acka-voting Digest Friday, December 18 1998 Volume 03 : Issue 232 ---------------------------------------------------------------------- Subject: Acka: Proposal 3901 rejected From: devjoe@wilma.che.utexas.edu Date: Fri, 18 Dec 1998 00:13:24 -0500 (EST) Proposal 3901 Yes votes: 2/10: proposal rejected Yes: Trent (Giant Objectionable Potato) K 2 No: /dev/joe (Vulcan) Calvin N Hobbes Jenny (The Razor Boomerangs) Vynd (Vulcan) else...if ThinMan (Vulcan) rSiE JT (The Razor Boomerangs) Abstain r-attila the farce (Giant Objectionable Potato) Niccolo Flychuck (MetaMorph) smallpox blanket (Klingon) IdiotBoy (Anti-Voting Preservationist Party) Robin Hood (Anti-Voting Preservationist Party) rufus Studge (Giant Objectionable Potato) MTM (The Razor Boomerangs) Wild Card two-star Vacationing & did not vote: Aunt Froot Euphrates Slakko (SPAM) Subject: Acka: Proposal 3901 Proposal 3901 Well, if she says so Trent Due: Thu Dec 17 19:30:32 1998 Status: rejected renumber Rule 42 to 1 Add the following to the ruleset, in a rule titled "The Queen's Rule": "jam to-morrow and jam yesterday--but never jam to-day." ------------------------------ Subject: Acka: Proposal 3924 From: devjoe@wilma.che.utexas.edu Date: Fri, 18 Dec 1998 00:41:55 -0500 (EST) Proposal 3924 Making Puzzler Work again JT Due: Fri Dec 25 00:41:54 1998 {{[ Well, with the demise of thralls, puzzler became sort of pointless. This creates a few new ways to gain puzzle pieces. ]}} Amend rule 910 (The Ackanomicon) by inserting the following PUZZLE delimited text at the end of the list of available pages. PUZZLE Strange Object (6 pages): The reader of these pages makes a strange journey to a mystical place. Upon the reader posting a short description of this journey, they shall return to Ackanomic with a random APP. The reader has three days to post this description, and until they do, or for three days (whichever is shorter) the player is treated as if they are on a Moon of Acka although they are really only gone in spirit and not in body. PUZZLE Amend rule 913 (Parades) by replacing "All players will take part in the Parade, and will receive one point for so doing." with "All players will take part in the Parade, and will receive one point for so doing. The Guest of Honour will also recieve a puzzle piece of eir choice as long as that piece is not part of a Winnable Bag." Amend rule 1211 (Boons of the Ancients) in the following manners: Remove the text "[weights sum to 100 in this case]". {{[This won't be true, and I see no need to keep it there.]}} Insert the following text as delimited by PUZZLING after section 9h). PUZZLING The Gods are Puzzled. The player recieves an APP of eir choice. This piece may be part of a Winnable Bag. (1) PUZZLING Amend rule 1270 (Puzzle Pieces) by removing any paragraph starting with "Any player (A) other than the Puzzler" if such a paragraph exists. ------------------------------ Subject: Acka: Proposal 3925 From: devjoe@wilma.che.utexas.edu Date: Fri, 18 Dec 1998 03:27:24 -0500 (EST) Proposal 3925 Well if we can all vote, who needs anarchy? Trent Due: Fri Dec 25 03:27:23 1998 i was young and foolish then, i feel old and foolish now {{[now that there are no drastically abusable things (fel pop, govs/paradigms where only an elect few can vote, etc... there's no reason for 3 days of anarchy. Anarchy sucks, as i'm sure we all remember. 2 weeks (3 weeks for most of us) without proposals wasnt any fun, and even 3 days per rebellion is a bit much for me.]}} In rule 320 (Paradigms), replace the text beginning with the 5th paragraph and continuing to the end of the rule with the following LIKE_BUTTER delimited text LIKE_BUTTER If ever more than 50% of all voting players have a rebelliousness characteristic of "on" and any player points this out publicly, then the following events will happen: 1. All players have their rebelliousness characteristic changed to "off". 2. The OiCoRT should pick a Random Paradigm Type other than the Paradigm type active imediately before the Revolution. If that Paradigm Type specifies any other random determinations are to be made at this point then e should do that too. This Paradigm shall become active immediately All rules in this rulesuite take precedence over all other rules. This rule takes precedence over all other rules in this rulesuite. [Link to the paradigms] LIKE_BUTTER repeal rule 320.1 (Paradigm Type: Anarchy) -- Trent Acting CotC, Acting Map-Harfer, Butthead, Crazy French-Scotsman, Daring Adventurer, Dungeon Master, Really Weird, Rules-Harfer, Worker Caste, Weird ------------------------------ Subject: Acka: Proposal 3926 From: devjoe@wilma.che.utexas.edu Date: Fri, 18 Dec 1998 03:29:11 -0500 (EST) Proposal 3926 BOOM BOOM BOOM Trent Due: Fri Dec 25 03:29:10 1998 I was young and foolish then, i feel old and foolish now. Insert the following KABLOOIE-delimited text as Rule 1190, "Mad Bomber Rule Suite" KABLOOIE A player who has lost at least 3 honour and has been in gaol during the current cycle may become a Mad Bomber by publically expressing eir desire to do so. A Mad Bomber can make a mad bomb through the following procedure: 1) E must renounce the world and technology, and spend a week in the Wilds. During this time, e may not post more than 3 messages per day [as if e were in gaol]. At the commencement of this time, e must compose a haiku stating eir intent to do so. A player may not attempt this step more than once per calender month. 