Rule 1. This is a game.

Rule 2. A Rule is a series of one or more statements in English. This game has a set of rules, consisting of Rule 1 and all the rules that follow it.

Rule 3. This game has a set of players. At the start of the game, this set consists of Adam Biltcliffe, Roger Carbol, Admiral Jota, and Carl Muckenhoupt.

Rule 4. All players must obey the rules. That is, all players must, to the best of their ability, behave in such a manner that the rules are satisfied.

Rule 5. Any action or thing, whether actual or notional, that is neither explicitly mentioned in the rules nor otherwise brought into the game in a manner described by the rules is not a part of the game.

Rule 6. The players may change the rules by unanimous agreement.

Rule 7. "The state of the game" shall consist of the current set of players and the current list of rules, as well as anything added to this definition by a future Rule.

Rule 8. The state of the game may not be altered in any manner not prescribed by the rules.

Rule 9 . Each rule has a number. Rule numbers start with 1, and each new rule has a number 1 greater than the previously enacted rule.

Rule 10 . Any player may post a proposal for a change which requires the unanimous agreement of all players. All other players may vote "aye" or "nay" in response to the proposal by posting this vote to the list. Any player may change his or her vote on a proposal until such time as the voting is complete. The proposer is assumed to cast an initial "aye" (but may change it, like any other vote). Any player who hasn't voted on a particular proposal within the first 72 hours is assumed to have voted "aye", but may change that vote up until the proposal is officially ratified or removed from consideration. If at any point any player has voted against a particular proposal, then any other player (including other "nay" voters) may declare it to be dead, and removed from consideration. If at any point all players have voted in favour of a particular proposal (either by voting "aye" or failing to vote within the alloted 72 hours), the original proposer may declare it to be ratified by posting a message containing the text of the proposal, a summary of the votes on it, and the time it will come into effect: the issue under consideration is considered to have been unanimously agreed by all players after a period of one hour from the time of this posting has elapsed.

Rule 11 . Any player with three demerits will automatically be removed entirely from the state of the game.

Rule 12. Players may be added to the game by unanimous consent.

Rule 13. Any player may leave the game at any time by posting intention to do so.

Rule 14. The game contains a map, consisting of rooms, one of which is called "the Lounge". All players have a location on the map which is initially the Lounge. The map and any information about the location of anything on it shall be considered part of the state of the game.

Rule 15. [REMOVED]

Rule 16. There will be a room on the map called "Mornington Crescent". Any player whose location is this room will be said to have "won Mornington Crescent". However, any player who "wins Mornington Crescent" in this manner will also immediately lose the game.

Rule 17. [REMOVED]

Rule 18. Additional rooms on the map shall include (but need not be limited to) "West of House", "Attic", "Under the High Wall (on a resting)", "Washington, DC", "Central Park", "The House of Commons", "Saturn", "Blasted Heath", "The North Pole", and "West of Nowhere".

Rule 19. [REMOVED]

Rule 20. Players may change the details of the map by unanimous consent.

Rule 21. A specified subset of players may be deemed to have reached 'sectional consent' on an issue in the same manner as specified in Rule 10, except that only players in the specified subset are counted for determining the outcome of the proposal.

Rule 22. Any player who is agreed by sectional consent of all other players to have intentionally deceived another player about the current state of the game shall receive a demerit.

Rule 23 . The mailing list at nomic02@wurb.com will be considered a part of the game, and will be refered to as The List. To "post" something is to send it to the list.

Rule 24. Any player who does not post for a week (that is, a seven-day period of non-posting following their latest post, counted from the time of day the last post was made) will incur one demerit. Further week-long delays, counted from the latest invocation of this rule, will each incur one additional demerit.

Rule 25. Two rooms may be declared "connected" to each other by unanimous consent. Connections between rooms are part of the state of the game.

Rule 26. To "move" something means to change its location on the map to a room connected to that location.

Rule 27. At any moment, one player is "active", and it is the active player's turn. Turns end when the active player posts an announcement that their turn is completed, or after 24 hours, or when the active player is removed from the game, whichever comes first. When a turn ends, the next active player is the player whose name comes next in alphabetical order (by surname, using the names by which players are known in this game), or if there is no such player, the first player in alphabetical order. When this rule goes into effect, the first player in alphabetical order will become active.

Rule 28. Two tallies shall be attached to each player, recording the number of demerits and the number of brownie points each has received. The value of these tallies shall be part of the state of the game.

