FutureNomic


FutureNomic Current Ruleset



I. Immutable Rules


101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially, rules in the 100s are immutable and rules in the 200s are mutable. Rules subsequently enacted or transmuted (i.e. changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the In itial Set may be transmuted regardless of their numbers.

103. A rule change is any 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.

(Note: this definition implies that, at least initially, all new rules are mutable. Immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed. No rule is absolute ly immune to change.)

104. All rule changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule changes.

106. Any proposed rule change must be written down before it is voted on. If adopted, it must guide play in the form in which it was voted on.

107. No rule change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule change may have retroactive application.

108. Each rule change shall be given a rank order-number (ordinal number) for reference. The numbers shall begin with 301, and each rule change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and then re-enacted, it receives the ordinal number of the proposal to amend or transmute it. If a rule is amended or transmuted, it receives the ordinal number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the ordinal number of the proposal to amend or repeal the amendment.

109. Rule changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unaminous among the eligible voters.

110. Mutable rules that are inconsistent in any 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. Rul es changes that transmute immutable rules into mutable rules will be effective if and only if they explicitly state their transmuting effect.

111. If a rule change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule changes compounded or if it is an amendment that makes no difference, or if it is of otherwise questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable amount of time must be allowed for the debate. The proponent decides the final form in which the proposal is to be voted on and decides the time to end debate and vote. The only cure for a bad proposal is prevention: a negative vote.

112. The state of affairs that constitutes winning 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 con tinue may be enacted and (while they are mutable) be amended or repealed.

113. 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.

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

115. 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 or type of move is impermissible solely on accou nt of the self-reference or self-application of a rule.

116. 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.


II. Mutable rules


201. Players shall alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

In mail and computer games, players shall alternate in alphabetical order by surname.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score.

In mail and computer games, instead of throwing a die, players subtract 290 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 a nd 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

203. [amended by rule 303].

204. [amended by rule 308].

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

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

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

In mail and computer games, the winner is the first player to achieve 200 (positive) points.

209. [Repealed by proposal 310. Before repeal it read: At no time may there be more than 25 mutable rules.]

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lower 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) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining preceden ce.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method must again govern.

212. [amended by 321]

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable t o complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

303. A rule-change is adopted if and only if the vote is carried by a simple majority of eligible voters.

307. Any eligible player who fails to meet the requirement of participating in every vote on rule-changes will lose five points each time they fail to participate in a vote on a rule-change. Should a player fail to participate in voting on three successive turns, that player will no longer be eligible to participate in FutureNomic unless the remaining players unanimously vote to allow him/her to continue to play.

Exception: A player may publicly state that he or she will not participate (due to, for example, lack of Internet access or vacation) for a period of no less than one week and no more than four weeks. That player will be considered 'on hold' for the specified period. Players 'on hold' are not subject to this rule's penalties during the specified period and temporarily will not be considered players for the duration of the specified period. Players 'on hold' automatically revert to full, active eligible player status at the end of the specified period and not before.

308. If and when rule changes can be adopted without unanimity, players who vote in the minority on any proposed rule change or new rule shall receive five points apiece.

312. When a player's turn begins (which is the moment after the results of the previous turn is announced) the player has seven days in which to make his or her proposal. Failure to do so will result in that player forfeiting that turn, and the player will receive a penalty of ten points.

In the case of force majeure (power outage, war, ISP going down, campus occupied), a judgment may be called to determine if the player is responsible for missing their turn or not. In the case of vacation or travel requirements, it is the player's responsibility to make them known so as not to hinder the game's progress.

316. Players may desinate proxy voters for themselves by announicing to the list at least 48 hours in advance of the vote that they will be using a proxy. The proxy may be human or bot subject to the following conditions:

All penalties and judgements incured by the proxy when acting on behalf of the player are to be incured by the player. No player may cast votes by proxy more than four turns in a row

321. If players disagree about the legality of a move or the interpretation or application of a rule, then the player who's family name alphabetically proceeds the family name of the player who is making the move in question is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

323. When it is permissible by the rules for players to submit, discuss and vote on more than one rule change concurrently, Rule 312 is wholly void and not applicable. While such concurrent play is not permissible, Rule 312 remains fully valid.

324. Where this rule conflicts with rules 201, 303, 307, and 312 it shall take precedence over those rules.

Players may propose rule-changes concurrently and in any order. Players will submit all proposed rule-changes to a person designated as the Traffic Manager. No player may submit more than three proposed rule-changes in a two-week period.

In a reasonable and timely manner, the Traffic Manager will assign an ordinal number to the proposed rule-changes based upon the chronological order in which they were received, then redistribute the proposed rule- change to all players. No proposed rule-change is to be considered 'written down' until it has been assigned a number and redistributed by the Traffic Manager.

In a reasonable and timely manner, votes will be collected, tallied and the results made public by a person designated as Ballot Manager. At the conclusion of the vote, the Ballot Manager shall make and record all appropriate changes in the score, and then reveal the results of the vote and score changes.

A proposed rule-change passes if and only if (1) quorum is met and (2) it receives votes in favor of it from a simple majority of the players who cast votes on it. Quorum is defined as 75% or more of the eligible voters. A proposal that does not pass fails.

No point penalties will be assigned to players who choose not to propose rule-changes or vote. However, each player will be awarded one point for each proposed rule-change they vote on.

No player may be forced into accepting the office of Traffic Manager or Ballot Manager. The Managers may be removed from office by a consensus of 2/3 of the other players, provided there is someone willing to take over that office. If either office is empty, Nomic play immediately stops until the office is filled.


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