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31

From: Ole Andersen  <palnatoke@g...>
Date: Tue Apr 6, 1999 4:45pm
Subject: deNomic - Rules

  deNomic
CURRENT RULES (APRIL 6TH, 1999)

@---@---@---@---@---@---@

Rule 101 - immutable
Obey The Rules


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
currently existing game custom. Until such time as they are legally
transmuted, Rules 101-115 are immutable, and Rules 201-221 are mutable.

[Initial rule 101]
@---@---@---@---@---@---@

Rule 102 - immutable
The Speaker and Citizens


Each Player shall be either a Citizen or the Speaker; no Player may be both
at the same time. There will always be one Speaker. The term "Player" refers
to any Citizen or the Speaker.

[Initial rule 102]
@---@---@---@---@---@---@

Rule 103 - immutable
What Is A Rule Change?


A rule change must be one of the following: (1) the enactment, repeal, or
amendment of a mutable rule; (2) the enactment, repeal, or amendment of an
amendment; or (3) the transmutation of an immutable rule into a mutable
rule, or vice versa.

[Initial rule 103]
@---@---@---@---@---@---@

Rule 104 - immutable
Adopting Proposals


All proposals made in the proper way shall be voted on. Three conditions
must be satisfied for a proposal to be adopted: (1) a quorum must have been
achieved; (2) the required number of votes must have been cast in favour of
the proposal; and (3) the prescribed voting period must have elapsed or all
voters have cast a vote, whichever is first.

[Initial rule 104]
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Rule 105 - immutable
Proposals Must Be Written Down


Any proposed rule change must be written down (or otherwise communicated in
print or electronic media) before it is voted on. If adopted, it must guide
play in the form in which it was voted on.

[Initial rule 105]
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Rule 106 - immutable
When Proposals Can Take Effect


A rule change will take effect when either the prescribed voting period has
elapsed, or all voters have cast their vote, whichever is first.
No rule change may have retroactive application.

[Initial rule 106]
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Rule 107 - immutable
Numbering Proposals


The Speaker shall give each proposed rule change an ordinal number for
reference. The numbers shall begin with 301, and each rule change proposed
in the proper way shall receive the next successive ordinal, whether or not
the proposal is adopted. The effective ordinal number of a rule is the
ordinal number of the most recent change to that rule.

[Initial rule 107]
@---@---@---@---@---@---@

Rule 108 - immutable
Mutable/Immutable Inconsistencies


Mutable rules that are inconsistent in some way with some immutable rule
(except by proposing to transmute it) are wholly void and without effect.
They do not implicitly transmute immutable rules into mutable rules and at
the same time amend them. Rule changes that transmute immutable rules into
mutable rules will be effective only if they explicitly state their
transmuting effect.

[Initial rule 108]
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Rule 109 - immutable
Making Proposals


The proper way to make a proposal is to send it by electronic mail to the
current Speaker. The Speaker will then distribute the proposal to all
Players. The prescribed voting period is the first full Turn after the
Speaker has distributed the proposal.

[Initial rule 109]
[Changed by Administrative Review, April 6th, 1999]
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Rule 110 [transmuted - see Rule 348]

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Rule 111 - immutable
Forfeiting The Game


A player always has the option to forfeit the game rather than continue to
play or incur a game penalty. No penalty worse than losing, in the judgement
of the player to incur it, may be imposed.

[Initial rule 111]
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Rule 112 - immutable
At Least One Mutable Rule


There must always be at least one mutable rule. The adoption of rule changes
must never become completely impermissible.

[Initial rule 112]
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Rule 113 - immutable
Rule Changes That Affect Rule Changing Rules


Rule changes that affect rules needed to allow or apply rule changes are as
permissible as other rule changes. Even rule changes that amend or repeal
their own authority are permissible. No rule change is impermissible solely
on account of the self-reference or self-application of a rule.

[Initial rule 113]
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Rule 114 - immutable
Voting Options


Voters may vote either for or against any proposal during the prescribed
voting period. Citizens should send their vote by electronic mail to the
Speaker before the end of the voting period. Voters who do not vote within
the prescribed period shall be deemed to have abstained.

[Initial rule 114]
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Rule 115 - immutable
Permissibility Of The Unprohibited


Whatever is not explicitly prohibited or regulated by a rule is permitted
and unregulated, with the sole exception of changing the rules, which is
permitted only when a rule or set of rules explicitly or implicitly permits
it.

[Initial rule 115]
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Rule 201 [amended - see Rule 303]

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Rule 203 - mutable
Required Number Of Votes


The number of votes required to pass a proposal is two-thirds of the votes
legally cast within the prescribed voting period.

[Initial rule 203]
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Rule 204 - mutable
One Voter One Vote


Each Voter has exactly one vote.

[Initial rule 204]
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Rule 205 - mutable
The Prescribed Voting Period


The prescribed voting period on a proposal is the first full Turn after the
Speaker has distributed the proposal.

[Initial rule 205]
[Changed by Administrative Review, April 6th, 1999]
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Rule 206 - mutable
When Proposals Take Effect


An adopted proposal takes effect at the moment that the prescribed voting
period ends.

[Initial rule 206]
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Rule 207 [amended - see Rule 345]

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Rule 208 - mutable
Scoring When A Proposal Is Defeated


When a proposed rule change is defeated, the player who proposed it loses 10
points.

[Initial rule 208]
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Rule 209 [amended - see Rule 358]

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Rule 210 [amended - see Rule 349]

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Rule 211 - mutable
Invoking Judgement


Any player who has a question or complaint about any matter concerning the
laws and their interpretation may email their statement to the Speaker, who
will then distribute it to the rest of the Citizens. A call for judgement is
then incurred on that statement. The Player who made the statement to be
judged is referred to as the Caller of that particular judgement.

[Initial rule 211]
[Changed by Administrative Review, April 6th, 1999]
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Rule 212 - mutable
Selecting A Judge


When Judgement has been called for, a Judge is randomly selected from among
the registered players, excluding the Caller, by the Speaker.

[Initial rule 212]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 213 - mutable
Delivering Judgement


A Judge has exactly one week in which to post an official Judgement. A Judge
who fails to deliver Judgement within that period is penalised 10 points.

[Initial rule 213]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 214 - mutable
Three Possible Judgements


There are only three possible Judgements: (1) True; (2) False; or (3)
Undecided. A Judgement may be accompanied by reasons and arguments, but any
such reasons and arguments form no part of the official Judgement itself.

[Initial rule 214]
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Rule 215 - mutable
Judgements Must Accord With The Rules


All Judgements must be in accordance with all the rules then in effect. When
the rules are silent, inconsistent, or unclear on the statement in question,
however, then the Judge shall consider currently existing game custom and
the spirit of the game in reaching a decision.

[Initial rule 215]
@---@---@---@---@---@---@

Rule 216 - mutable
Judgements Are Not Rules


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

[Initial rule 216]
@---@---@---@---@---@---@

Rule 217 - mutable
Overturning Judgements


At any time in the week following the posting of a Judgement of "true" or
"false", any player may propose that the Judgement be overruled, i.e.
changed to "undecided". If that proposal is adopted, according to whatever
rules are currently in effect for the adoption of proposals, then the
Judgement is overruled, and the Judge who made it penalised 20 points.

[Initial rule 217]
@---@---@---@---@---@---@

Rule 218 - mutable
Registered Players


A player is any person who is registered as a player. No person may register
as a player more than once concurrently. Anyone is allowed to observe the
game and participate in discussion of any issue, but no person who is not a
player may make a proposal, or vote on any proposal, or call for judgement,
or judge, or score points, or win the game.

[Initial rule 218]
@---@---@---@---@---@---@

Rule 219 [amended - see Rule 350]

@---@---@---@---@---@---@

Rule 220 - mutable
Voters


The term Voters, as used in the rules, refers to all players, and anything
or anyone else that is eligible to vote.

[Initial rule 220]
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Rule 221 [amended - see Rule 363]

@---@---@---@---@---@---@

Rule 222 - mutable
Timing


The basic time unit of deNomic is a Turn. Each Turn begins Sunday at 08.00
hours and ends the following Sunday at 08.00 hours.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 223 - mutable
Standing in Line


Each Player has a Proposal Queue, consisting of Proposals, Protoproposals
and Packages, collectively known as Queue Entries.
All Proposal Queues are administered by the Speaker.
When the Speaker receives a Queue Entry from a Player, the Queue Entry is
placed in the rear end of the Player's Proposal Queue.
Each Wednesday, the Speaker must distribute the two frontmost Queue Entries
from each Player. Those Queue Entries are then removed from the Player's
Proposal Queue.
A Player may at any time withdraw a non-distributed Queue Entry from his/her
Proposal Queue.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 224 - mutable
Time


The time in deNomic is measured as in Denmark.

[Created by Administrative Review, April 6th, 1999]
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Rule 225 - mutable
Pausing the Game


The Speaker may at any time declare a Pause in the Game.
Such a Pause must have a duration of a number of full weeks.
The duration of the Pause must be declared with the declaration of the
Pause.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 303 - mutable
Quorum


Quorum is defined to be 30% of the players. Voters who are not players do
not count for the purpose of determining quorum.