Rule 29. There shall exist a room called 'the Dot-Com Bubble', referred to in this rule as "the bubble". The first player to enter the bubble shall receieve one brownie point. The next player to enter shall receive two brownie points, with the number of points doubling each time a player enters, except that a player does not receive any points for entering the bubble if they were previously the last person who received points for doing so. As soon as a player receives 32 brownie points for entering the bubble, the bubble will burst and any and all objects in the game whose location is the bubble will have their location changed to the Lounge; the bubble will be removed from the map entirely.

Rule 30. Once per turn, the active player may move him/herself by posting intention to do so.

Rule 31. As part of the game state, there shall exist a list of players called the "Passive Voters" list. The list may at times hold zero players; this is fine. Whenever a formal proposal is made, any player who is on this list will be considered to immediately vote "aye" on said proposal; this shall be considered an implicit "aye" vote as described in Rule 10. Any such player may still change that vote, as described in Rule 10.

Rule 32. Any player may cause themselves to be added to or removed from the Passive Voters list by posting clear intent to do so.

Rule 33. It is possible for players to win or lose by means to be described in the rules. A player who loses will be removed entirely from the state of the game, and may not rejoin. If a player wins, the game will immediately end and all players who have not won will lose.

Rule 34. Each proposal must be given a name by its proponent; this name must be different from any previous proposal's name, regardless of whether that previous proposal died, was ratified, or is still pending. To ensure uniqueness, the name of a proposal must end with the name, initials, or other referent to the proponent in square brackets ([]).

Rule 35. No individual rule may be changed after it's been added, except to amend references to specific rule numbers within it, or to remove it from the game, either of which can only be done by unanimous agreement.

Rule 36. There is a room on the map called "Zrblm". No servant may be moved to Zrblm.

Rule 37. This game will have a name. At the time this rule goes into effect, that name will be "ifMUD Nomic". The players may change the name of the game by unanimous agreement.

Rule 38. The map may have associated with it, in addition to the properties given it by Rule 14, conditions describing the mutual relations of any rooms it contains or may contain in the future. These conditions shall be considered details of the map and part of the state of the game.

Rule 39. All connections are two-way; if room A is connected to room B, room B is connected to room A.

Rule 40. Any player who has not posted in the last 72 hours may be added to the passive voters list by sectional consent of all the other players.

Rule 41. The initial value of each player's demerits tally shall be 0.

Rule 42. Any tally may be either positive, negative, or zero. A player may not take an action by posting individual intent if as a possible immediate consequence it could cause: i) a currently non-negative tally associated with that player to become negative, or ii) a currently negative tally associated with that player to decrease further. Non-individual actions (for example, those requiring unanimous or sectional consent), or penalties for non-action, may cause tallies to go negative without restriction.

Rule 43. A room on the map may have an associated "toll", which may also be referred to as a "tax". A toll has a location (its room on the map), a name, and an integer value. Any time a player enters (by movement or other means described in the rules) a room with an associated toll, that player loses a number of brownie points equal to the value of the toll, and every other player receives a number of brownie points equal to one half of that value, rounded up. Tolls will be considered details of the map, as per Rule 20.

Rule 44. A. Each player, current and future, will have an associated servant. The set of these servants will be part of the state of the game. B. Each servant is to have a location, which is a room on the map. The initial location of each servant is the Servants' Quarters. C. When a player leaves the game, his or her servant will cease to exist.

Rule 45. A. Each servant is to have a name and a species. B. Players are expected to specify the name and species of their servant either within within 72 hours from the time this rule takes effect or within 72 hours of when they join the game, whichever is later. C. Players failing to give their servant a name and species in that time will receive one demerit. In addition, the assignment of the name and species of their servant will be turned over to be decided instead by sectional agreement of all players in the game excepting themselves.

Rule 46. Once per turn, the active player may choose to move his or her servant by posting intention to do so. This may be done before, after, or instead of moving oneself, at the player's discretion.

Rule 47. The notion of which player is the "active player" shall be considered a part of the state of the game.

Rule 48. The term "the List" may be applied not only to the mailing list at nomic02@wurb.com, but also to any other list of the email addresses of all current players. Any time a player needs to post to the list, he or she may achieve this by sending a message to any such valid list.

Rule 49. If a token's location ceases to exist or is removed from the game, then its location will be set to the Attic.

Rule 50. [REMOVED]

Rule 51. When the Magic Omnibus is used to transport a player or servant the active player shall lose five brownie points. A player who has less than five brownie points may not use the Magic Omnibus.

