Immutable rules: 100. Who We Are! The name this game is New Rishonomic. The rules may refer to it also as Rishonomic or as Rishon. The first Speaker is Uri Bruck. 101. 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 101-199 are immutable, and Rules 201-299 are mutable. 102. Mutables and Immutables Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted of transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Ruleset may be transmuted regardless of their numbers. 104. 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 favor of the proposal; and (3) the prescribed voting period must have elapsed. 105. Proposals Must Be Written Down 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. 106. Retroactivity No rule may generate any effect that applies retroactively to a time before the generation of the effect. 109. Making Proposals The proper way to make a proposal is to send it by electronic mail to the current Speaker. The Speaker must then distribute the proposal to all Players. The prescribed voting period begins at the moment that the proposal is distributed by the Speaker. 111. 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. 112. At Least One Mutable Rule There must always be at least one mutable rule. The adoption of rule changes must never become completely impermissible. 113. 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. 114. Voting Options Players may vote either for or against any proposal during the prescribed voting period. Players should send their vote by electronic mail to the Speaker before the end of the voting period. Players who do not vote within the prescribed period shall be deemed to have abstained. 115. 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. 116. Numbering Proposals The Speaker shall give each proposal an ordinal number for reference. The numbers shall begin with 301, and each proposal properly submitted will receive the next successive ordinal, whether or not the proposal is adopted. Mutable rules: -------------- 205. The Prescribed Voting Period The prescribed voting period on a proposal is seven days, starting from the moment that the proposal is distributed by the Speaker. 206. When Proposals Take Effect An adopted proposal takes effect at the moment the Speaker anounces it has been adopted. 207. Scoring when a proposal is accpeted. When a proposal is accepted, the player who authored it receives 10 points. Every player who voted against it receives 4 points. When a proposal is defeated the player who authored it loses 10 points, and every player who voted for the proposal receives 4 points. When a proposal to create, repeal or ammend an Immutable rule is adopted, the player who authored it receives 2 additional points, when such a proposal is defeated the player who authored it loses 2 additional points. When a proposal to create. ammend or repeal an Immutable rule is adopted or defeated players do not receive any points that depend on the way they voted. 209. Required Number Of Points To Win The winner is the first player to achieve a score of 180 points. If more than one player achieves this condition simultaneously, all such Players win. When a game ends in this manner: - if there is only one winner, that Player becomes the Speaker, and the old Speaker ceases to be Speaker. - If there is more than one winner, the Speaker selects randomly one of the players, who becomes the new Speaker, and the ld Speaker ceases to be Speaker. - All players' scores are reset to 0 - a new game is begun. All the rules and proposed rule changes retain the status they had at the end of the old game. 211. 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 Players. A call for judgement is then incurred on that statement. 212. Selecting A Judge 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 days in which to accept or refuse the appointment by posting to the Speaker. Any player who does not respond to selection in 3 days is deemed to have refused appointment, and loses 5 points. If a selected player refuses appointment, then a further random selection is made from the remaining pool. 213. Delivering Judgement Having accepted the appointment, a Judge has exactly one week in which to post an official Judgement. A Judge who fails to deliver Judgement within that period is penalized 10 points. 214. Three Possible Judgements There are only three possible Judgements: (1) True; (2) False; or (3) Undecided. A Judgement may be accompanied by reasons an arguments, but any such reasons and arguments form no part of the official Judgement itself. 215. 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. 216. 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 until such a time as it is overturned or superceded. 217. 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 "a different verdict, specified by the proposal". 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 penalized 20 points. 218. 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. 219. Winning By Paradox If the rules are changed so that 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. When the game is won by paradox, then play is suspended for three days, and the Speaker is able to declare a Resolution, which will alter the rule(s) called in judgment by the Paradox Win CFJ in such a way that the paradox is eliminated. If this requires, in the judgment of the Speaker, a complete overhaul of the rule, then the rule is temporarily repealed, and the original author of the most substantive portion of the text (again, in the judgment of the Speaker) is able to rewrite the rule in such a way that its intent in retained while the paradox is eliminated. When the player has created a suitable replacement rule, then that rule is put in place of the questioned rule in the ruleset, as if it was a passed proposal. During the three day game freeze, no proposals or CFJ's may be submitted; all voting periods will be extended by three days, and the game state will not change during that 3 day period. 