2) E must make the bomb and attatch a fuse. This can only be done if e owns a mechanical gadget, an antiquity worth at least A$50 [before the 30% interest], and a garment out of which to make the fuse. While still in the Wilds, e publicly posts a sonnet describing the process of making the bomb out of these components. At this time, if the action succeeds, the garment and gadget are destroyed and the trinket is given to the treasury. Then the Mad Bomber is given a Mad Bomb. Mad Bombs are nonunique, tradeable entities. If e leaves the wilds before making the bomb, e must fulfill the first step again. A Mad Bomber can only make one Bomb per creation, and must fully specify which e is making in eir sonnet. If e does not, the creation fails. To use a Mad Bomb, it must be thrown. Only a Mad Bomber may throw a Mad Bomb. To do so, e must compose a sestina describing the throwing of the bomb, and specify a target that is a location in Ackanomic other than the location of the Mad Bomber. When a bomb is thrown, it has a chance of hitting its target of twice the value of the dexterity characteristic of the Mad Bomber. It has a chance of hitting a random target equal to the value of the strength characteristic of the Mad Bomber. It has a chance of going off as if it had not been thrown anywhere, in the location of the Mad Bomber, equal to the greater of 10 and (40 - the intelligence and wisdom characteristics of the Mad Bomber). The denominator for the determination is equal to the sum of the chances. Exactly one day after a bomb hits its target, it goes off and is destroyed A Member of the Mad Bomber Rule Suite with the title "Mad Bomb Type: XXX", where XXX is replaced with a legal name, defines XXX as a type of Mad Bomb. Such rules may include restrictions on the materials used to make the bomb, the effects that various bombs have on various locations, and any other effect related to the Mad Bomb. If no effect is defined for an interaction of a Mad Bomb type and a location, then the bomb is a dud and explodes harmlessly in a scented cloud of potpourri. The Scaremonger is Custodian of the Mad Bomber Rule Suite and makes all random determinations for Mad Bombs (unless otherwise specified) KABLOOIE Add the following STINK-delimited text as rule 1190.1 , "Mad Bomb Type: Fertilizer Bomb" STINK Fertilizer Bomb Effects on Locations: The Library: The Vault of the Book gets all stinky and covered with fertilizer and no one can enter it for the rest of the month. The Wilds: Bombing The Wilds causes a Wildebeest Stampede, provided that no wildebeest stampede has occurred in the past week. During a Wildebeest stampede, all the animals rumble bandy through Acka. When this happens: The Goose, the Little Lamb, and Phoebe and her Matchbox go Somewhere Else, and all donkeys bray noisily. Then Wildebeests stampede over all unsheltered Ackans, causing em to lose 10 points. Any Player who has a lariat may attempt to lariat a Wildebeest. This is a test of dexterity against the Wildebeest's 17. If this succeeds, the player must wrestle the wildebeest. This is a test of strength against the wildebeest's 20. If a player successfully wrestles a wildebeest, e gets to keep it as a nonunique, tradeable enitity, and becomes a Daring Adventurer. The owner of a Wildebeest may make Wild Wooly Wildebeest Milk as a public action. WWWM is a Frink. The owner of a Wildebeest may also pay the treasury A$10 to make a Wooly Fur Sweater. If a Wildebeest lariating fails, the player who attempted to lariat loses another 5 points for more trampling. Finally, at the end of a stampede, The Brass Monkey climbs to the top of the tallest building in Acka and proclaims "The Makers of the Wildebeest Stampede shall be awarded 10 bonus points!" With that, the Mad Bomber who made the bomb and the Mad Bomber who thew the bomb each gain 10 points. If the same bomber did both, e gets all 20 points. The Ackanomic Institute of Genetic Replication A hole is blown in the containment chamber and the mutants are let loose. There are a total number of mutants equal to twice the number of active players, and they run around until all of them are caught. Mutants are Pesky. Mutants are entities. If a player catches a mutant, e is deemed to have returned it, and is given a random Boon of the Ancients. A player may catch at most one mutant each day. A mutant can be caught by: Hiding in the wilds near the river and luring a mutant with food or frink has a 20% chance of capturing a mutant. A player may try to lariat mutants if e has a lariat. This costs the SHF for a lassoing licence and has a 50% chance