Rule 52. If a servant's location ceases to exist or is removed from the game, then its location will be set to the Servants' Quarters.

Rule 53. If the location of anything in the game ceases to exist or is removed from the game, then the location of that thing will be set to Saturn unless otherwise specified.

Rule 54. The set of "tokens" will be a part of the game state. A token must have a name and a location. That location may be any room, player, or servant. Tokens may be added, removed, or modified by unanimous agreement.

Rule 55. "Carrying" a token will be defined as being that token's location. To "drop" a token one is carrying will be defined as setting its location equal to one's own location. To "pick up" a token whose location is the same as one's own is to set the token's location equal to oneself.

Rule 56. At any point during a turn, the active player may choose to pick up any appropiate token, drop any carried token, or cause his or her servant to perform either of those actions by posting clear intent to do so. These actions may be taken as many times as desired, in whatever order desired, to the same or different tokens as desired, provided the action is not prohibited by any other rule or rules.

Rule 57. Some tokens may be designated "prize tokens". A prize token, in addition to its name and location, also has a value (a non-negative integer) and a destination (a room on the map). If a token's destination ceases to exist as a part of the map, then its destination will be set to West of Nowhere. If West of Nowhere no longer exists, its destination will be set to the room whose name is alphabetically last in the list of rooms, not counting articles. Rooms whose names consist solely of articles shall not be considered for this reckoning.

Rule 58. [REMOVED]

Rule 59. [REMOVED]

Rule 60. [REMOVED]

Rule 61. [REMOVED]

Rule 62. Once per turn, the active player (only) may invoke the magic word "xyzzy" to set their location to the Lounge, by posting intent to do so. "xyzzy" may not be used if the player has taken any action to change their location in the same turn. For the remainder of that turn, and for the full duration of the player's following turn, the player will be in a state of "chatting their life away". A player in that state may take no voluntary turn-dependent actions other than ending their turn. (Turn-dependent actions being those which can only be performed by the active player on their turn.) Whether or not one is in this "chatting" state is a part of the game state.

Rule 63. A change to the state of the game which is described as being an "action" or "voluntary" may be effected by the relevant player posting intent to make that change to the list. In the absence of any other indication when such an action may be taken, it may be taken at any time.

Rule 64. "Stealing" a token carried by a player or servant who is in the same room as oneself will be defined as setting that token's location to oneself. This may be done by stating clear intent to do so to the list, but only under circumstances described in later rules, and only once in a given turn.

Rule 65. If a player and that player's servant are in the same location, no tokens carried by either may be stolen by any other player.

Rule 66. If the active player is ever in the same location as a servant which is carrying one or more tokens, the active player may choose to steal one of those tokens, provided it's not prohibited by any other rule.

Rule 67. If the active player and that player's servant are ever both in the same location as another player who's carrying one or more tokens, the active player may choose to steal one of those tokens, provided it's not prohibited by any other rule.

Rule 68. Any room on the map may have the property of being designated a 'tax haven'; whether or not a room is a tax haven shall be considered a detail of the map as per Rule 20. No toll may be attached to a room which is a tax haven; any toll whose location is a tax haven shall cease to exist immediately.

Rule 69. If at any time the rules require the location of something to be changed to a room which no longer exists, the room whose name is alphabetically first in the list of rooms, not counting articles, shall be the new location instead. Rooms whose names consist solely of articles shall not be considered for this reckoning.

Rule 70. A "time bomb" is a kind of token. In addition to its other properties, a time bomb has a "delay", which is a span of time. If a time bomb's location is a room, and has been the same room for a duration equal to the time bomb's delay, the time bomb will automatically "esplode" and cease to exist.

Rule 71. The game shall contain a monkey which has a location on the map. The initial location of the monkey shall be Central Park. Once per turn, if the active player is holding the mind-control satellite uplink, he or she may move the monkey. Moving the monkey in this way shall be considered an action.

Rule 72. As a part of the game state, there will exist a "Table of Synonyms". Each row of this table may contain any number of words or phrases. Any words or phrases found in the same row of the table will be considered synonymous, for the purposes of this game. This table may be modified by unanimous agreement.

Rule 73. [REMOVED]

Rule 74. Any room on the map may have the property of being designated a 'high-security area'; whether or not a room is a high-security area shall be considered a detail of the map as per Rule 20. No player may steal tokens carried by an entity whose location is a high-security area. Any time bomb whose location is a high-security area will be removed from the game immediately without esploding.