250. Comments Any text within a proposal which is enclosed within "[" and "]" shall be considered a comment, and will not be included in any rule creation or modification. 251. Pass That Proposal? The required number of votes to pass a proposal to create, ammend or repeal a Mutable rule is 3/5 of the votes legally cast within the voting period. The required number of votes to pass a proposal to create, ammend or repeal an Immutable rule is 3/4 of the votes legally cast within the voting period. A proposal to create a new rule, creates a new Immutable rule if and only if it explicitly states the fact that it is creating an Immutable rule. The required number of votes to pass a proposal to transmute an Immutable rule to Mutable or vice versa is 3/4 of the votes legally cast within the voting period. 252. What is a rule change? A rule change must be one of the following: (1) the enactment repeal, or amendment of a 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. 253. One Player One Vote. Each player has exactly one vote per proposal. 254. Unproposal. When a proposal is made to alter a rule and the alteration is only artificial such as deleting a word or switching some words around then the proposal may not count as a proposal, a player may propose to "unpropose" the proposal . Explanation: a proposal is made and voted on. The "unproposal" is made while the proposal is still valid. Both are voted on. 1.If the proposal passes and the "unproposal" doesn't then the proposal maker gets his points . 2.If the proposal passes and the unproposal passes then the proposal is accepted but no points are allocated to the proposal maker, the "unproposal" maker gets points for his unproposal as usual for a proposal. 3.If the proposal fails then the unproposal is dumped. Note: the speaker will accept only the first "unproposal" on a specific proposal. A proposal may Unpropose itself, by prepending the statement "No, seriously, this is not a proposal." The effect shall be as if the Voting Gnome had unproposed the proposal. Voting on the proposal is implicitly voting the same way on the Unproposal in this case. 255. 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, amended or repealed. 256. Resolving Conflicts 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 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) 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. A Mutable rule may claim precedence over an Immutable rule. However it may not claim precedence over all Immutable rules. Any such claim is void and has no effect. 257. I, the Rule When the first person pronoun, I, appears in a rule, then it is understood to refer to the rule in which it appears. Thus, 'I' is the first person equivalent to 'this rule'. 258. Retracting Proposals A player may retract any proposal he has authored, provided the voting period for the proposal has not elapsed yet, by sending a public message. A proposal which has been retracted this way becomes invalid and is removed from consideration. The player shall lose one (1) point for retracting as proposal. 259. Vacation When a Player needs to leave the game of Rishonomic for a time, for whatever reason, that Player may go "On Vacation" for a time by stating publicly that she is doing so, and the estimated time before her return. That Player will then cease to receive game-related email until such time as she publicly posts to the list that she has returned. Going On Vacation carries no game penalty, other than the obvious pain associated with severance from Rishonomic, which may mean "First Nomic", or may mean "Sovereign Lord of all Nomics", or may mean something else entirely. When a Player goes On Vacation, she shall no longer be considered "active" for the purposes of quorum; that is, the Player's abstention shall not affect the voting process in any way - for the purposes of voting results only, it is as if the Player deregistered the instant she went On Vacation. When the Player returns from Vacation, she is immediately considered to be a fully active, registered Player again, and is able to vote on any Proposals distributed after her return to the game A Player on Vacation shall be ineligible to be selected to judge a Call 260. Non Human Players. I am the rule that keeps track of non-human players. I take precedence over any rule that would disallow a non-human from being registered as a player of Rishonomic. The Voting Gnome is a registered player of Rishonnomic. The number 42 is also a registered player of Rishonomic, but it is not allowed to vote or participate in discussions. The Speaker's Folly is a registered player of Rishonomic. It is not allowed to vote or take part in discussions. Proposals by the Speaker's Folly may only be submitted according to the rules. Non-human players are not counted as active players for the purposes of determining Quorum. 261. The Voting Gnome The nomic entity known as the Voting Gnome exists. It was once a citizen of Ackanomic, but left when the players there attempted to murder it several times. The Voting Gnome will always be posessed by the player who has the highest percentage of his submitted proposals fail. This player shall be known as the Gnome Buddy. A player named Wayne, if such a person should exist, may never be the Gnome Buddy. The Voting Gnome shall be allowed to vote exactly once on every proposal. He shall vote in exactly the same manner as the Gnome Buddy, unless the Gnome Buddy abstains on a proposal, in which case the Gnome shall vote YES. The Voting Gnome is a refugee. Special care should be taken to protect him from the citizens of Ackanomic and their murderous attempts. If two or more players have equal failed proposal percentages, then the Gnome Buddy shall be last player who was solely qualified to be the Gnome Buddy - that is, the last player to hold the title before the multiple Gnome Buddy-qualified-player instance. 