, an, or, if, but, is, with, may, not, be, in, for, of.

The isotope of Nihilipili that exists in Ackanomic in highly unstable, while any number of nose sacks of Nihilipili may be created as a public action, all unused nose sacks are destroyed at the end of the message which created them.

Rule 7-1-15-10/3 (Repealed)
Oxygium and Ni!trogium
Emperor Ai! Pedrito! (Gabriel Drummond-Cole)

Oxygium is an element, and a monomer with a word list of: active. Ni!trogium is an element, and a monomer with a word list of: on, ice, icy. Ingesting Oxygium and Ni!trogium has no effect on players.

Oxygium and Ni!trogium are breathable elements. All players breath exactly one breathable element. Players breathe Oxygium by default. An Oxygium-breather who has been On Ice for more than a month may change into a Ni!trogium breather as a public action, provided that e has not already done so since e was last On Ice for more than a month. If a Ni!trogium breather posts a public message without breathing (ingesting) Ni!trogium in it, e becomes an Oxygium breather again.

A player may create a nose-sack of whichever element e breathes as a public action. If a player ever owns a nose-sack of a breathable element which e does not breath, it vanishes in a vile-smelling puff of smoke.

Rule 7-1-15-11/1 (Repealed)
Mineral Ores
Quoth the Raven (Tom Walmsley)

Mineral Ores are compounds. Whilst not very useful on their own it is thought that with the correct methods very useful and/or valuable elements could be extracted from them. The following [unimaginatively named] Mineral Ores are currently known:

Brown Ore
Pink Ore
Clear Ore
Silver Ore
Glowing Ore

Rule 7-4-1/4 (Repealed)
JT (JT Traub)

Points are Operable entities. It is possible for a Player to have a negative number of points.

The number of points a Player has is commonly referred to as his or her score; when it is specified that a Player's score is changed, the appropriate number of points are created or destroyed in order to accomplish the specified change.

The operation of Conversion is defined for 1 or more points. The specific Conversions (quantity and result) which may be applied to points are defined elsewhere in the rules, and only those Conversions defined in the rules may be performed.

Rule 8-4/41 (Repealed)
Winning by Points

A player's Magic Number is the number of points they need to win a cycle by points. A player's Magic Number is equal to (500 + 50*C), where C is the number of cycles that player has won. A player achieves a Winning Condition at the instant their number of points first reaches or exceeds their Magic Number in any given Cycle, provided that no one else has previously had a score reach or exceed their Magic Number during that cycle. If the rules specify that a player, other than the ScoreKeeper, gains a winning condition as a result of having a certain number of points, the scorekeeper may declare them to have won. If no player objects to the Scorekeeper's declaration within three days, then the above-mentioned player wins the Cycle and the winning condition is destroyed. (Otherwise, the player may still resort to CWCFJ as outlined in Rule 8.) A Cycle-Win CFJ shall be judged INVALID if it claims a Winning Condition which is subject to a declaration by the scorekeeper, made according to the previous paragraph, and no player has objected to that declaration.

If two or more voting players reach their Magic Number at exactly the same time, as determined by the Scorekeeper, both shall have achieved a Winning Condition.

If two or more voting players reach their Magic Number at substantially the same time, and the Scorekeeper, in a good faith attempt, cannot determine which of the players reached it first, then the players are deemed to have reached their Magic Numbers at exactly the same time, and the preceding paragraph shall apply. Making this determination is a duty of the Scorekeeper.

Rule 8-6/6 (Repealed)
Winning by Agenda
two-star (Alexandre Muniz)

[If a voting player owns at least three Agenda Hats, and it is publicly knowable that the condition for each Agenda Hat e owns is true, and that player's score is greater than or equal to the sum of the weights of all of the agenda hats e owns, then the following will occur

a) E will receive the Unique Title of Agent of KAOS.
b) The owner of any Nemesis Eggplant with a condition that is the same as the condition of an agenda hat owned by the Agent of KAOS must pay 40 A$ to the Agent of KAOS.
c) All Agenda hats owned by the Agent of KAOS and all Nemesis eggplants with corresponding conditions are destroyed
d) The Agent of KAOS achieves a Winning Condition.
e) The Agent of KAOS has three days from when eir Cycle-Win CFJ becomes unappealable to publicly announce eir desire to be Illuminatus. If they do so the current Illuminatus is removed from office and the Agent of KAOS becomes the new Illuminatus. Otherwise the office of Illuminatus becomes vacant.