Rule 75. Each room on the map shall have a "damage" tally associated with it, recording the amount of unassigned damage it has received. Each such tally starts with an inital value of 0. Whenever a time bomb esplodes, its location's damage tally is incremented by one. The value of these tallies shall be part of the state of the game.

Rule 76. If any damage tally is greater than 0, the active player may as an action decrement the tally by one and designate a letter position in the name of the room that tally is associated with, that will no longer count for connectivity. Any connections to that room that are based solely on that position are deleted. This action may be taken at most once per turn.

Rule 77. When something esplodes, all players that have the same location as the esploding entity will immediately drop everything they are carrying and lose 2 brownie points.

Rule 78. If any room has a "damage" tally with a positive value, that room will also have a tax with the name "Death Toll" and a value equal to twice the room's damage tally. If the damage tally goes to zero, the Death Toll will go away.

Rule 79. A player may "roll a die" or "dice" to meet the requirement of a rule by causing the dice server at http://www.irony.com/mailroll.html to send a message to the list giving the result of rolling the specified number of dice with the specified number of sides.

Rule 80. There shall exist an entity called the Magic Omnibus which has a location on the map. The initial location of the Magic Omnibus shall be the House of Commons. Once per turn, the active player may announce that the Magic Omnibus is being used to transport the active player or the active player's servant (but not both), if their location is the same as that of the Omnibus, to any other location (unless the Magic Omnibus is prohibited from stopping there). When this happens, the location of both the Omnibus and the being being transported is changed to the new location. The Magic Omnibus may not be used if the passenger has moved in the same turn and the passenger may not be moved by any other action in the same turn after using the Magic Omnibus.

Rule 81. At any point during a turn, the active player may as an action, if he or she is holding the mind-control satellite uplink, cause the monkey to pick up any appropriate token or drop any carried token. These actions may be taken as many times as desired, in whatever order desired, to the same or different tokens as desired, provided the action is not prohibited by any other rule or rules.

Rule 82. If the rules require an action to be taken by the active player, that player may not declare his or her turn completed until that action has been taken. If the turn ends by the passage of time without the action having been taken, then by the sectional consent of all other players the state of the game may be changed to one which it would have been if the player had taken that action; furthermore, the player may be awarded a loss of up to ten brownie points and/or the receipt of one demerit by the aforementioned sectional consent.

Rule 83. At any point during a turn, the active player may as an action, if he or she is holding the mind-control satellite uplink, cause the monkey to alter the delay of any time bomb it is carrying, and roll one 100-sided die to determine the number of hours that the new delay will be set to. This action may be taken at most once per turn.

Rule 84. "Stealing" a token carried by the monkey or any other entity capable of carrying tokens will be defined in the same manner that stealing from a player or servant is defined in Rule 64.

Rule 85. If the active player carries the mind-control satellite uplink, then he or she may choose to cause the monkey to steal any appropriate token from any player or servant in the same room as the monkey, provided it's not prohibited by any other rule. (This applies even in rooms designated as high security areas.)

Rule 86. If no player carries the mind-control satellite uplink, or if the active player carries the mind-control satellite uplink, then the active player or the active player's servant may choose to steal any appropriate token from the monkey, provided it's not prohibited by any other rule.

Rule 87. No servant may be moved to a room that is the location of a player other than the player with which that servant is associated.

Rule 88. If a player's turn ends with his or her servant in the same location as another player, the servant's location will be immediately chagned to the Servants' Quarters.

Rule 89. An entity whose location has changed will only be considered to "move" if a rule permitting the change of location uses the word "move" in reference to this change.

Rule 90. If a time bomb esplodes in the location currently occupied by the monkey, the player who last caused the location of the time bomb or monkey, whichever was more recent, to be changed, shall lose 40 brownie points or all their brownie points, whichever is less.

Rule 91. As a part of the state of the game there will exist a list of players, initially empty, called the "Passive Turn-Takers". Any player may cause themselves to be added to or removed from the Passive Turn-Takers list by posting clear intent to do so.

Rule 92. If a player on the Passive Turn-Takers list ends their turn by time-out without having taken any voluntary action on that turn, that player will be said to be "asleep at the switch". The turns of any player who is asleep at the switch will time out after six hours instead of twenty-four.

Rule 93. If a player who is asleep at the switch either takes a voluntary action on their turn or expresses to the list that they do not intend to be asleep at the switch at that time, they will no longer be considered so at that point, and may not be considered to be so again until the end of their following turn.