[Initial rule 201]
[Amended by Proposal 303]
@---@---@---@---@---@---@

Rule 304 - mutable
Knowing your Ants


By stating his/her intention to do so, a player may lose a number of points
equal to the number of an Electric Ant. The player may then predict, what
the said Ant will vote, next time it is called upon to vote. The player must
name one of the Ant's possible voting options, as delineated in rule 221. If
the Ant votes as predicted by the player, and no other player made the same
prediction, the said Ant becomes the property of the said player. While an
Ant is a player's property, it will vote as determined by the player. This
rule takes precedence before rule 221.

[Enacted by Proposal 304]
@---@---@---@---@---@---@

Rule 308 - mutable
Vegetables


There are Vegetables. Vegetables do not vote, nor do they win or lose any
points or anything else. If a rule refers to something as being a Vegetable,
then this rule takes precedence before the referring rule. This rule also
takes precedence before any rule that has a Q in its title.

[Enacted by Proposal 308]
@---@---@---@---@---@---@

Rule 311 - mutable
Office of Agriculture


There exists an Office of Agriculture.
This office is held by a Citizen, chosen randomly by the Speaker.
The Citizen holding the Office of Agriculture can once a Turn produce one
Vegetable.
If any kinds of Vegetables are mentioned in the rules, the produced
Vegetable must be of one of the mentioned kinds. Otherwise, it is a generic
Vegetable. The holder of the Office of Agriculture notifies the Speaker as
to which kind of Vegetable is produced.
Each time a non-generic Vegetable is produced, the holder of the Office of
Agriculture receives four points. Each time a generic Vegetable is produced,
the holder of the Office of Agriculture receives one point.

[Enacted by Proposal 311]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 313 - mutable
Vegetable Taxation


The holder of the Office of Agriculture may tax the players for vegetables.
The taxation must be performed according to rules of equality decided by the
holder of the Office. The players must then pay to the holder of the Office
the number and type of vegetables due. If a player has too few vegetables to
be able to pay, he/she loses 3 points for each vegetable he/she is short of
payment.
Any player may present the holder of the Office with a
vote-of-no-confidence, referring to a specific taxation (not necessarily a
vote-of-no-confidence in the holder of the Office him/herself). If this vote
passes, then the taxation in question, and subsequent taxations up to the
time the vote is decided, are deemed void, and must be paid back.

If there is no holder of any Office of Agriculture, then the Speaker assumes
this rôle for the purpose of this rule.


[Enacted by Proposal 313]
@---@---@---@---@---@---@

Rule 314 [repealed - see Proposal 380]

@---@---@---@---@---@---@

Rule 316 - mutable
Vegetables for Public Servants


The Speaker receives one vegetable every time a vote is decided.
A judge receives three vegetables for every point he/she makes a decision
about, except if the point in question is found to be undecided.
Other public servants are paid according to subsequent rules.
All payments must be made by the holder of the Office of Agriculture or, if
there is no holder of any Office of Agriculture, the Speaker.

[Enacted by Proposal 316]
@---@---@---@---@---@---@

Rule 319 [amended - see Rule 402]

@---@---@---@---@---@---@

Rule 325 - mutable
Offices


An Office is any position established by the Rules as such.
At any time, a given Office is held by exactly one Player. If an Office
would otherwise not be held by any Player, it shall be held by the Speaker.
An Officer is any Player who holds an Office.
A given Office has whatever duties, responsibilities, and privileges that
the Rules assign to it.

An Officer can be presented with a vote of no confidence at any time, and
can be removed from office by a 2/3 majority attained in a no confidence
vote. Such a vote can be initiated by any Citizen. A Citizen who initiates
such a vote of no confidence loses one point for each Vegetable in his/her
possession, and three points for each Vegetable in the possession of the
relevant Officer. Those points are returned to the initiating Citizen if the
Officer is removed.

[Enacted by Proposal 325]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 326 - mutable
Change of points


The number of points that a player has can only be changed when explicitly
allowed by a rule.

[Enacted by Proposal 326]
@---@---@---@---@---@---@

Rule 327 - mutable
Feed and care of animals


Ants, even Electrical, are animals, and as such must be fed.
Each time a player-owned Ant votes for or against a proposal, it needs food.
Therefore it will eat one of it's owner's Vegetables, thus causing the
Vegetable to be no more. If the owner has no Vegetables, the Ant will return
to its original randomness, and cease to belong to its owner.
The Ants will eat in numerical succession.

[Enacted by Proposal 327]
@---@---@---@---@---@---@

Rule 328 - mutable
Security


No possesion, points, ants or vegetables can be harmed, changed or removed
from any players possesion unless otherwise stated in the rules.

[Enacted by Proposal 328]
@---@---@---@---@---@---@

Rule 329 - mutable
Theft


Any player can steal any of another players possesions except points. Succes
is determined with a 50% probability by the speaker. A player who fails a
theft is penalised 3 points.

[Enacted by Proposal 329]
@---@---@---@---@---@---@

Rule 330 - mutable
Protoproposals


All players can make Protoproposals.
The proper way to make a Protoproposal is to send it by electronic mail to
the current Speaker.
The Speaker will then distribute the Protoproposal to all Players.
The Speaker shall give each Protoproposal an ordinal number for reference.
The numbers shall begin with 10001, and each Protoproposal shall receive the
next successive ordinal.
A week after the distribution of the Protoposal, it becomes a Proposal in
the form it has at that time, and shall receive a Proposal Number as if it
had been proposed at this same time.
The original maker of a Protoproposal may within this week make minor
changes in the wording of the Protoproposal.
The original maker of a Protoproposal may, also within this week, withdraw
the Protoproposal by informing the Speaker of his/her doing so. A player
withdrawing a Protoproposal loses two points.
If, during this same week, a player who is not the original maker of the
Protoproposal makes a Proposal that is identical or almost identical to the
Protoproposal, the said player shall lose 5 points, and the maker of the
Protoproposal shall receive 5 points.

[Enacted by Proposal 330]
@---@---@---@---@---@---@

Rule 331 - mutable
Entities and properties


There are Game Entities and Real Entities.
Game Entities exist only within deNomic, and as such, have only Game
Properties.
Real Entities exist outside of deNomic, and may, if they also exist within
deNomic, have Game Properties.
Game Properties may only be changed by means provided within this Ruleset.

[Enacted by Proposal 331]
@---@---@---@---@---@---@

Rule 332 [amended - see Rule 367]

@---@---@---@---@---@---@

Rule 333 [amended - see Rule 395]

@---@---@---@---@---@---@

Rule 334 - mutable
Death of a Citizen


If a citizen has shown no sign of life for 14 days, the citizen is
considered dead. A dead citizen shall not be considered a player.
If a dead citizen later proves conclusively that he/she is in fact alive,
he/she must immediately be revitalised as a player.
Sign of life is defined as an email from the citizen to the speaker.

[Enacted by Proposal 334]
@---@---@---@---@---@---@

Rule 345 - mutable
Scoring When A Proposal Is Adopted


When a proposed rule change is adopted, the player who proposed it receives
10 points.

[Initial rule 207]
[Amended by Proposal 345]
@---@---@---@---@---@---@

Rule 348 - mutable
Winning The Game


The state of affairs that constitutes winning the game may not be changed
from achieving n points to any other state of affairs. However, the
magnitude of n and the means of earning points may be changed, and rules
that establish a winner when play cannot be continued may be enacted and
(while mutable) be amended or repealed. The winner of the last game shall
become the new Speaker for the next game, assuming all current duties
allocated to the Speaker.

[Initial rule 110]
[Transmuted by Proposal 348]
@---@---@---@---@---@---@

Rule 349 - mutable
Resolving Conflicts


If two or more immutable rules conflict with one another, then the rule with
the lowest effective ordinal number takes precedence.
If two or more mutable rules conflict with one another, then the rule with
the highest effective ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it
defers to another rule (or type of rule), then such provisions shall
supersede the numerical method for determining precedence.
If at least one of the rules in conflict explicitly says of itself that it
takes precedence over another rule (or type of rule), then such provisions
shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another, or to defer
to one another, however, the numerical method must govern.

[Initial rule 210]
[Amended by Proposal 349]
@---@---@---@---@---@---@

Rule 350 - immutable
Winning By Paradox


If the rules are changed so that further play is impossible, or if the
legality of some action cannot be determined with finality, or if some
action appears equally legal and illegal, then a player may call for
judgement on a statement to that effect. If the statement is judged true,
and the judgement is not overruled, then the player who called for judgement
is declared the winner of the game. This rule takes precedence over every
other rule for determining the winner of the game.

[Initial rule 219]
[Amended by Proposal 350]
@---@---@---@---@---@---@

Rule 358 [amended - see Rule 398]

@---@---@---@---@---@---@

Rule 360 - mutable
I promised you a WHAT?


A trade is just an exchange of gifts. If two players agree to a trade, the
deal is binding if they make the exchange immediately. A deal is not binding
if it involves a promise of something in the future.

[Enacted by Proposal 360]
@---@---@---@---@---@---@

Rule 361 - mutable
Monsanto Man


Monsanto Man is a Public Servant, who holds the Office of Devegetation.
Each Monday, Monsanto Man may release one or more doses of his vile poison,
causing each player to lose one Vegetable per dose released. Players with
less than one Vegetable lose no Vegetables. For every dose released beyond
the first on a given Monday, Monsanto Man will lose one point.
If, on any given Sunday, more than 200 Vegetables, totally, are owned by the
Players, Monsanto Man must, on the firstcoming Monday, release enough doses
of his vile poison to bring the number of Vegetables below 200.
Monsanto Man receives 10 points each time he brings the total number of
Player-owned Vegetables below 200.
Monsanto Man is randomly chosen among the Players.
Monsanto Man has an infinite number of doses of his vile poison.