At the end of a cycle won by this method, any player who had owned a Nemesis Eggplant that was destroyed as above when the Winning Condition that led to the win of that cycle was achieved has eir score set to -40. [See Rule 8-2]

At the end of a cycle won by this method, all Agenda Hats and Nemesis Eggplants are destroyed.]

Rule 10-1-1/1 (Rpealed)
Evil Laboratory
O Olde Alpha (Gavin Logan)

The Evil Laboratory is a Cosy building and a Common Location. A player at this location may demand that the resident Chemist, Swanson the Tungsten Flea, create a compound. Unfortunately, Swanson is an Evil Chemist (Tungsten Fleas always were a bit twitchy) and is prone to bouts of insanity.

To make a compound, a player must have the necessary chemical ingredients and pay the Standard Harfer Fee. Swanson then experiments with the chemical ingredients causing them to react and create the compound requested although there is a one in six chance that Swanson will create a different chemical. If this is the case, a random determination must be made to determine which of the rule defined chemicals (other than the one requested) the player receives.

Rule 10-6/13 (repealed)
We don't need Gravity
snowgod (Phil Ackley)

Ackanomic exists on the face of the Earth which includes Ackanomia, which is, of course, cubical. Ackanomic, and everything it contains, is held onto the earth with Suction Cups so that it doesn't fall off.

Communications with entities residing on the other faces of the earth are made possible through a series of incredibly complex devices that even the inventor cannot begin to understand. These devices too, are attached to the earth with suction cups.

In the event that any item loses its suction cups, which may only happen in accordance with the rules, it shall fall off of the earth and dangle from its surface by the attached emergency tether.

Rule 12-4/9 (Repealed)
Decks of Playing Cards
/dev/joe (Joseph DeVincentis)

A Deck of Playing Cards (or Deck) is an entity which consists of some number of elements called Playing Cards (or simply Cards). Cards are nontradeable entities. Cards may not be exchanged between Decks.

Unless the rules state otherwise, each Card in a Deck has two attributes, which are normally called suit and rank, and a Deck consists of one card for each combination of suit and rank; these are called the Normal Cards.

The order that the ranks and suits are listed in the definition of a particular deck defines the order of those ranks and suits in any game that cares about the order, unless a different order is specified for that game.

Standard symbols or abbreviations for the suits and ranks can and should be defined in the definition of a deck, to make it easier to write the contents of a player's hand that might contain many cards.

The definition of a particular deck may specify none, some, but not all, of its cards as optional. Upon instantiation, the Acka Rule or Games and Contest rule which is creating the deck may specify the exclusion of any or all of the optional cards in a deck. If no such specification is made, the optional cards are said to be included in that instance of the deck.

Decks may be used to play card games defined in the Acka Rules, or rules for a Game or Contest, or other Ackanomic document which has the legal authority to instantiate a deck, as the relevant rules specify. Decks may not be instantiated by any document which has not been given explicit authority from the Rules to do so. Decks of Playing Cards are General Equipment.

Players may hold individual Cards while playing a card game but they do not own those cards while doing so. While a Deck is being used to play a card game, that deck may not be used in another card game.

A Deck is unownable, unless the instantiating document specifies an owner for it, in which case it is tradeable.

Any rule which defines a Deck of Playing Cards must have a title of the form: "Description of a <name> Deck", where name is replaced by a legal Ackanomic name.

Rule 12-4-1/7 (Repealed)
Description of a Standard Deck
Niccolo Flychuck (Uri Bruck)

A Standard Deck of Cards has four suits: Spades (S), Hearts (H), Diamonds (D), and Clubs (C), and 13 ranks: Ace (A), King (K), Queen (Q), Jack (J), 10, 9, 8,7, 6, 5, 4, 3, and 2. Spades and Clubs are black. Hearts and Diamonds are red.

There are also two Jokers in this Deck (?1, ?2). Jokers have no suit, rank or color. Jokers are optional.