Rule 94. If any list of things is said to be in "Standard Order", that will mean they are ordered according to case-insensitive alphabetical order, ignoring articles (the words "a", "an", "the") and non-alphabetic characters. Any items remaining will be at the end of that list, ordered alphabetically with articles included but non-alphabetic ignored. Any items still remaining will follow in numerical order if numerical, and at the very end of the list if not.

Rule 95. If one item from a set is to be chosen by "Random Selection", the items (or names of the items, as appropriate) will be considered in Standard Order. A die will be rolled whose number of sides is the same as the number of items in the list; if no appropriate die is available, the next largest die will be used instead. The number rolled will be used as an index (where "1" indicates the first item in Standard Order) to select the item; if the value exceeds the number of items on the list, it will be rerolled.

Rule 96. Whether or not a player is asleep at the switch shall be considered a part of the state of the game.

Rule 97. Every room on the map will have a tally associated with it, called "visits". This tally will initially be 0 for every room, and is considered part of the state of the game.

Rule 98. At the end of every turn, each room's visits tally will be incremented by 1 for every player whose location was changed to that room during that turn.

Rule 99. Whenever a player's location changes, that player will receive a number of brownie points equal to the new location's visits subtracted from the largest visits tally of any room on the map.

Rule 100. The monkey may carry a maximum of one token at any one time. If the monkey is already carrying a token, it may not acquire another until it has ceased to carry that token. No action may be taken to directly cause the monkey to acquire such a second token (by picking up stealing, or any other means). If a second token's location would be being set to the monkey by means other than a direct action, it will instead be set to the monkey's location.

Rule 101. The mind-control satellite uplink shall have a tally associated with it known as its "power supply charge level", with an initial value of 10. Each time another game entity is caused to do something by virtue of the active player holding this token, the tally shall be decremented by one; no such action may be taken if the tally is zero. If the location of the mind-control satellite uplink is Embedded CPU, and has been continuously for 48 hours, its power supply charge level will be reset to 10.

Rule 102. If a die needs to be rolled to determine something, and it's not specified who must roll that die, then any player may do so. If multiple dice are rolled, the first valid roll posted to the list (and clearly marked what it's for) will take precedence.

Rule 103. Any player who voluntarily drops a prize token in its destination room will be awarded a number of brownie points equal to its value. Any player who voluntarily causes his or her servant to drop a prize token in its destination room will be awarded a number of brownie points equal to half of its value, rounded up. In either case, that player may now choose what room the token's destination will be. If no selection is made by the end of the player's turn, the token's destination is unchanged.

Rule 104. To voluntarily drop The Bus Driver's Lunchbox at its destination, the active player must a) roll a die: the value of the token for the purpose of awarding brownie points will be the result of this roll; and b) choose a room by random selection from the list of all rooms not including the one it is being dropped in. Immediately after it has been dropped and points awarded, its value will revert to 0, and its location will be changed to the chosen room.

Rule 105. The size (in sides) of the die to be used to determine the value of The Bus Driver's Lunchbox will be associated with that token. This size will initially be 18. After each time it's rolled, its size will be set to the size of the next smaller available die. If no such smaller die is available, the token will cease to exist.

Rule 106. If at any time the destination of The Bus Driver's Lunchbox and the location of the Magic Omnibus are not the same room, the destination of The Bus Driver's Lunchbox will immediately be set equal to the location of the Magic Omnibus.

Rule 107. Brigadoon shall be connected to other rooms as normal for the duration of every Tuesday, between midnight GMT and the next midnight GMT. At any other time, it shall be considered not to be connected to any other room.

Rule 108. Immediately after a pie has been created, the active player may choose to rename that pie to any string beginning with "a " or "an " and ending with " pie". The token will still retain the function and capabilities of a generic pie. If the active player does not rename a pie before his or her turn ends, he or she forfeits the right to do so.

Rule 109. There will exist a token called a "personal teleporter". Associated with it will be either the status "burned out" or "fully charged". Its initial status is "burned out", and its initial location is the Blasted Heath.

Rule 110. If the active player is carrying a personal teleporter whose status is "fully charged", that player may choose to invoke the teleporter as an action. Invoking the teleporter involves setting the teleporter's status to "burned out", dropping the teleporter, and then setting one's location to any room on the map of one's choice (in that order). If the player is forbidden to do any of those things, then this action may not take place. The personal teleporter may not be used if the player has moved in the same turn, and the player may not be moved by any other action in the same turn after using the personal teleporter.

Rule 111. If a time bomb esplodes while its location is the same as that of a personal teleporter, then that teleporter's status will be set to "fully charged".