[Enacted by Proposal 361]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 363 - mutable
Random Voters


There are 10 Electric Ants.
These are non-player Voters.
When all players have voted on a proposal, or immediately before the
prescribed voting period on a proposal has elapsed, a number of Electric
Ants equal to 10 minus the number of active registered players (or 0 if that
would be a negative number) will vote on that proposal.
The Speaker shall randomly determine, with equal probability, whether each
of these Electric Ants abstains, votes for, or votes against.

[Initial rule 221]
[Amended by Proposal 363]
@---@---@---@---@---@---@

Rule 367 - mutable
Spelling and such


The Speaker shall be empowered to make Correction Proposals. A Correction
Proposal must be an attempt to correct a spelling error or adjust an
upper/lower case inconsistency in the Rules.
A Correction Proposal can only be adopted if no player votes against it.
When a Correction Proposal is adopted or defeated, no loss or gain of points
(or anything else) shall occur.
Electric Ants always abstain on Correction Proposals.

[Enacted by Proposal 332]
[Amended by Proposal 367]
@---@---@---@---@---@---@

Rule 372 - mutable
End of the game


When a winner has been found, this game of deNomic ends.
The name of the winner, the conditions of winning, and the game number is
then added to the record of won deNomic-games.
If there is no such record, one is created with the said contents.

[Enacted by Proposal 372]
@---@---@---@---@---@---@

Rule 394 - mutable
Packages


A Player can submit several Proposals in a Package.
A Package consists of two or more Proposals, submitted at the same time, and
must have a title.
A Package shall be assigned the number of the lowest-numbered Proposal in
it, and the number of the highest-numbered Proposal in it.
A Package shall be voted upon as one Proposal. If the Package is defeated,
each of the Proposals in the Package is to be voted upon.
If a Package is adopted, its proponent shall receive 5 points for the
adoption of the Package, plus the number of points he/she would receive for
the adoption of the Proposals in the Package, had the Proposals been
submitted singly.
If a Package is defeated, its proponent shall lose 5 points.

[Enacted by Proposal 394]
@---@---@---@---@---@---@

Rule 395 - mutable
You silly Person!

Any player with a negative number of points can declare him/herself Silly.
While Silly, the player gains points, when he/she should have lost points
(as per any other rule), and vice versa.
A Silly player must write all messages backwards, otherwise the messages are
invalid and must be disregarded.
A player stops being Silly only when he/she has more than the average number
of points or when he/she has been the client of an ambulant psychiatrist for
24 hours.
If at any time all players but one are Silly, the non-Silly player becomes
the winner of the game.
This rule has precendence before any other rule regarding the loss and gain
of points.

[Enacted by Proposal 333]
[Amended by Proposal 395]
@---@---@---@---@---@---@

Rule 398 - mutable
Required Number Of Points To Win


The winner is the first player to achieve a score of 500 points.

[Initial rule 209]
[Amended by Proposal 358]
[Amended by Proposal 398]
@---@---@---@---@---@---@

Rule 399 - mutable
Zeitgeist


When a non-Correction Proposal is adopted with no votes cast AGAINST it, the
Proponent of the said Proposal is awarded the title of Zeitgeist.
All current holders of the title of Zeitgeist lose the title whenever it is
newly awarded.
The Speaker is responsible for detecting and reporting the awarding of this
title.

When a Player is awarded the title of Zeitgeist, the holder of the Office of
Agriculture shall pay out one Vegetable to that Player. If this cannot be
accomplished, all Players shall lose one Vegetable. This Rule takes
precedence before any Rule that would prevent it from having its effects.

[Enacted by Proposal 399]
@---@---@---@---@---@---@

Rule 400 - mutable
Keeping the References


If a Rule refers to another Rule, and this other Rule is changed, the
reference shall still be considered to exist.

[Enacted by Proposal 400]
@---@---@---@---@---@---@

Rule 401 - mutable
Unique Rule Titles


Each Rule must have a title.
No title may be identical to any other title.
A proposed Rule with no title will have the title 'Untitled Rule #n', where
n is a number assigned by the Speaker.
A player proposing a Rule with no title shall lose 3 points.

[Enacted by Proposal 401]
@---@---@---@---@---@---@

Rule 402 - mutable
Organisations


Players can form organisations.
An organisation must have at least one member.
All members of an organisation must be players.
An organisation must have a name.
Any player can establish an organisation by notifying the Speaker of his/her
doing so, and of the name of the organisation.
A player can join or leave an organisation by notifying the Speaker of
his/her doing so.
No player may transfer any points or anything else to any other player if
they are not members of the same organisation.
No player can be member of more than two organisations at the same time.
If all members of an organisation vote for a proposal, the organisation will
also vote for the proposal.
If all members of an organisation vote against a proposal, the organisation
will also vote against the proposal.
Else, the organisation will abstain.
An organisation has a number of votes equal to one third of the number of
members it has.
This rule defers to Rule 311, but not to any other rule concerning the
transfer of points.

[Enacted by Proposal 319]
[Amended by Proposal 402]
@---@---@---@---@---@---@
Rule 414 - mutable
The Nullity


There is a Game Entity known as The Nullity.
The Nullity is a non-player Voter with a variable number of votes.
The Nullity will vote for all Proposals with a zero in their number with a
number of votes equal to the number of zeros in the number of the Proposal.
The Nullity will abstain on all other Proposals and on all Packages
The Nullity votes immediately after the announcement of each Proposal.

[Enacted by Proposal 414]
@---@---@---@---@---@---@
Rule 415 - mutable
Prophecy and Martyrdom


Each time a proposal is defeated, its proponent receives an Insistance
Point, unless the proponent is a Prophet, in which case he/she receives no
Insistance Points.
A player with a negative number of points, no Vegetables and more than 5
Insistance Points shall receive the title of Prophet and lose all of his/her
Insistance Points.
If a Prophet has fewer points than any other player, he/she shall receive
the title of Martyr.
If at any time there are two Martyrs, the Martyr with most points shall
cease to be a Martyr.
If, on any Sunday, a Player has a positive number of points and 100 or more
points more than the Martyr, then the said Player must donate 10% of his
points to the Martyr on the firstcoming Thursday.

[Enacted by Proposal 366]
[Amended by Proposal 415]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@





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32

From: Rune Kock  <zarquon@t...>
Date: Tue Apr 6, 1999 10:06pm
Subject: deNomic Sv: Jeg har gennemgået reglerne...

 
 Emne: deNomic Jeg har gennemgået reglerne...

 og nu ser de ud som den medsendte.

Jeg håber at I (stadig/igen) vil være med.

Ole

Jeg kan godt gå ind for de nye regler.   Selvfølgelig kan de enkelte punkter diskuteres, men det kan vi jo netop gøre, når spillet kommer i gang igen.   (Du kunne dog godt have noteret, hvilke regler, der er blevet fjernet).

Har du tænkt dig at være Speaker igen?

Rune


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33

From: Ole Andersen  <palnatoke@g...>
Date: Wed Apr 7, 1999 00:10am
Subject: deNomic - Rules - Changes and explanations

  Dette er sådan cirka hvad jeg har gjort:


1.      (Næsten) alle geografi-relaterede elementer er fjernet.
2.      Der er indført ture. Man kan kun få to forslag distribueret om ugen.
3.      Judge-systemet er ændret. Klageren kan nu ikke blive dommer. Speakeren kan derimod godt.

4.      Der er indført en mulighed for at Speakeren kan stille spillet på Pause. Det skal ske for et antal _hele_ uger, så spillet bliver genoptaget på samme ugedag som det blev pauset.
5.      Monsanto Mans rutiner er ændret.

Ole


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34

From: Ole Andersen  <palnatoke@g...>
Date: Tue Apr 6, 1999 11:55pm
Subject: deNomic Sv: Sv: Jeg har gennemgået reglerne...

  Rune skrev:

Jeg kan godt gå ind for de nye regler.   Selvfølgelig kan de enkelte punkter diskuteres, men det kan vi jo netop gøre, når spillet kommer i gang igen. (Du kunne dog godt have noteret, hvilke regler, der er blevet fjernet).

Har du tænkt dig at være Speaker igen?

€€€€

1) Jeg kommenterer regelændringerne i en separat meddelelse.

2) Hvis Kira vil være Speaker, synes jeg hun skal. Ellers gør jeg det igen.

Ole


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35

From: Kira Tendal  <aeshna@g...>
Date: Wed Apr 7, 1999 6:03am
Subject: deNomic Sv: Sv: Sv: Jeg har gennemgået reglerne...

  Jeg har intet imod at lade æren overgå til Ole Kira

:2) Hvis Kira vil være Speaker, synes jeg hun skal. Ellers gør jeg det igen. : : :Ole : :


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36

From: Ole Andersen  <palnatoke@g...>
Date: Wed Apr 7, 1999 6:41pm
Subject: deNomic 2

  Jeg synes spillet skal starte på søndag kl. 8 om morgenen.

Det første der sker er at Monsanto Man skal udpeges. Vi har ingen regel til at sikre nybesættelse af Offices, så Rune fortsætter som 'landbrugsminister'. Alle har samme mængde point og andet som de havde ved afslutningen af spil
1.

