1. Follow the Rules. (Immutable)
All players must always abide by all the rules then in effect, in the form in which they are then in effect.

2. Rule forms. (Immutable)

Initially, rules 1-16 immutable and rules 17-30 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 Initial Set may be transmuted regardless of their numbers.

3. Definition of Rule Change. (Immutable)

A rule change may be one of the following:
1. The enactment, amendment or repeal of a mutable rule
2. The transmutation of a mutable rule to immutable or vice versa

An Immutable rule, so long as it remains immutable, may not be ammended or repealed.

4. Adopting proposals. (Immutable)

All proposals made in the proper way shall be voted on. Two 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 favor of the proposal.

5. Proposals must be written down. (Immutable)

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

6/1. Eligible voters. (Mutable)

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

7. Retroactivity. (Immutable)

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.

8. Rule Changes That Affect Rule Changing Rules (Immutable)

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.

9. Proposal and Rule numbering. (Immutable)

Each proposal shall be given an integer number for reference. The first proposal shall be given the number 1 with each successive proposal given the next higher integer for reference.

The ordinal number of a rule changed by a proposal shall be determined by the proposal with the following limitations:
1) The number may be any integer value that is not already attatched to a rule that is less than the current highest rule number.
2) The number may be X+1 where X is the current highest rule number.

In addition to ordinal numbers, rules also have ammendment numbers. The ammendment number follows the ordinal number and then a forward slash (/) and is incremented, starting at zero, everytime a particular rule is ammended. (E.g. Rule 27 that has been ammended 4 times would read rule 27/4.) The ammendment number may be exclueded when it is zero.

10. Permissibility Of The Unprohibited (Immutable)

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

11. Transmutation of Immutables (Immutable)

Rule changes that transmute immutable rules into mutable rules may be adopted if and only if recieves a 2/3 supermajority in favor of it and a quorum is achieved.

12. Resolving conflicts. (Immutable)

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. Rules changes that transmute immutable rules into mutable rules will be effective if and only if they explicitly state their transmuting effect.

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 lowest 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 supercede the numerical method for determining precedence. 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. Mutable rules always defer to Immutable rules.

13. Proposal augmenting. (Immutable)

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.

14. Winning. (Immutable)

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 continue may be enacted and (while they are mutable) be amended or repealed.

15. Leaving the game. (Immutable)

A player may not be restricted from leaving the game for any reason. In order to leave the game a player only has to state that he is doing so in the public forum.

This rule takes precedence over all other rules.

16. At least one mutable rule. (Immutable)

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

17. Voting Options (Mutable)

Players may vote for a proposal, against a proposal, or vote "abstain" on a proposal.

18. Quorum. (Mutable)

Quorum is defined as 50% of the active players.

19. N (Mutable)

The number of points needed in order to win (N) is 100.

20/1. Speaker (Mutable)

The Speaker's duties include receiving and recording the votes on proposals, announcing the official results of votes, appointing players to act as judges when necessary, announcing which active players have become eligible, ineligble, and what players if any, are inactive, and suspending the game should it, in his opinion, be needed. A Speaker's suspension of a game may be overruled by a majority vote of the players.

After the end of each proposal round the player that recieved the most points in that round shall become the Speaker. If two or more players recieve the most points then they may choose amongst themselves who will be the Speaker. If they cannot resolve the matter, then the current Speaker shall choose who will succeed him.

Fredbear is the first Speaker.

21. Turns. (Mutable)

During the course of a turn each player may propose up to two rule changes. There will be a period of 1 week (seven days) when proposed rule changes may be made. After this period there will be a 1 week period where players may vote. All votes shall be Mail>ed to the Speaker. All players begin with zero points.

22. Die stuff (Mutable)

After the results of voting on rule changing proposals is finished one seven-sided die will be thrown once for each proposal adding the number of points on its face to the score of the proposer.

23. Votes for passage. (Mutable)

A rule change is adopted if and only if the vote has more votes for the proposal than against it among the eligible voters.

24. Points for opposition. (Mutable)

Players who vote against winning proposals shall receive 3 points apiece.

25. Timing. (Mutable)

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

26. Number of votes. (Mutable)

Each player always has exactly one vote.

27. Number of Mutable rules. (Mutable)

At no time may there be more than 25 mutable rules.

28. Rule Precedence. (Mutable)

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 precedence. 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.

29. Judgement. (Mutable)

1) Any player who has a question or complaint about any matter concerning the laws and their interpretation may address their statement to the Speaker. A call for judgement is then incurred on that statement.
2) When Judgement has been called for, a Judge is randomly selected from among the other registered players by the Speaker. The player selected has 3 working days in which to accept or refuse the appointment by posting to the Speaker. Any player who does not respond to selection in the 3 days is deemed to have refused appointment. If a selected player refuses appointment, then a further random selection is made from the remaining pool.
3) Having accepted the appointment, a Judge has exactly one week in which to post an official Judgement.
4) There are only three possible Judgements: (1) True; (2) False; or (3) Invalid. A Judgement may be accompanied by reasons and arguments, but any such reasons and arguments form no part of the official Judgement itself.
5) 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.
6) If any player feels the judgement is wrong, he may appeal it by addressing said feelings to the Speaker. The Speaker shall inform the players and shall ramdomly select two judges from the remaining pool to judge the appeal. In order to overrule the original judgement both judges must agree that the orginal judgement was in error. In that case the orginal call for judgement shall repeat the process from step 1.
7) 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 until such a time as it is overturned or superceded.

30. Winning by paradox. (Mutable)

If the rules are changed so that further play is impossible, or if the legality of a move is impossible to determine with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player who is unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner.

31. (Mutable)

The name of this nomic shall be Prism BBS Nomic.