262. Mr. Gnome Goes to Internomic The Voting Gnome shall serve as Rishonnomic's liasion to Internomic. The Speechwriter shall be in charge of speech writing for the Gnome. Hence, all communication from the Gnome to Internomic shall be communicated by the Speechwriter. The Speechwriter should attempt to maintain a style consistent with the Gnome in all such communications. Should the Voting Gnome ever be required to make a decision in Internomic, he will make his decision based on the following criteria: If, at the time the task was assigned to the Voting Gnome, fewer than half of the players of Rishonomic have a score greater than the average of the scores of all players, the Voting Gnome shall decide in the affirmative. In all other cases, the Voting Gnome shall decide in the negative. If the Speechwriter desires, he may add a reasoning to the decision, however this reasoning must include a reference to "our Sworn Enemies." The Voting Gnome has an open door policy. Anything submitted by a player to the Speechwriter in the appropriate style, shall be forwarded under the Gnome's Gnome to Internomic. This paragraph defers to all other paragraphs in this rule. 263. Extra Nomic Entities Rishon accepts the existence of other nomics, Internomic and extra nomic entities in as much as is required to join the metagame of Internomic. Rishonomic's liasion to internomic is permitted to act in internomic on behalf of Rishonomic in any manner he sees fit, unless his reactions are restricted by another rule. If no other rules specify who is Liasion to Internomic, the liasion shall be the speaker. 264. Quorum Quorum is defined to be 50% of the active registered players. players who never voted are not considered active registered players for the purpose of determining Quorum. 265. Practicality If a word in the ruleset is misspelled, but its intent is clear or it is spelled correctly elsewhere in the rule, then that word shall be treated as if it were spelled correctly. 266 Hats Hats are a class of entity in Rishonomic. Hats may only be created as described by the rules. For each Hat a player is wearing at midnight in the Speaker's timezone on the first day of each month he shall receive 3 points. A player who is wearing a Hat may put it on another player's head, with the consent of the player receiving the Hat. If a Hat is ever unworn, it is transferred to the Speaker's head. 267 The Thinking Cap There is a unique Hat known as the "Thinking Cap." Whichever player is wearing the Thinking Cap shall be known as the Speechwriter. 269 Bean Counter's Hat There exists a Hat called the Bean Counter's Hat. The player who wears this Hat is responsible for tracking players' scores. Initially the Speaker wears the Bean Counter's Hat. The player who wears the Bean Counter's Hat is known as the Bean Counter. He is often depicted holding an Abacus in his right hand and a miniature Babbage Difference Engine in his left hand. Sometimes he is depicted tearing out what's left of his hair and repeating the phrase :'How did _those_ points get there?' 270. Powedered Wigs There exists a type of hat known as a powdered wig. There are only 3 powdered wigs in existence. At the time this rule is enacted, the powdered wigs are being worn by Idiot Boy (Matt Miller), Flychuckle (Uri Bruck) and Narf (Joshua Nave). When a CFJ is returned, any player may appeal the verdict. If the verdict is appealed, each player with a powdered wig has 7 days to publically state eir opinion on the proper verdict, and eir accompanying reasoning. After all 3 players wearing a powdered wig have spoken, the verdict which received the most votes shall be the final verdict of the CFJ. Should 2 players who own a powdered wig post the same verdict, then the 3rd player who owns a powdered wig is no longer required to post any verdict. Any player who has a powdered wig that does not pose a verdict within the time required of them by this rule shall be forced to pass the hat, eir powdered wig, to another player. E shall also lose 10 points. 271 Proxy Feathers Unless specified otherwise, a Hat's wearer may at any time offer to give the Hat to another player. If that player agrees, then the Hat is given to them. Hat wearers are encouraged to hand off their Hats in this way before going on Vacation, if appropriate. If the current wearer specifies a time of return (which must be later than the time of transfer), then a rainbow-colored Proxy Feather, marked with the current wearer's name and the time specified, is attached to the Hat. The purpose of the Proxy Feather is to return the Hat to the original wearer at the time specified. When the time marked on a Proxy Feather is reached: * If the person whose name is marked on the Proxy Feather is still a player, then the Hat in question is transferred to that player, and all Proxy Feathers attached to the Hat in question are destroyed. * Otherwise, the Hat in question is not transferred, and the Proxy Feather in question is destroyed. 272 Player Registration A person becomes a player by informing the Speaker that he wishes to become one. If he was an observer, he ceases to be one. A person may not become a player if they voluntarily ceased to be a player earlier that month. A player ceases to be one by informing the Speaker that he wishes to cease being one. 274. Days of the Week. Days of the Week There are 7 days in a Rishonomic week. The First day of the week is Flychuckday, followed by Apolloday, Snowday, Idiotday, Varunaday, Alday, and Narfday. For ease of transition, May 1 1997 fell on Varunaday . 275. The Great Galil Rishonomic resides on the inside of a Dyson Cylinder with a radius of 1AU. The Cylinder rotates around its central axis in order to provide gravity for the inhabitants of the cylinder. Around the edges of the cylinder there are walls a thousand kilometers high, prevent the atmosphere escaping the Cylinder. At the center of the cylinder is the sun. The Dyson Cylinder is known to its inhabitants as the Great Galil.