Disse ting kunne man jo overveje at ændre på...

Jeg hører hellere end gerne fra jer.

Ole


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37

From: Rune Kock  <zarquon@t...>
Date: Thu Apr 8, 1999 2:47am
Subject: deNomic Sv: 2

 
 Jeg synes spillet skal starte på søndag kl. 8 om morgenen.

Fint.

 Det første der sker er at Monsanto Man skal udpeges. Vi har ingen regel til at sikre nybesættelse af Offices, så Rune fortsætter som 'landbrugsminister'. Alle har samme mængde point og andet som de havde ved afslutningen af spil
1.

Jeg synes i det mindste pointene skal nulstilles.   Man kunne godt forsvare at nulstille det hele, men pointene er jo specielt betydningsfulde -- og slutstillingen med point fra forrige spil er især resultat af, i hvor høj grad den enkelte spiller har misbrugt den gamle "you silly person" regel.

 Ole

Rune


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38

From: Ole Andersen  <palnatoke@g...>
Date: Thu Apr 8, 1999 4:07am
Subject: deNomic Sv: Sv: 2

  Så lad gå da.

Vi nulstiller det hele (pånær regelsættet).

Så skal vi finde Monsanto Man og Officer of Agriculture som det første. Så er vi også slemt grøntsags- og myreløse.

Ole

-----Oprindelig meddelelse-----
Fra: Rune Kock zarquon@t... Til: denomic@egroups.com denomic@egroups.com Dato: 8. april 1999 04:48 Emne: deNomic Sv: 2

 Jeg synes spillet skal starte på søndag kl. 8 om morgenen.

Fint.

 Det første der sker er at Monsanto Man skal udpeges. Vi har ingen regel til at sikre nybesættelse af Offices, så Rune fortsætter som 'landbrugsminister'. Alle har samme mængde point og andet som de havde ved afslutningen af spil
1.

Jeg synes i det mindste pointene skal nulstilles.   Man kunne godt forsvare at nulstille det hele, men pointene er jo specielt betydningsfulde -- og slutstillingen med point fra forrige spil er især resultat af, i hvor høj grad den enkelte spiller har misbrugt den gamle "you silly person" regel.

 Ole

Rune


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39

From: Ole Andersen  <palnatoke@g...>
Date: Thu Apr 8, 1999 4:16pm
Subject: deNomic Vs: Thought for Thursday, Apr 8, 1999

 
Jeg syntes lige I skulle have denne her:
-----Oprindelig meddelelse-----
Fra: Dan Galvin galvin@u...
Til: TFTD-L@T... TFTD-L@T...
Dato: 8. april 1999 11:04
Emne: Thought for Thursday, Apr 8, 1999


:      You can make a complicated system uncomplicated
:      by stripping out all the useful features.
:
:                                  -Dr. Pete
:


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40

From: Rune Kock  <zarquon@t...>
Date: Sat Apr 10, 1999 9:51am
Subject: deNomic New proposal: volontary judges

  I propose the following new rule:

"Voluntary Judges

Any player may declare himself a voluntary judge.

Whenever a judge is to be selected, any voluntary judges that qualify shall be considered before any other players.   In this respect, this rule takes precedence over other rules for selecting a judge; however, the other rules shall still determine which players qualify as judge, and how to select amongst the voluntary judges or amongst the other players if no voluntary judges qualify.

A voluntary judge gains 10 points for each valid judgment he makes.

If ever a voluntary judge fails to submit a judgment on time, he stops being a voluntary judge.   A voluntary judge may also resign."

R.


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41

From: Rune Kock  <zarquon@t...>
Date: Sat Apr 10, 1999 9:56am
Subject: deNomic - the Aeshna package

  Sadly, we never got to vote on Kira's ingenious protoproposals.

So now I submit them as a package of proposals.   Of course, some of the rule may seem odd now that we've got no geography, but well, we may still vote on them, and -- who knows -- we might get geography again one day.

 :1) On West Farm there is an unlimited amount of sheep : :2) A player in West Farm may take one sheep : :3) A player can not carry more than one sheep at a time : :4) Un-carried sheep will return to West Farm : :5) Carrying a sheep to South Farm will cause it to be slaughtered, resulting :in 1 lamb carcass and 1 woolly sheep coat : :6) Having a carried sheep slaughtered will not result in it being dropped : :7) A player can choose to drop either (a) lamb carcass(es), (a) woolly sheep :coat(s), or any combination of such : :8) Dropped lamb carcasses and woolly sheep coats will automatically rot :causing extreme discomfort to anyone in that crossroad or farm : :9) Woolly sheep coats can be worn, however a player doing such loses 30 :charisma points due to the coat being yucky, bloody, and generally icky as :well as foul-smelling. This makes you lose favour with the Gods, causing a
1 :point penalty each round while the woolly sheep coat is worn : :10) Lamb carcasses can not be worn : :11) A lamb carcass carried to East Farm becomes 2 lamb chops : :12) Having a lamb carcass become 2 lamb chops will not result in it being :dropped : :13) A player can choose to drop an amount of lamb chops smaller or equal to :the amount he is carrying : :14) Sacrifice of 2 lamb chops and 5 vegetables to the Gods will cause the :player doing the sacrifice to gain favour with the Gods, resulting in 5 :bonus points : :15) A woolly sheep coat carried to the North Farm becomes a trendy, :home-knit Bill Cosby Sweater : :16) Having a woolly sheep coat become a trendy, home-knit Bill Cosby Sweater :wil not result in it being dropped : :17) A player can choose to drop an amount of trendy, home-knit Bill Cosby :Sweaters smaller or equal to the amount he is carrying : :18) A woolly sheep coat and a trendy, home-knit Bill Cosby Sweater can not :be worn at the same time : :19) Wearing a trendy, home-knit Bill Cosby Sweater will cause you to gain
30 :charisma points, which makes you a favorite of the Gods, while you wear it. :The Gods grant you a 1 point bonus each round. : :20) Every 15th turn a new (not necessarily another) priest will be randomly :selected from the players. : :21) A priest is doubly affected by the favour/disfavour of the Gods : :22) If given 2 lamb chops and 5 vegetables by a player a priest can not :refuse to carry out a sacrifice for the player. Having a sacrifice carried :out by the priest causes the player to be doubly affected by the favour of :the Gods, that is the player gets a 10 point bonus instead of only a 5 point :bonus : :23) If given a woolly sheep coat   by a player, a priest can not refuse the :player's request to dress him in this, i.e.   causing him to wear the woolly :sheep coat. Being dressed in a woolly sheep coat by a priest causes the :player to be doubly affected by the disfavour of the Gods, that is the :player gets a 2 point penalty each round instead of only 1 point penalty : :24) If given a trendy, home-knit Bill Cosby Sweater by a player, a priest :can not refuse the player's request to dress him in this, i.e.   causing him :to wear the trendy, home-knit Bill Cosby Sweater. Being dressed in a trendy, :home-knit Bill Cosby Sweater by a priest causes the player to be doubly :affected by the favour of the Gods, that is the player gets a 2 point bonus :each round instead of only 1 point bonus : :25) The Gods are not concerned with whether or not a person is silly. :Sillyness does not apply in favour/disfavour bonus/penalties of the Gods : :26) The game is affected by the moon's course in rl : :27) A proposal put forth on a New Moon needs 3/4 of the votes to be in :favour of it, in order to be adopted : :28) A proposal put forth on a Full Moon needs 1/2 of the votes to be in :favour of it, in order to be adopted : :29) Dropped lamb chops will immediately be eaten by toxic bacteria : :30) Dropped trendy, home-knit Bill Cosby Sweaters will immediately be torn :to shreds, i.e. disintegrated, by Grungers : :31)   In Central Square there is an unlimited supply of egg-plant seeds : :32) In Central Square there is a fountain containing an unlimited amount of :un-.pollutable water : :33) In Central Square there is an unlimited supply of buckets, which can be :filled with water : :34) There is an indestructible ant hill in Central Square : :35) It takes 10 egg-plant seeds to make an egg-plant field : :36) Every time a player moves into Central Square, he may pick up an :egg-plant seed, with a maximum of 10 egg-plant seeds carried at any time : :37) When a player is carrying 10 egg-plant seeds he may plant an egg-plant :field, thereby using all 10 egg-plant seeds. The field has to be located at :one of the farms. : :38)   In order for the plants to carry fruit, the player must water the field :with water from the Central Square fountain every 6 turns. If this fails :even once, the entire crop fails, and another field must be planted : :39) A player can not water, pick fruit from or in any other way interfere :with another player's egg-plant field : :40) 10 egg-plant seeds can not be carried at the same time as a bucket :containing anything. An amount of egg-plant seeds less than 10 can be :carried at the same time as a bucket containing water : :41) An egg-plant seed dropped anywhere, except when planted in an egg-plant :field, is immediately carried off to Central Square by ants : :42) A successful egg-plant crop yields 2 egg-plant fruits per plant. The :crop is deemed successful after 21 turns if the watering criterium has been :met. The player who owns the field may pick the fruits : :43) At Central Square there is a Vegetable Market. Here players may buy or :sell vegetables from/to the Virtual Vegetable Market Booth Owner : :44) The currency with which vegetables are sold and bought at the Vegetable :Market is points. The Virtual Vegetable Market Booth Owner has an unlimited :supply of points : :45) The Virtual Vegetable Market Booth Owner will always buy vegetables, but :can only sell what vegetables it may have in stock : :46) The buying price of acorn for the Virtual Vegetable Market Booth Owner :is randomly selected each turn to be between 5-10 points : :47) The buying price of generic vegetables for the Virtual Vegetable Market :Booth Owner is randomly selected each turn to be between 1-3 points : :48) The buying price of egg-plant fruits for the Virtual Vegetable Market :Booth Owner is randomly selected each turn to be between 4-7 points : :49) If any acorns are in stock, the selling price to the players is randomly :selected each turn to be between 10-15 points : :50) If any generic vegetables are in stock, the selling price to the players :is randomly selected each turn to be between 3-5 points : :51) If any egg-plant fruits are in stock, the selling price to the players :is randomly selected each turn to be between 7-10 points

R.