Rule 112. After a player has been awarded brownie points for a prize token being dropped in its destination room, that player is prohibited from taking any action which would cause that token to come into the possession of that player or that player's servant until after the token has been picked up by at least one other player or servant.

Rule 113. Any player may post an intention to donate a given number of brownie points to a specified other player. The other player may accept the donation by posting intent to do so, at which point the donor's brownie points shall immediately decrease by that number and the recipient's brownie points shall immediately increase by the same number. A player may retract any donation which has not yet been accepted by the other player by posting intent to do so.

Rule 114. The game shall contain a pieman who has a location on the map. The initial location of the pieman shall be Central Park.

Rule 115. If the active player's servant's location is the same as the location of the pieman, the player may, as an action, elect to have his servant 'buy a pie'. When this occurs, the player's brownie points tally shall decrease by twenty points and a new token shall be created with the name "a pie" and location equal to the active player's servant. The pieman's location shall then change to a room chosen by random selection by the active player from the set of rooms which are connected to the pieman's current location but not equal to it; the pie is not deemed to have been bought until this is done.

Rule 116. As an action, the active player may have their servant throw a pie at any player, servant or the monkey. The servant may only throw a pie if their location has not been voluntarily changed this turn and their location may not be voluntarily changed after throwing a pie. The servant must be carrying at least one pie in order to throw it, and the pie may only be thrown at a target whose location is connected to but not equal to the throwing servant's location. To throw the pie, the active player shall roll one die; if the result is an even number the pie is deemed to have hit. Should the pie hit, the pie is removed from the game and the target of the pie-throw shall immediately drop all tokens they are carrying. If the pie does not hit, the pie's new location becomes equal to the location of the target.

Rule 117. The current time shall be considered part of the state of the game. Reasonable divergence of clocks shall not be considered to be deception about the current state of the game; however, if there is disagreement, any clock synched by NTP to an atomic timeserver shall be considered to be authoritative. Times may be expressed in terms of whichever timezone a player wishes.

Rule 118. The pie bomb is not a time bomb; it is a booby trap. Whenever any player, servant or monkey enters the location of the pie bomb as the result of an action, the player who took that action must roll one six-sided die in order to complete the action. If the die rolls a six, the pie bomb kersplats and then ceases to exist.

Rule 119. Whenever the pie bomb kersplats, the player whose action was responsible for it must roll a two-sided die for each player, servant or monkey whose location is that of the pie bomb, or whose location is connected to that of the pie bomb, excluding those players, servants, or monkeys not carrying any tokens at the time. Any player, servant, or monkey whose associated die-roll is even shall immediately drop all tokens he/she/it is carrying. If the acting player does not roll all required two-sided dice, then a) the player's action will not have taken place, b) the pie bomb will not have kersplatted, and c) the player will be given one demerit.

Rule 120. If at any time no pie bomb exists, the active player may create one as an action, with value 7, and initial location and initial destination each being chosen by that player by random selection from all rooms on the map.

Rule 121. If any damage tally is greater than 0, the active player may as an action decrement the tally by one and designate a letter position in the name of the room that tally is associated with, and a letter of the alphabet; connectivity for that room shall henceforth be calculated as if that letter were at that position rather than the actual letter. Use of this action causes the active player's brownie point tally to be decremented by two.

Rule 122. At any point in time, one room will be considered "Savage Wilderness". The room on the map with the smallest value of its visits tally, not considering Mornington Crescent, will be the Savage Wilderness. If multiple rooms are tied for this, the Savage Wilderness will be the one of these that comes first in standard order.

Rule 123. If at any time the destination of the Explorer's Compass is not the same as the Savage Wilderness, its destination will be set to whatever room is currently the Savage Wilderness.

Rule 124. The state of the game will contain a list of Dark Gifts. Dark Gifts are special powers that may be attached to players, and each Dark Gift must have a name and a description of its effects. No player has any Dark Gifts initially. When a Dark Gift conflicts with the rules, the Dark Gift takes priority.

Rule 125. [REMOVED]

Rule 126. [REMOVED]

Rule 127. Dark Gifts may be added, changed, or removed by unanimous agreement. When a Dark Gift is removed, any player who currently has that gift will automatically lose it.

Rule 128. Any proposal that has been neither ratified nor declared dead within two weeks from its original posting will, at that time, automatically be considered dead and removed from consideration.

Rule 129. The name of a room for general purposes and the name of a room for connectivity purposes are two separate things; unless otherwise stated, the two will be identical. Rules which refer to changes in names that affect connectivity will only consider the latter name.