of working. A player may try to catch a mutant if e has a BWG Laser or a Highlander's Sword. This has a half chance of destroying the mutant and a half chance of catching it. The above may be tried at most once per day A random active player who has not yet caught a mutant that day automatically catches a mutant each tuesday at noon. If any moon becomes full, all the mutants get frightened and run back to the AIGR. Ackanomic Printing Guild two rules are randomly chosen. The Scaremonger picks a adjective from the lower numbered rule, and the Harfmeister picks a adjective from the higher numbered rule. The two adjectives switch places in the rules. A Moon of Ackanomic: A chunk of cheese is blown off the moon, and a random player is awarded a random cheese. STINK ------------------------------ Subject: Acka: Proposal 3927 From: jtraub@dragoncat.net Date: Fri, 18 Dec 1998 16:39:35 -0500 (EST) Proposal 3927 Contracting Corruption Studge Due: Fri Dec 25 16:39:34 1998 Amend Rule 810 Bridge Building by replacing the SCAM text with the NOSCAM text. SCAM The price must be a nonnegative number of A$ smaller than any other offer made on items of that type and smaller than A$100. Two weeks after this proposal passes, there is a 10% chance each day that the bidding process was closed at a randomly determined hour of the previous day, and all bids after that time were invalid. At that time the lowest bidders on each type of resources are selected in the following manner SCAM NOSCAM The price must be a nonnegative number of A$ smaller than A$100. After January 2, 1999 {{[about a week more bidding after this prop]}} there is a 10% chance each day that the bidding process was closed at a randomly determined hour of the previous day, and all bids after that time were invalid. At that time the lowest bidders on each type of resources (equal bids resolved in the order they were recieved) are selected in the following manner NOSCAM ------------------------------ Subject: Acka: Proposal 3902 accepted From: jtraub@dragoncat.net Date: Fri, 18 Dec 1998 17:01:45 -0500 (EST) Proposal 3902 Yes votes: 7/9: proposal accepted Yes: Trent (Giant Objectionable Potato) K 2 Vynd (Vulcan) else...if Studge (Giant Objectionable Potato) ThinMan (Vulcan) JT (The Razor Boomerangs) No: /dev/joe (Vulcan) Calvin N Hobbes Baa: smallpox blanket (Klingon) Jenny (The Razor Boomerangs) Abstain r-attila the farce (Giant Objectionable Potato) Niccolo Flychuck (MetaMorph) IdiotBoy (Anti-Voting Preservationist Party) Robin Hood (Anti-Voting Preservationist Party) rufus rSiE MTM (The Razor Boomerangs) Wild Card two-star Vacationing & did not vote: Aunt Froot Euphrates Slakko (SPAM) Subject: Acka: Proposal 3902 Proposal 3902 Corporate Transformation ThinMan Due: Fri Dec 18 16:47:21 1998 Status: accepted {{[ My apologies for the rather extreme length of this proposal. This could not be done piecemeal. If you don't want to read it all then just vote yes :-) This is an overhaul of the Organization/Corporation system bringing Corporations back under the Organizational hierarchy. This has the advantage of making Corporations subject to many of the same rule provisions that Organizations are subject to, although some of the relevant rules making provisions for Organizations will still have to be patched up to account for Corporations. This proposal re-establishes a framework rule defining Organizations, which, among other things, will enable players to join Cults (important if Cults are ever to regain Church status) and Political Parties. It also concentrates the rules for Corporation and Political Party formation mostly into one rule. The new Org rule leaves open the possibility of non-player entities being Org members, but does not specifically empower them to be so. The Corporation rule has been rewritten to eliminate (I hope) uncertainty about whether Corporations can perform actions and to account for some minor details like making them disband if there are no shares associated with them, as well as to comply with the recreated Organizations rule. This proposal is written so as to hopefully take into account the potential changes that P3886 may introduce, and it will specifically fix the problem of P3886 making Political Parties nameless entities (which may not own anything, c.f. R500.2). P3886 may still trash all the Parties' names, but that can be fixed by the Parties once they are named entities again. I hestate to ask for P3886's retraction or rejection (in fact I do not so ask) because of the needed mods to the trading rules; nevertheless, I would have liked to have had the Org/Corp mods seperate from the trading mods. This proposal rewrites the Trusts rule so as to avoid paradox claims related to Trust Fund charters. (It is always dangerous to put the authority of the rules behind a single-player created document, even one of limited scope.) This proposal renumbers the Organization rules into a more logical order and groups them together. General Org rules are in 1000-1009, Org Powers are 