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42

From: Ole Andersen  <palnatoke@g...>
Date: Sat Apr 10, 1999 12:50pm
Subject: deNomic - Rules (commented)

  deNomic
CURRENT RULES (APRIL 6TH, 1999)

@---@---@---@---@---@---@

Rule 101 - immutable
Obey The Rules


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
currently existing game custom. Until such time as they are legally
transmuted, Rules 101-115 are immutable, and Rules 201-221 are mutable.

[Initial rule 101]
@---@---@---@---@---@---@

Rule 102 - immutable
The Speaker and Citizens


Each Player shall be either a Citizen or the Speaker; no Player may be both
at the same time. There will always be one Speaker. The term "Player" refers
to any Citizen or the Speaker.

[Initial rule 102]
@---@---@---@---@---@---@

Rule 103 - immutable
What Is A Rule Change?


A rule change must be one of the following: (1) the enactment, repeal, or
amendment of a mutable rule; (2) the enactment, repeal, or amendment of an
amendment; or (3) the transmutation of an immutable rule into a mutable
rule, or vice versa.

[Initial rule 103]
@---@---@---@---@---@---@

Rule 104 - immutable
Adopting Proposals


All proposals made in the proper way shall be voted on. Three conditions
must be satisfied for a proposal to be adopted: (1) a quorum must have been
achieved; (2) the required number of votes must have been cast in favour of
the proposal; and (3) the prescribed voting period must have elapsed or all
voters have cast a vote, whichever is first.

[Initial rule 104]
@---@---@---@---@---@---@

Rule 105 - immutable
Proposals Must Be Written Down


Any proposed rule change must be written down (or otherwise communicated in
print or electronic media) before it is voted on. If adopted, it must guide
play in the form in which it was voted on.

[Initial rule 105]
@---@---@---@---@---@---@

Rule 106 - immutable
When Proposals Can Take Effect


A rule change will take effect when either the prescribed voting period has
elapsed, or all voters have cast their vote, whichever is first.
No rule change may have retroactive application.

[Initial rule 106]
@---@---@---@---@---@---@

Rule 107 - immutable
Numbering Proposals


The Speaker shall give each proposed rule change an ordinal number for
reference. The numbers shall begin with 301, and each rule change proposed
in the proper way shall receive the next successive ordinal, whether or not
the proposal is adopted. The effective ordinal number of a rule is the
ordinal number of the most recent change to that rule.

[Initial rule 107]
[Clarified by Judgement 18]
@---@---@---@---@---@---@

Rule 108 - immutable
Mutable/Immutable Inconsistencies


Mutable rules that are inconsistent in some way with some immutable rule
(except by proposing to transmute it) are wholly void and without effect.
They do not implicitly transmute immutable rules into mutable rules and at
the same time amend them. Rule changes that transmute immutable rules into
mutable rules will be effective only if they explicitly state their
transmuting effect.

[Initial rule 108]
[Clarified by Judgement 8]
@---@---@---@---@---@---@

Rule 109 - immutable
Making Proposals


The proper way to make a proposal is to send it by electronic mail to the
current Speaker. The Speaker will then distribute the proposal to all
Players. The prescribed voting period is the first full Turn after the
Speaker has distributed the proposal.

[Initial rule 109]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 110 [transmuted - see Rule 348]

@---@---@---@---@---@---@

Rule 111 - immutable
Forfeiting The Game


A player always has the option to forfeit the game rather than continue to
play or incur a game penalty. No penalty worse than losing, in the judgement
of the player to incur it, may be imposed.

[Initial rule 111]
@---@---@---@---@---@---@

Rule 112 - immutable
At Least One Mutable Rule


There must always be at least one mutable rule. The adoption of rule changes
must never become completely impermissible.

[Initial rule 112]
@---@---@---@---@---@---@

Rule 113 - immutable
Rule Changes That Affect Rule Changing Rules


Rule changes that affect rules needed to allow or apply rule changes are as
permissible as other rule changes. Even rule changes that amend or repeal
their own authority are permissible. No rule change is impermissible solely
on account of the self-reference or self-application of a rule.

[Initial rule 113]
@---@---@---@---@---@---@

Rule 114 - immutable
Voting Options


Voters may vote either for or against any proposal during the prescribed
voting period. Citizens should send their vote by electronic mail to the
Speaker before the end of the voting period. Voters who do not vote within
the prescribed period shall be deemed to have abstained.

[Initial rule 114]
@---@---@---@---@---@---@

Rule 115 - immutable
Permissibility Of The Unprohibited


Whatever is not explicitly prohibited or regulated by a rule is permitted
and unregulated, with the sole exception of changing the rules, which is
permitted only when a rule or set of rules explicitly or implicitly permits
it.

[Initial rule 115]
@---@---@---@---@---@---@

Rule 201 [amended - see Rule 303]

@---@---@---@---@---@---@

Rule 203 - mutable
Required Number Of Votes


The number of votes required to pass a proposal is two-thirds of the votes
legally cast within the prescribed voting period.

[Initial rule 203]
@---@---@---@---@---@---@

Rule 204 - mutable
One Voter One Vote


Each Voter has exactly one vote.

[Initial rule 204]
[Clarified by Judgement 4]
[Clarified by Judgement 14]
@---@---@---@---@---@---@

Rule 205 - mutable
The Prescribed Voting Period


The prescribed voting period on a proposal is the first full Turn after the
Speaker has distributed the proposal.

[Initial rule 205]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 206 - mutable
When Proposals Take Effect


An adopted proposal takes effect at the moment that the prescribed voting
period ends.

[Initial rule 206]
@---@---@---@---@---@---@

Rule 207 [amended - see Rule 345]

@---@---@---@---@---@---@

Rule 208 - mutable
Scoring When A Proposal Is Defeated


When a proposed rule change is defeated, the player who proposed it loses 10
points.

[Initial rule 208]
@---@---@---@---@---@---@

Rule 209 [amended - see Rule 358]

@---@---@---@---@---@---@

Rule 210 [amended - see Rule 349]

@---@---@---@---@---@---@

Rule 211 - mutable
Invoking Judgement


Any player who has a question or complaint about any matter concerning the
laws and their interpretation may email their statement to the Speaker, who
will then distribute it to the rest of the Citizens. A call for judgement is
then incurred on that statement. The Player who made the statement to be
judged is referred to as the Caller of that particular judgement.

[Initial rule 211]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 212 - mutable
Selecting A Judge


When Judgement has been called for, a Judge is randomly selected from among
the registered players, excluding the Caller, by the Speaker.

[Initial rule 212]
[Clarified by Judgement 22]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 213 - mutable
Delivering Judgement


A Judge has exactly one week in which to post an official Judgement. A Judge
who fails to deliver Judgement within that period is penalised 10 points.

[Initial rule 213]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 214 - mutable
Three Possible Judgements


There are only three possible Judgements: (1) True; (2) False; or (3)
Undecided. A Judgement may be accompanied by reasons and arguments, but any
such reasons and arguments form no part of the official Judgement itself.

[Initial rule 214]
@---@---@---@---@---@---@

Rule 215 - mutable
Judgements Must Accord With The Rules


All Judgements must be in accordance with all the rules then in effect. When
the rules are silent, inconsistent, or unclear on the statement in question,
however, then the Judge shall consider currently existing game custom and
the spirit of the game in reaching a decision.

[Initial rule 215]
[Clarified by Judgement 6]
[Clarified by Judgement 19]
[Clarified by Judgement 20]
[Clarified by Judgement 21]
@---@---@---@---@---@---@

Rule 216 - mutable
Judgements Are Not Rules


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

[Initial rule 216]
@---@---@---@---@---@---@

Rule 217 - mutable
Overturning Judgements


At any time in the week following the posting of a Judgement of "true" or
"false", any player may propose that the Judgement be overruled, i.e.
changed to "undecided". If that proposal is adopted, according to whatever
rules are currently in effect for the adoption of proposals, then the
Judgement is overruled, and the Judge who made it penalised 20 points.

[Initial rule 217]
@---@---@---@---@---@---@

Rule 218 - mutable
Registered Players


A player is any person who is registered as a player. No person may register
as a player more than once concurrently. Anyone is allowed to observe the
game and participate in discussion of any issue, but no person who is not a
player may make a proposal, or vote on any proposal, or call for judgement,
or judge, or score points, or win the game.