Rule 130. Any player who is on both the Passive Voters list and the Passive Turn-Takers list will not receive a demerit under the circumstances of Rule 24.

Rule 131. Any player whose turn ends while their location is the Servant's Quarters shall immediately lose three brownie points.

Rule 132. If the active player's location is the same as the location of the pieman, the player may, as an action, elect to 'buy a bomb'. When this occurs, the player's brownie points tally shall decrease by ten points and a new time bomb token shall be created with the name "a bomb", location equal to the active player, and delay equal to a specified number of days between 1 and 7 (if no number is specified, this defaults to 1). The pieman's location shall then change to a room chosen by random selection by the active player from the set of rooms which are connected to the pieman's current location but not equal to it; the bomb is not deemed to have been bought until this is done.

Rule 133. Immediately after a bomb has been bought from the pieman, the active player may choose to rename that bomb to any string beginning with "a " or "an " and ending with " bomb", other than "a pie bomb". If the active player does not rename a bomb before his or her turn ends, he or she forfeits the right to do so.

Rule 134. Whenever there are no time bombs, a time bomb will be automatically created for every player. Each such bomb will have a delay of 24 hours, a location equal to its associated player, and the name "x's bomb", where x is the name of its associated player.

Rule 135. If the active player has not performed any actions on the current turn other than abandoning one or more Dark Gifts, he/she may obtain a Dark Gift by "metamorphosing". Metamorphosing is an action, and must involve posting a clear statement of which Dark Gift is being obtained. Once the active player has stated intent to metamorphose, he/she may take no other voluntary turn-dependent actions for the remainder of the current turn, except to end that turn or to abandon one or more Dark Gifts.

Rule 136. Each player shall have a tally associated with him or her, called their Puissance. This tally will initially be 1 for every player, and its value is considered part of the state of the game.

Rule 137. Although multiple players may have the same Dark Gift, no player may have the same Dark Gift more than once, or more different Dark Gifts than the value of their Puissance tally. Any Dark Gifts a player may acquire beyond this limit are immediately lost; and if their Puissance tally decreases to below the number they currently have, they immediately lose enough Dark Gifts to bring them back into compliance with this rule, chosen upwards from the end of the list in Standard Order of the Dark Gifts that player possessed. A player may also voluntarily abandon any Dark Gift they currently possess as an action.

Rule 138. Any token whose name, reduced to lower case, contains the string "banana" is a banana token. If the monkey ever has the same location as one or more banana tokens, and is not already carrying a banana token, then the monkey will automatically drop any tokens it is carrying and pick up the banana token that comes first in standard order.

Rule 139. There shall exist a Roster of Quests, which can contain zero or more Quests. This Roster and any Quests on it are part of the state of the game. A Quest has associated with it: an optional name; a colour; three different rooms on the map (labelled "home", "locate", and "goal"); and a value.

Rule 140. Some tokens may be designated "quest tokens". A quest token is associated with a particular Quest. Multiple quest tokens with the same name can exist; if two or more Quest tokens with the same name are ever in the same location, they are all removed from the game, and a new quest token with the same name is created in that location.

Rule 141. Whenever a player's location is equal to a room that is a "home" room of any Quest, a quest token associated with that Quest is created with the name "<colour> primary", where <colour> is the colour associated with that Quest, and a location equal to that of the player, unless the player is already carrying such a token. Whenever a player carrying a quest token with a name containing the word "primary" has his or her location equal to the "locate" room of the associated Quest, the name of that token shall be altered to substitute "primary" with "secondary". Whenever a player carrying a quest token with a name containing "secondary" has his or her location equal to the "goal" room of the associated Quest, the value of that Quest will be added to the appropriate one of the players' tallies, all tokens associated with that Quest will be removed from the game, and that Quest will be removed from the Roster. If multiple players meet this criterion simultaneously, the full value will be awarded to each of the players.

Rule 142. If at any time there are fewer than three Quests on the roster, the active player may create one as an action. To create a Quest, the player, in strict order: may give it a name of his or her choice; gives it a colour of their choice different from any other Quest; chooses by Random Selection a "home" room from the set of all rooms not including Mornington Crescent, a "locate" room from the set of all rooms not including Mornington Crescent or the "home" room, and a "goal" room from the set of all rooms not including Mornington Crescent or the "home" or "locate" rooms; and rolls a 20-sided die. If the result of this roll is 17 or less, the value of the Quest will be that many brownie points; if 18 or greater, the value of the Quest will be one point of Puissance. If the player, having commenced creating a Quest, fails to complete this series of rolls by the end of the turn, he or she will receive one demerit and the Quest will not be added to the Roster.