Rule 12-4-2/8 (Repealed)
Description of an Eleusis Deck
Malenkai (Randy Hall)

An Eleusis Deck has 8 suits: Wands (!), Strudels (@), Pounds (#), Dollars ($), Maces (%), Spears (^), Daemons (&), and Stars (*), and 15 ranks: Suber (S), Nomic (N), Monarch (M), Knave (K), Page (P), 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace (A). In addition to the Normal Cards, there are four indistinguishable Wild cards (W) in this Deck which have neither suit nor rank nor color. The Wild cards are optional. In this deck, Wands and Strudels are blue, Pounds and Dollars are green, Maces and Spears are black, and Daemons and Stars are red. Blue and green may be grouped together as cool colours, while red and black are warm colours. Red and green may be grouped as live colours, and blue and black as dead colours. Red and blue may be grouped together as sky colours, and black and green as earth colours.

Rule 15/1 (Repealed)
Reaction mechanisms
K 2 (Kelly Kelly)

Any player (chemist) may initiate a chemical reaction as a public action.

When a Chemist initiates a reaction, she must specify how much of each chemical she owns is to be used and the reaction mechanism to be used. Any additional information required for the reaction mechanism should also be specified at this time. The selected chemicals then implode in a burst of coloured anti-light (chosen at the chemists discretion) and the reaction proceeds according to the chosen reaction mechanism.

The decedents of this rule specify specific reaction mechanisms. They should specify the chemicals required to initiate a reaction, since a reaction can not be initiated without at least one chemical. Reactions take three days to complete and shall have no effect until that time, unless its reaction mechanism specifies otherwise. When a reaction is complete, it shall either fail or be successful. A reaction is only successful if all requirements of its reaction mechanism have been met.

Rule 15-1/2 (Repealed)
K 2 (Kelly Kelly)

There is a reaction mechanism known as Polymerization.

Polymerization reactions only occur between monomers. Monomers are chemicals which have a list of words associated with them.

When a Polymerization reaction is set up the chemist should specify a single word from the word list of each monomer to be involved in the reaction, and construct a sentence from those words. The resultant sentence is the reaction's polymer.

The polymer is valid if it unambiguously describes the manipulation of some quantity of entities from one legal state to another. However, if the application of the polymer would result in:
i) an entity owning a negative number of any entity or
ii) an entity in an illegal state (e.g. a trinket with a negative value) then it is invalid.

If the reaction is successful and if it has a valid polymer, then the manipulation described by the polymer is performed, otherwise, the chemist is said to have suffered a humiliating failure.

Rule 99-6/1 (Repealed)
C, eh, N, eh, D, eh
A German Dog (JT Traub)

Canadasium is a Compound made from one nose-sack of Nihilipili one nose-sack of Cheesium and 1 nose-sack of Dizzium.

If a player own Canadasium, e may ingest it and in so doing becomes Canadian.

Rule 99-7/1 (Repealed)
A German Dog (JT Traub)

Dizzium is an element.

A player who is in Fairy Land (and only a player who is in Fairy Land) may Dance with the Fairies.

If a player Dances with the Fairies, that player will find in their possession one nose-sack of Dizzium when they awaken on the town hall steps.

Rule 99-8/1 (Repealed)
The Mad Hatters
A German Dog (JT Traub)

There exists a Unique Unownable Entity named the Mad Hatters.

The Mad Hatters may only own Agenda Hats.

Any player may purchase any Agenda Hat which is owned by the Mad Hatters for the cost of A$10. This money is paid directly to the Treasury.

Any player may give one of their Visible Agenda Hats to the Mad Hatters and will receive A$1 from the Treasury if e does so.

Rule 99-10/1 (Repealed)
Vote of Confidence
K 2 (Kelly Kelly)

When this rule is created A Vote of Confidence, which is a hearing, is called. It is the responsibility of Ape Idiom Reporter (or player who has previously had such a name) to conduct this hearing. Valid responses are "I'm Alive", "I'm feeling a little ill... I think it might have been something I ate", "I'm dead". All players are permitted to respond. Players who fail to respond are deemed to have lodged the response "I'm dead"

When the Hearing has finished :

i) Each player who responded with "I'm Alive" becomes an Voting Player.
ii) Each Player who responded with "I'm feeling a little ill... I think it might have been something I ate" becomes a Non-voting Player.
iii) Each Players who responded with "I'm dead" go on ice.
iv) The result of the hearing is appended in notes brackets to the end of rule 1.
v) This rule is repealed.

Rule 99-10/0 (Repealed)
If K 2 doesn't know about A$ we'll reset them
Studge (Tom Mueller)

The Mannna holdings of each player is set to 100.

The A$ holdings of each player is set to A$500.

This rule repeals itself upon taking effect.

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