[Initial rule 218]
[Clarified by Judgement 1]
[Clarified by Judgement 11]
@---@---@---@---@---@---@

Rule 219 [amended - see Rule 350]

@---@---@---@---@---@---@

Rule 220 - mutable
Voters


The term Voters, as used in the rules, refers to all players, and anything
or anyone else that is eligible to vote.

[Initial rule 220]
@---@---@---@---@---@---@

Rule 221 [amended - see Rule 363]

@---@---@---@---@---@---@

Rule 222 - mutable
Timing


The basic time unit of deNomic is a Turn. Each Turn begins Sunday at 08.00
hours and ends the following Sunday at 08.00 hours.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 223 - mutable
Standing in Line


Each Player has a Proposal Queue, consisting of Proposals, Protoproposals
and Packages, collectively known as Queue Entries.
All Proposal Queues are administered by the Speaker.
When the Speaker receives a Queue Entry from a Player, the Queue Entry is
placed in the rear end of the Player's Proposal Queue.
Each Wednesday, the Speaker must distribute the two frontmost Queue Entries
from each Player. Those Queue Entries are then removed from the Player's
Proposal Queue.
A Player may at any time withdraw a non-distributed Queue Entry from his/her
Proposal Queue.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 224 - mutable
Time


The time in deNomic is measured as in Denmark.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 225 - mutable
Pausing the Game


The Speaker may at any time declare a Pause in the Game.
Such a Pause must have a duration of a number of full weeks.
The duration of the Pause must be declared with the declaration of the
Pause.

[Created by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 303 - mutable
Quorum


Quorum is defined to be 30% of the players. Voters who are not players do
not count for the purpose of determining quorum.

[Initial rule 201]
[Amended by Proposal 303]
@---@---@---@---@---@---@

Rule 304 - mutable
Knowing your Ants


By stating his/her intention to do so, a player may lose a number of points
equal to the number of an Electric Ant. The player may then predict, what
the said Ant will vote, next time it is called upon to vote. The player must
name one of the Ant's possible voting options, as delineated in rule 221. If
the Ant votes as predicted by the player, and no other player made the same
prediction, the said Ant becomes the property of the said player. While an
Ant is a player's property, it will vote as determined by the player. This
rule takes precedence before rule 221.

[Enacted by Proposal 304]
[Clarified by Judgement 3]
[Clarified by Judgement 13]
@---@---@---@---@---@---@

Rule 308 - mutable
Vegetables


There are Vegetables. Vegetables do not vote, nor do they win or lose any
points or anything else. If a rule refers to something as being a Vegetable,
then this rule takes precedence before the referring rule. This rule also
takes precedence before any rule that has a Q in its title.

[Enacted by Proposal 308]
@---@---@---@---@---@---@

Rule 311 - mutable
Office of Agriculture


There exists an Office of Agriculture.
This office is held by a Citizen, chosen randomly by the Speaker.
The Citizen holding the Office of Agriculture can once a Turn produce one
Vegetable.
If any kinds of Vegetables are mentioned in the rules, the produced
Vegetable must be of one of the mentioned kinds. Otherwise, it is a generic
Vegetable. The holder of the Office of Agriculture notifies the Speaker as
to which kind of Vegetable is produced.
Each time a non-generic Vegetable is produced, the holder of the Office of
Agriculture receives four points. Each time a generic Vegetable is produced,
the holder of the Office of Agriculture receives one point.

[Enacted by Proposal 311]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 313 - mutable
Vegetable Taxation


The holder of the Office of Agriculture may tax the players for vegetables.
The taxation must be performed according to rules of equality decided by the
holder of the Office. The players must then pay to the holder of the Office
the number and type of vegetables due. If a player has too few vegetables to
be able to pay, he/she loses 3 points for each vegetable he/she is short of
payment.
Any player may present the holder of the Office with a
vote-of-no-confidence, referring to a specific taxation (not necessarily a
vote-of-no-confidence in the holder of the Office him/herself). If this vote
passes, then the taxation in question, and subsequent taxations up to the
time the vote is decided, are deemed void, and must be paid back.

If there is no holder of any Office of Agriculture, then the Speaker assumes
this rôle for the purpose of this rule.


[Enacted by Proposal 313]
@---@---@---@---@---@---@

Rule 314 [repealed - see Proposal 380]

@---@---@---@---@---@---@

Rule 316 - mutable
Vegetables for Public Servants


The Speaker receives one vegetable every time a vote is decided.
A judge receives three vegetables for every point he/she makes a decision
about, except if the point in question is found to be undecided.
Other public servants are paid according to subsequent rules.
All payments must be made by the holder of the Office of Agriculture or, if
there is no holder of any Office of Agriculture, the Speaker.

[Enacted by Proposal 316]
[Clarified by Judgement 5]
@---@---@---@---@---@---@

Rule 319 [amended - see Rule 402]

@---@---@---@---@---@---@

Rule 325 - mutable
Offices


An Office is any position established by the Rules as such.
At any time, a given Office is held by exactly one Player. If an Office
would otherwise not be held by any Player, it shall be held by the Speaker.
An Officer is any Player who holds an Office.
A given Office has whatever duties, responsibilities, and privileges that
the Rules assign to it.

An Officer can be presented with a vote of no confidence at any time, and
can be removed from office by a 2/3 majority attained in a no confidence
vote. Such a vote can be initiated by any Citizen. A Citizen who initiates
such a vote of no confidence loses one point for each Vegetable in his/her
possession, and three points for each Vegetable in the possession of the
relevant Officer. Those points are returned to the initiating Citizen if the
Officer is removed.

[Enacted by Proposal 325]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 326 - mutable
Change of points


The number of points that a player has can only be changed when explicitly
allowed by a rule.

[Enacted by Proposal 326]
@---@---@---@---@---@---@

Rule 327 - mutable
Feed and care of animals


Ants, even Electrical, are animals, and as such must be fed.
Each time a player-owned Ant votes for or against a proposal, it needs food.
Therefore it will eat one of it's owner's Vegetables, thus causing the
Vegetable to be no more. If the owner has no Vegetables, the Ant will return
to its original randomness, and cease to belong to its owner.
The Ants will eat in numerical succession.

[Enacted by Proposal 327]
@---@---@---@---@---@---@

Rule 328 - mutable
Security


No possesion, points, ants or vegetables can be harmed, changed or removed
from any players possesion unless otherwise stated in the rules.

[Enacted by Proposal 328]
@---@---@---@---@---@---@

Rule 329 - mutable
Theft


Any player can steal any of another players possesions except points. Succes
is determined with a 50% probability by the speaker. A player who fails a
theft is penalised 3 points.

[Enacted by Proposal 329]
[Clarified by Judgement 10]
@---@---@---@---@---@---@

Rule 330 - mutable
Protoproposals


All players can make Protoproposals.
The proper way to make a Protoproposal is to send it by electronic mail to
the current Speaker.
The Speaker will then distribute the Protoproposal to all Players.
The Speaker shall give each Protoproposal an ordinal number for reference.
The numbers shall begin with 10001, and each Protoproposal shall receive the
next successive ordinal.
A week after the distribution of the Protoposal, it becomes a Proposal in
the form it has at that time, and shall receive a Proposal Number as if it
had been proposed at this same time.
The original maker of a Protoproposal may within this week make minor
changes in the wording of the Protoproposal.
The original maker of a Protoproposal may, also within this week, withdraw
the Protoproposal by informing the Speaker of his/her doing so. A player
withdrawing a Protoproposal loses two points.
If, during this same week, a player who is not the original maker of the
Protoproposal makes a Proposal that is identical or almost identical to the
Protoproposal, the said player shall lose 5 points, and the maker of the
Protoproposal shall receive 5 points.

[Enacted by Proposal 330]
[Clarified by Judgement 17]
@---@---@---@---@---@---@

Rule 331 - mutable
Entities and properties


There are Game Entities and Real Entities.
Game Entities exist only within deNomic, and as such, have only Game
Properties.
Real Entities exist outside of deNomic, and may, if they also exist within
deNomic, have Game Properties.
Game Properties may only be changed by means provided within this Ruleset.

[Enacted by Proposal 331]
@---@---@---@---@---@---@

Rule 332 [amended - see Rule 367]

@---@---@---@---@---@---@

Rule 333 [amended - see Rule 395]

@---@---@---@---@---@---@

Rule 334 - mutable
Death of a Citizen


If a citizen has shown no sign of life for 14 days, the citizen is
considered dead. A dead citizen shall not be considered a player.
If a dead citizen later proves conclusively that he/she is in fact alive,
he/she must immediately be revitalised as a player.
Sign of life is defined as an email from the citizen to the speaker.

[Enacted by Proposal 334]
@---@---@---@---@---@---@

Rule 345 - mutable
Scoring When A Proposal Is Adopted


When a proposed rule change is adopted, the player who proposed it receives
10 points.

[Initial rule 207]
[Amended by Proposal 345]
@---@---@---@---@---@---@

Rule 348 - mutable
Winning The Game


The state of affairs that constitutes winning the game may not be changed
from achieving n points to any other state of affairs. However, the
magnitude of n and the means of earning points may be changed, and rules
that establish a winner when play cannot be continued may be enacted and
(while mutable) be amended or repealed. The winner of the last game shall
become the new Speaker for the next game, assuming all current duties
allocated to the Speaker.