Rule 143. If the active player or his/her servant is carrying The Bus Driver's Lunchbox, that player may choose to "sacrifice" The Bus Driver's Lunchbox. To do so, the active player must roll a die whose size is the same as the one determining The Bus Driver's Lunchbox's value. The player loses a number of brownie points equal to the result of this die.

Rule 144. Immediately after sacrificing The Bus Driver's Lunchbox, the active player may choose a room by random selection from all rooms not including the location of the entity carrying The Bus Driver's Lunchbox. When this happens, the location of the Magic Omnibus is set to that of the entity carrying The Bus Driver's Lunchbox, and the location of The Bus Driver's Lunchbox is set to the result of the random selection. This opportunity is lost if the active player's turn ends before it's done.

Rule 145. When the location of The Bus Driver's Lunchbox is changed as a result of sacrificing it, the size of the die used to determine its value will be set to the size of the next larger available die. (If no such larger die is available, the token will cease to exist.) Further, the player responsible is prohibited from taking any action which would cause it to come into the possession of that player or that player's servant until after the token has been picked up by at least one other player or servant.

Rule 146. Statements of intent may be posted to the list in advance, provided it is made clear when the player posting them intends them to take effect; they will take effect as if that player had posted them at that time.

Rule 147. Statements of intent posted to the list may be made conditional upon aspects of the state of the game at the time that intent is due to take effect.

Rule 148. Any player added to the game automatically receives 10 brownie points. Any player who manages to accrue three hundred and fifty (350) brownie points will immediately win the game.

Rule 149. If the location of the Bottle Imp becomes a player, or is a player at the time that this rule comes into effect, that player's Puissance shall be increased by one; if the location of the Bottle Imp ceases to be that player, that player's Puissance shall be decreased by one.

Rule 150. Any player whose brownie point tally should reach or exceed the value required to win by Rule 148 while that player is holding the Bottle Imp will instead have their brownie point tally reduced to fifty (50) or one-fifth of such value (rounded down), whichever is the lesser. Any player whose brownie point tally should reach or exceed such value while that player's servant is holding the Bottle Imp will instead have their brownie point tally reduced to one hundred and fifty (150) or one-half of such value (rounded down), whichever is the lesser.

Rule 151. If a room is removed from the map, any Quests which have that room as one of their associated rooms are removed from the Roster of Quests, and all quest tokens associated with them are removed from the game.

Rule 152. If at any time no esploding cigar exists, the active player may create one as an action. Its name, location, destination, and value will be the same as those of the esploding cigar to have most recently existed, except that if this would cause it to be removed immediately from the game, its location will instead be Blasted Heath. Its delay will be one day shorter than that of the esploding cigar to have most recently existed. If this would result in a non-positive delay, the action may not be taken.

Rule 153. The first player to accrue two hundred and fifty points will be considered to achieve "First Honours". If multiple players reach this number of brownie points simultaneously, each will be considered to achieve "Shared Honours".

Rule 154. As part of the properties of a token, that token may be designated 'protected'. Should the rules ever require that a protected token removed from the game, the token shall instead have its location set to the Jaws of Death, unless its location was already the Jaws of Death, in which case it shall be removed from the game.

Rule 155. The game shall contain a robot and a kitten, each of which have a location on the map. The initial location of the robot shall be Embedded CPU, and of the kitten the Lounge.

Rule 156. [REMOVED]

Rule 157. If the robot examines a non-kitten entity, the player causing it to do so loses one brownie point. If robotfindskitten, the player causing it to do so gains 10 brownie points, and the robot's location is set to Embedded CPU and the kitten's location to the Lounge.

Rule 158. [REMOVED]

Rule 159. If the rules ever require that a one-sided die should be rolled, the result of this roll may be assumed to be 1 without any other action being required.

Rule 160. The active player may, during his or her turn, take at most two of the following actions (either two different or the same action twice): * Cause the kitten to move to a room randomly selected from the list of rooms connected to the kitten's location. * Cause the kitten to fly to a room randomly selected from the list of rooms to which it would be possible for the kitten to fly, excluding its current location. * Optionally move the robot, and cause the robot to examine an entity randomly selected from the list of entities which are not the robot and whose locations are equal to the robot's (possibly new) location. If the examination is not completed, no movement will occur.


index - rules - players - map - synonyms - dark gifts - quests