This is BreadMan's translation of PeterSuber's Initial Ruleset into monosyllabic English.
It was inspired by a comment on the NomicBulletinBoard about the FantasyRulesCommittee Round 108, in which all fantasy rules were restricted to words of only one syllable. Their Regular Ordinances had been translated into monosyllabic English. A copy can be found at
http://www.nomic.net/~board/monsyll.html
The Law Game
Set of rules for the start of a game, made new to use words with at most one "foot".
Rules That Can't Change
One-oh-one. All of those in the game must at all times live by all the rules then in force, in the form in which they are then in force. The rules in the Set of Rules for the Start of a Game are in force when a game starts. The Set of Rules for the Start of a Game is Rules One-oh-one to One-one-six (which can't change) and Two-oh-one to Two-one-three (which can change).
One-oh-two. When a game starts, rules less than two times ten times ten can't change, and rules more than two times ten times ten can change. More rules made, and rules switched (that is, changed from can't change to can change or from can change to can't change) can for all counts be can't change or can change, and rules in the Set of Rules for the Start of a Game can be switched for all counts.
One-oh-three. A rule-change is one of these: (1) to make, lose, or change a rule that can change; (2) to make, lose, or change a change of a rule that can change; or (3) to switch a rule that can't change to a rule that can change or a rule that can change to a rule that can't change.
(Note: This means that, at least at the start, all new rules can change; rules that can't change, as long as they can't change, may not be changed or lost; rules that can change, as long as they can change, may be changed or lost; all rules may be switched; no rule must be the same for all time.)
One-oh-four. When one of those in the game plays a sound rule-change, each of those in the game shall vote on it. The rule-change shall be made if it has the votes it needs, but not if it does not have the votes it needs.
One-oh-five. All of those in the game can vote. Each of those that can vote must vote on each rule-change.
One-oh-six. Each sound rule-change shall be in black and white ere those in the game vote on it. If it is made, it shall guide play in the form in which those in the game did vote on it.
One-oh-six plus one. No rule-change may be made ere the end of the vote that made it, even if it says it does. No rule-change may change the past.
One-oh-eight. Each sound rule-change shall have a count. The counts shall start with Three-oh-one, and each sound rule-change shall have the next count, if it is made or not made.
If a rule is lost and then made, it gets the count of the rule-change to make it. If a rule is changed or switched, it gets the count of the rule-change to change or switch it. If a change is changed or lost, the whole rule of which it is a part gets the count of the rule-change to change or lose the change.
One-oh-nine. A rule-change that tries to switch a rule that can't change to a rule that can change is made if all of those that can vote, vote for it, but not if they don't. A rule-change that tries to switch a rule must say so.
One-one-oh. When a rule that can change has a clash with a rule that can't change, the rule that can't change works and the rule that can change shall be all void. For this rule, a rule-change to switch a rule that can't change does not clash with that rule.
One-one-one. If a rule-change is not clear, is bad thought, or can kill play, or if it is more than one rule-change or is a change that does nought, or if it is of no worth, then those in the game may state a change or talk bad of the rule-change ere the vote. A good time must be set for this talk. The one who played the rule-change shall choose the form in which those in the game vote on the rule-change and, if the Judge is not asked to do so, shall choose the time to end talk and vote.
One-one-two. The way to win may not be changed from when one in the game gets n points. The count of n and the means to get points may be changed, and rules that state who wins when play can't go may be made and (while they can change) be changed or lost.
One-one-three. One in the game can quit the game when e wants to. Those in the game can't do worse to one in the game in the game than make em lose.
One-one-four. There must be at least one rule that can change. There must be a way to make a rule-change.
One-one-five. A rule-change that will change rules that let those in the game make a rule-change may be made like a rule-change that does not. A rule-change that will not let those in the game make it may be made. No rule-change or type of move may not be made just when a rule can be used on self.
One-one-six. If the rules do not say when those in the game may or may do a thing, they may do that thing when want to, but a rule-change may not be made when no rule or set of rules lets those in the game make it.
Rules That Can Change
Two-oh-one. Those in the game shall each take one turn, and play goes to the left. Those in the game may not skip or pass turns, or skip parts of turns. Each of those in the game starts with no points.
In mail and web games, play goes to the one in the game with the next last name.
Two-oh-two. One turn is two parts like this: (1) play one rule-change and have those in the game vote on it, and (2) throw one die once and add the count of points on its face to your score.
In mail and web games, don't throw a die, but add to your score the whole count most near to the count of the rule-change less two-nine-one, times the count of votes for the rule change, on top of the count of those in the game. (This yields a count from naught to ten for the first one that plays, with the top more by one each turn; a good rule-change gets more points.)
Two-oh-three. A rule-change is made if all of those that can vote, vote for it, but not if they don't. If this rule is not changed by the time each of those in the game has had two turns, it is changed to "A rule-change is made if more of those in the game vote for it than vote it down, but not if they don't.".
Two-oh-four. If and when a rule-change can be made when one in the game votes it down, those who vote down a rule-change that is made shall get ten points each.
Two-oh-five. A rule-change that is made takes full force at the end of the vote that made it.
Two-oh-six. When a played rule-change is not made, ten points are lost by the one who played it.
Two-oh-six plus one. Each of those in the game has just one vote at all times.
Two-oh-eight. The first one to get ten times ten points wins.
In mail and web games, the first one to get two times ten times ten points wins.
Two-oh-nine. At no time may there be more than five times five rules that can change.
Two-one-oh. Those in the game may not talk of a rule-change that has not yet been played when they are not on the same team.
The rest of this rule is not in force in mail or web games.
Two-one-one. If two or more rules that can change clash, or if two or more rules that can't change clash, then the rule of less count is in force.
If at least one of the rules which clash says that it bows to a rule (or type of rule) or is on top of a rule (or type of rule), then that way shall be in force.
If two or more rules both claim to be on top or both bow, then the count way is in force.
Two-one-two. If those in the game fight on if a move is sound or how a rule works, then the one who had the turn ere the one who has the turn is to be the Judge and make a choice. A fight on a rule may be when one in the game says so. The next one in the game may not start eir turn ere most of those in the game say so.
The choice of the Judge may be dumped if the rest of those in the game vote to dump it, ere the next turn starts. If the choice of a Judge is dumped, then the one who had the turn ere the Judge is the new Judge for the fight, and so on, but no one is to be Judge while e has the turn or while e is on the same team as the one who has the turn.
While the choice of a Judge is not dumped, one Judge makes the choice on each fight ere the next turn starts, on if e is the Judge and what e can do just like other fights.
A new Judge is not bound by the choice of an old Judge. A new Judge may not, though, make a choice on fights not from the turn in which e is Judge. Each choice by a Judge shall be by all the rules then in force; but when the rules say nought, clash, or make no sense on the point of the fight, then the Judge shall think first on what has been done in the past of the game.
Two-one-three. If the rules are changed so that those in the game can't play, or if it can't be found if a move is sound, or if by the best thought of the Judge, not dumped, a move is as sound as it is not sound, then the first one who can't end a turn wins.
This rule is on top of all rules that state who wins.