[Initial rule 110]
[Transmuted by Proposal 348]
@---@---@---@---@---@---@

Rule 349 - mutable
Resolving Conflicts


If two or more immutable rules conflict with one another, then the rule with
the lowest effective ordinal number takes precedence.
If two or more mutable rules conflict with one another, then the rule with
the highest effective ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it
defers to another rule (or type of rule), then such provisions shall
supersede the numerical method for determining precedence.
If at least one of the rules in conflict explicitly says of itself that it
takes precedence over another rule (or type of rule), then such provisions
shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another, or to defer
to one another, however, the numerical method must govern.

[Initial rule 210]
[Amended by Proposal 349]
@---@---@---@---@---@---@

Rule 350 - immutable
Winning By Paradox


If the rules are changed so that further play is impossible, or if the
legality of some action cannot be determined with finality, or if some
action appears equally legal and illegal, then a player may call for
judgement on a statement to that effect. If the statement is judged true,
and the judgement is not overruled, then the player who called for judgement
is declared the winner of the game. This rule takes precedence over every
other rule for determining the winner of the game.

[Initial rule 219]
[Amended by Proposal 350]
@---@---@---@---@---@---@

Rule 358 [amended - see Rule 398]

@---@---@---@---@---@---@

Rule 360 - mutable
I promised you a WHAT?


A trade is just an exchange of gifts. If two players agree to a trade, the
deal is binding if they make the exchange immediately. A deal is not binding
if it involves a promise of something in the future.

[Enacted by Proposal 360]
@---@---@---@---@---@---@

Rule 361 - mutable
Monsanto Man


Monsanto Man is a Public Servant, who holds the Office of Devegetation.
Each Monday, Monsanto Man may release one or more doses of his vile poison,
causing each player to lose one Vegetable per dose released. Players with
less than one Vegetable lose no Vegetables. For every dose released beyond
the first on a given Monday, Monsanto Man will lose one point.
If, on any given Sunday, more than 200 Vegetables, totally, are owned by the
Players, Monsanto Man must, on the firstcoming Monday, release enough doses
of his vile poison to bring the number of Vegetables below 200.
Monsanto Man receives 10 points each time he brings the total number of
Player-owned Vegetables below 200.
Monsanto Man is randomly chosen among the Players.
Monsanto Man has an infinite number of doses of his vile poison.

[Enacted by Proposal 361]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@

Rule 363 - mutable
Random Voters


There are 10 Electric Ants.
These are non-player Voters.
When all players have voted on a proposal, or immediately before the
prescribed voting period on a proposal has elapsed, a number of Electric
Ants equal to 10 minus the number of active registered players (or 0 if that
would be a negative number) will vote on that proposal.
The Speaker shall randomly determine, with equal probability, whether each
of these Electric Ants abstains, votes for, or votes against.

[Initial rule 221]
[Clarified by Judgement 2]
[Clarified by Judgement 12]
[Amended by Proposal 363]
@---@---@---@---@---@---@

Rule 367 - mutable
Spelling and such


The Speaker shall be empowered to make Correction Proposals. A Correction
Proposal must be an attempt to correct a spelling error or adjust an
upper/lower case inconsistency in the Rules.
A Correction Proposal can only be adopted if no player votes against it.
When a Correction Proposal is adopted or defeated, no loss or gain of points
(or anything else) shall occur.
Electric Ants always abstain on Correction Proposals.

[Enacted by Proposal 332]
[Amended by Proposal 367]
@---@---@---@---@---@---@

Rule 372 - mutable
End of the game


When a winner has been found, this game of deNomic ends.
The name of the winner, the conditions of winning, and the game number is
then added to the record of won deNomic-games.
If there is no such record, one is created with the said contents.

[Enacted by Proposal 372]
@---@---@---@---@---@---@

Rule 394 - mutable
Packages


A Player can submit several Proposals in a Package.
A Package consists of two or more Proposals, submitted at the same time, and
must have a title.
A Package shall be assigned the number of the lowest-numbered Proposal in
it, and the number of the highest-numbered Proposal in it.
A Package shall be voted upon as one Proposal. If the Package is defeated,
each of the Proposals in the Package is to be voted upon.
If a Package is adopted, its proponent shall receive 5 points for the
adoption of the Package, plus the number of points he/she would receive for
the adoption of the Proposals in the Package, had the Proposals been
submitted singly.
If a Package is defeated, its proponent shall lose 5 points.

[Enacted by Proposal 394]
@---@---@---@---@---@---@

Rule 395 - mutable
You silly Person!

Any player with a negative number of points can declare him/herself Silly.
While Silly, the player gains points, when he/she should have lost points
(as per any other rule), and vice versa.
A Silly player must write all messages backwards, otherwise the messages are
invalid and must be disregarded.
A player stops being Silly only when he/she has more than the average number
of points or when he/she has been the client of an ambulant psychiatrist for
24 hours.
If at any time all players but one are Silly, the non-Silly player becomes
the winner of the game.
This rule has precendence before any other rule regarding the loss and gain
of points.

[Enacted by Proposal 333]
[Clarified by Judgement 15]
[Amended by Proposal 395]
@---@---@---@---@---@---@

Rule 398 - mutable
Required Number Of Points To Win


The winner is the first player to achieve a score of 500 points.

[Initial rule 209]
[Amended by Proposal 358]
[Amended by Proposal 398]
@---@---@---@---@---@---@

Rule 399 - mutable
Zeitgeist


When a non-Correction Proposal is adopted with no votes cast AGAINST it, the
Proponent of the said Proposal is awarded the title of Zeitgeist.
All current holders of the title of Zeitgeist lose the title whenever it is
newly awarded.
The Speaker is responsible for detecting and reporting the awarding of this
title.

When a Player is awarded the title of Zeitgeist, the holder of the Office of
Agriculture shall pay out one Vegetable to that Player. If this cannot be
accomplished, all Players shall lose one Vegetable. This Rule takes
precedence before any Rule that would prevent it from having its effects.

[Enacted by Proposal 399]
@---@---@---@---@---@---@

Rule 400 - mutable
Keeping the References


If a Rule refers to another Rule, and this other Rule is changed, the
reference shall still be considered to exist.

[Enacted by Proposal 400]
@---@---@---@---@---@---@

Rule 401 - mutable
Unique Rule Titles


Each Rule must have a title.
No title may be identical to any other title.
A proposed Rule with no title will have the title 'Untitled Rule #n', where
n is a number assigned by the Speaker.
A player proposing a Rule with no title shall lose 3 points.

[Enacted by Proposal 401]
@---@---@---@---@---@---@

Rule 402 - mutable
Organisations


Players can form organisations.
An organisation must have at least one member.
All members of an organisation must be players.
An organisation must have a name.
Any player can establish an organisation by notifying the Speaker of his/her
doing so, and of the name of the organisation.
A player can join or leave an organisation by notifying the Speaker of
his/her doing so.
No player may transfer any points or anything else to any other player if
they are not members of the same organisation.
No player can be member of more than two organisations at the same time.
If all members of an organisation vote for a proposal, the organisation will
also vote for the proposal.
If all members of an organisation vote against a proposal, the organisation
will also vote against the proposal.
Else, the organisation will abstain.
An organisation has a number of votes equal to one third of the number of
members it has.
This rule defers to Rule 311, but not to any other rule concerning the
transfer of points.

[Enacted by Proposal 319]
[Clarified by Judgement 9]
[Clarified by Judgement 10]
[Amended by Proposal 402]
@---@---@---@---@---@---@
Rule 414 - mutable
The Nullity


There is a Game Entity known as The Nullity.
The Nullity is a non-player Voter with a variable number of votes.
The Nullity will vote for all Proposals with a zero in their number with a
number of votes equal to the number of zeros in the number of the Proposal.
The Nullity will abstain on all other Proposals and on all Packages
The Nullity votes immediately after the announcement of each Proposal.

[Enacted by Proposal 414]
@---@---@---@---@---@---@
Rule 415 - mutable
Prophecy and Martyrdom


Each time a proposal is defeated, its proponent receives an Insistance
Point, unless the proponent is a Prophet, in which case he/she receives no
Insistance Points.
A player with a negative number of points, no Vegetables and more than 5
Insistance Points shall receive the title of Prophet and lose all of his/her
Insistance Points.
If a Prophet has fewer points than any other player, he/she shall receive
the title of Martyr.
If at any time there are two Martyrs, the Martyr with most points shall
cease to be a Martyr.
If, on any Sunday, a Player has a positive number of points and 100 or more
points more than the Martyr, then the said Player must donate 10% of his
points to the Martyr on the firstcoming Thursday.

[Enacted by Proposal 366]
[Amended by Proposal 415]
[Changed by Administrative Review, April 6th, 1999]
@---@---@---@---@---@---@






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43

From: Ole Andersen  <palnatoke@g...>
Date: Sat Apr 10, 1999 5:53pm
Subject: deNomic - Amend 225

  I propose this:

Amend:
"Rule 225 - mutable
Pausing the Game


The Speaker may at any time declare a Pause in the Game.
Such a Pause must have a duration of a number of full weeks.
The duration of the Pause must be declared with the declaration of the
Pause."

to have this wording:

"Rule 225 - mutable
Pausing the Game


The Speaker may at any time declare a Pause in the Game.
Such a Pause must have a duration of a number of full weeks.
The duration of the Pause must be declared with the declaration of the
Pause.
During a Pause, no game time passes.
The state of the game at the end of a Pause shall be the same as state of
the game was at the beginning of the Pause."







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44

From: Ole Andersen  <palnatoke@g...>
Date: Sat Apr 10, 1999 3:59pm
Subject: deNomic Sv: - the Aeshna package

 
Ups, Rune!

51 forslag til regler uden titler....

-----Oprindelig meddelelse-----
Fra: Rune Kock zarquon@t...
Til: deNomic denomic@egroups.com
Dato: 10. april 1999 11:55
Emne: deNomic - the Aeshna package


Sadly, we never got to vote on Kira's ingenious protoproposals.

So now I submit them as a package of proposals.  Of course, some of the rule
may seem odd now that we've got no geography, but well, we may still vote on
them, and -- who knows -- we might get geography again one day.

>:1) On West Farm there is an unlimited amount of sheep
>:
>:2) A player in West Farm may take one sheep
>:
>:3) A player can not carry more than one sheep at a time
>:
>:4) Un-carried sheep will return to West Farm
>:
>:5) Carrying a sheep to South Farm will cause it to be slaughtered,
>resulting
>:in 1 lamb carcass and 1 woolly sheep coat
>:
>:6) Having a carried sheep slaughtered will not result in it being dropped
>:
>:7) A player can choose to drop either (a) lamb carcass(es), (a) woolly
>sheep
>:coat(s), or any combination of such
>:
>:8) Dropped lamb carcasses and woolly sheep coats will automatically rot
>:causing extreme discomfort to anyone in that crossroad or farm
>:
>:9) Woolly sheep coats can be worn, however a player doing such loses 30
>:charisma points due to the coat being yucky, bloody, and generally icky as
>:well as foul-smelling. This makes you lose favour with the Gods, causing a
>1
>:point penalty each round while the woolly sheep coat is worn
>:
>:10) Lamb carcasses can not be worn
>:
>:11) A lamb carcass carried to East Farm becomes 2 lamb chops
>:
>:12) Having a lamb carcass become 2 lamb chops will not result in it being
>:dropped
>:
>:13) A player can choose to drop an amount of lamb chops smaller or equal
to
>:the amount he is carrying
>:
>:14) Sacrifice of 2 lamb chops and 5 vegetables to the Gods will cause the
>:player doing the sacrifice to gain favour with the Gods, resulting in 5
>:bonus points
>:
>:15) A woolly sheep coat carried to the North Farm becomes a trendy,
>:home-knit Bill Cosby Sweater
>:
>:16) Having a woolly sheep coat become a trendy, home-knit Bill Cosby
>Sweater
>:wil not result in it being dropped
>:
>:17) A player can choose to drop an amount of trendy, home-knit Bill Cosby
>:Sweaters smaller or equal to the amount he is carrying
>:
>:18) A woolly sheep coat and a trendy, home-knit Bill Cosby Sweater can not
>:be worn at the same time
>:
>:19) Wearing a trendy, home-knit Bill Cosby Sweater will cause you to gain
>30
>:charisma points, which makes you a favorite of the Gods, while you wear
it.
>:The Gods grant you a 1 point bonus each round.
>:
>:20) Every 15th turn a new (not necessarily another) priest will be
randomly
>:selected from the players.
>:
>:21) A priest is doubly affected by the favour/disfavour of the Gods
>:
>:22) If given 2 lamb chops and 5 vegetables by a player a priest can not
>:refuse to carry out a sacrifice for the player. Having a sacrifice carried
>:out by the priest causes the player to be doubly affected by the favour of
>:the Gods, that is the player gets a 10 point bonus instead of only a 5
>point
>:bonus
>:
>:23) If given a woolly sheep coat  by a player, a priest can not refuse the
>:player's request to dress him in this, i.e.  causing him to wear the
woolly
>:sheep coat. Being dressed in a woolly sheep coat by a priest causes the
>:player to be doubly affected by the disfavour of the Gods, that is the
>:player gets a 2 point penalty each round instead of only 1 point penalty
>:
>:24) If given a trendy, home-knit Bill Cosby Sweater by a player, a priest
>:can not refuse the player's request to dress him in this, i.e.  causing
him
>:to wear the trendy, home-knit Bill Cosby Sweater. Being dressed in a
>trendy,
>:home-knit Bill Cosby Sweater by a priest causes the player to be doubly
>:affected by the favour of the Gods, that is the player gets a 2 point
bonus
>:each round instead of only 1 point bonus
>:
>:25) The Gods are not concerned with whether or not a person is silly.
>:Sillyness does not apply in favour/disfavour bonus/penalties of the Gods
>:
>:26) The game is affected by the moon's course in rl
>:
>:27) A proposal put forth on a New Moon needs 3/4 of the votes to be in
>:favour of it, in order to be adopted
>:
>:28) A proposal put forth on a Full Moon needs 1/2 of the votes to be in
>:favour of it, in order to be adopted
>:
>:29) Dropped lamb chops will immediately be eaten by toxic bacteria
>:
>:30) Dropped trendy, home-knit Bill Cosby Sweaters will immediately be torn
>:to shreds, i.e. disintegrated, by Grungers
>:
>:31)  In Central Square there is an unlimited supply of egg-plant seeds
>:
>:32) In Central Square there is a fountain containing an unlimited amount
of
>:un-.pollutable water
>:
>:33) In Central Square there is an unlimited supply of buckets, which can
be
>:filled with water
>:
>:34) There is an indestructible ant hill in Central Square
>:
>:35) It takes 10 egg-plant seeds to make an egg-plant field
>:
>:36) Every time a player moves into Central Square, he may pick up an
>:egg-plant seed, with a maximum of 10 egg-plant seeds carried at any time
>:
>:37) When a player is carrying 10 egg-plant seeds he may plant an egg-plant
>:field, thereby using all 10 egg-plant seeds. The field has to be located
at
>:one of the farms.
>:
>:38)  In order for the plants to carry fruit, the player must water the
>field
>:with water from the Central Square fountain every 6 turns. If this fails
>:even once, the entire crop fails, and another field must be planted
>:
>:39) A player can not water, pick fruit from or in any other way interfere
>:with another player's egg-plant field
>:
>:40) 10 egg-plant seeds can not be carried at the same time as a bucket
>:containing anything. An amount of egg-plant seeds less than 10 can be
>:carried at the same time as a bucket containing water
>:
>:41) An egg-plant seed dropped anywhere, except when planted in an
egg-plant
>:field, is immediately carried off to Central Square by ants
>:
>:42) A successful egg-plant crop yields 2 egg-plant fruits per plant. The
>:crop is deemed successful after 21 turns if the watering criterium has
been
>:met. The player who owns the field may pick the fruits
>:
>:43) At Central Square there is a Vegetable Market. Here players may buy or
>:sell vegetables from/to the Virtual Vegetable Market Booth Owner
>:
>:44) The currency with which vegetables are sold and bought at the
Vegetable
>:Market is points. The Virtual Vegetable Market Booth Owner has an
unlimited
>:supply of points
>:
>:45) The Virtual Vegetable Market Booth Owner will always buy vegetables,
>but
>:can only sell what vegetables it may have in stock
>:
>:46) The buying price of acorn for the Virtual Vegetable Market Booth Owner
>:is randomly selected each turn to be between 5-10 points
>:
>:47) The buying price of generic vegetables for the Virtual Vegetable
Market
>:Booth Owner is randomly selected each turn to be between 1-3 points
>:
>:48) The buying price of egg-plant fruits for the Virtual Vegetable Market
>:Booth Owner is randomly selected each turn to be between 4-7 points
>:
>:49) If any acorns are in stock, the selling price to the players is
>randomly
>:selected each turn to be between 10-15 points
>:
>:50) If any generic vegetables are in stock, the selling price to the
>players
>:is randomly selected each turn to be between 3-5 points
>:
>:51) If any egg-plant fruits are in stock, the selling price to the players
>:is randomly selected each turn to be between 7-10 points



R.


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45

From: Ole Andersen  <palnatoke@g...>
Date: Sat Apr 10, 1999 6:18pm
Subject: deNomic - Amend 311

  I propose this:

Amend:
"Rule 311 - mutable
Office of Agriculture


There exists an Office of Agriculture.
This office is held by a Citizen, chosen randomly by the Speaker.
The Citizen holding the Office of Agriculture can once a Turn produce one
Vegetable.
If any kinds of Vegetables are mentioned in the rules, the produced
Vegetable must be of one of the mentioned kinds. Otherwise, it is a generic
Vegetable. The holder of the Office of Agriculture notifies the Speaker as
to which kind of Vegetable is produced.
Each time a non-generic Vegetable is produced, the holder of the Office of
Agriculture receives four points. Each time a generic Vegetable is produced,
the holder of the Office of Agriculture receives one point."

to have this wording:

"Rule 311 - mutable
Office of Agriculture


There exists an Office of Agriculture.
This office is held by a Citizen, chosen randomly by the Speaker.
The Citizen holding the Office of Agriculture can once a Turn produce one
Vegetable to be included in the Agricultural Foundation.
If any kinds of Vegetables are mentioned in the rules, the produced
Vegetable must be of one of the mentioned kinds. Otherwise, it is a generic
Vegetable. The holder of the Office of Agriculture notifies the Speaker as
to which kind of Vegetable is produced.
Each time a non-generic Vegetable is produced, the holder of the Office of
Agriculture receives four points. Each time a generic Vegetable is produced,
the holder of the Office of Agriculture receives one point."



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