1010-1019, and specific Org types are 1020-1029. The church rule should probably be moved down to the 1020's, but this proposal does not do so. I would have preferred to flip-flop the assignment of the 1010's and the 1020's, but because of P3886's possible renumberings it was easier to do it as I just described. This prop does not give the ability to use Secret Labs or Excavation Permits back to parties and churches. If the people want that then it can be in another proposal. This prop also does not reintroduce Organization similarity measures. I worked from what was left of the org structure to rebuild something that I believe will work well, but I made no attempt to reverse ancillary changes that were made when Corporations were introduced. There are probably more details that you would find interesting, so read the prop. Because of the degree of flux in which these rules currently abide, most of the rules with significant changes have an entire new text, so you should be able to follow along fairly well. ]}} {{[ ******** ]}} If there is a rule 1009 entitled "Political Parties and Rewarding Party Unity" then renumber it to 1021. If there is a rule 1021 entitled "Political Parties and Rewarding Party Unity" then amend it by replacing its full text with the following COMPLIANT-delimited text: COMPLIANT A Political Party is a type of organization. Being a member of more than one Political Party simultaneously is the Crime of Branch-Stacking. At the end of a proposal's voting period, but before votes on that proposal are counted, if every voting player member of a given organization voted YES on that proposal, and no member of the Party is also a member of another Party, then the political party itself shall cast an additional YES vote on that proposal for every three voting player members it has. Party membership and how players voted are determined based on the facts in force at the end of the voting period for each proposal. A political party may own and Trade A$, Trinkets, Land, Buildings, and organizational Powers. A political party may not offer or accept trades in which it would receive any other kind of entity, but may trade away anything it owns. An additional fee of A$300 is required for the formation of a Political Party. COMPLIANT {{[ ******** ]}} Renumber rule 1003 (Corporations) to 1023. {{[ ******** ]}} Renumber rule 1020 (Organization Miscellany) to 1009. {{[ ******** ]}} Create a new rule numbered 1001 and entitled "Organizations" with the following WESTILLNEEDTHIS-delimited text: WESTILLNEEDTHIS 1. Fundamentals Organizations are named, unownable entities. Players may be members of some types of Organizations, as specified elsewhere in the Rules. If a particular Organization is defined by the rules then it is a Unique Organization, otherwise it is a Player-Sanctioned Organization. 2. Forming an Organization Any player who is not a pseudo-Founder may publically announce his intent to form an Organization. By so doing he becomes a pseudo-Founder. If during the following seven-day period at least two other players publically announce that they wish to join the Organization the pseudo-Founder intends to form then the pseudo-Founder may form the organization by announcing its name, its type, and the names of its initial members (who must be the pseudo-Founder and at least two of the players who publically announced their desire to join), and paying the standard harfer's fee plus any additional fee required for the formation of the particular Organization type specified. The name must be a legal name. Only a pseudo-Founder may perform this action, and upon doing so he ceases to be a pseudo-Founder. If a player is a pseudo-Founder for a contiguous seven day period then he ceases to be one at the end of that period. If the Organization is of a type that may have members (a Membership Organization), then: a) the players specified as the initial members become members of the Organization at the time of the Organization's formation, and b) the pseudo-Founder may specify the initial admissions policy at the time that he forms the Organization; if he does not, then the admissions policy is initially set to Standard. This section of this rule defers to rules that specify a modified or alternative method for the formation of specific types of Organizations. 3. Organization Disbandment A Player-Santioned Membership Organization disbands if it ever has a nonpositive number of members. The rules may specify other conditions under which an Organization disbands or is disbanded. When an Organization disbands or is disbanded, a) any rule-specified procedures for the disbandment of an Organization of its type are carried out; then, b) anything owned by the Organization is transferred to the Treasury; then, c) the Organization ceases to exist and any members it has cease to be members of it. 4. Joining an Organization Every Player-Sanctioned Membership Organization has an admissions policy that describes how entities may become members of that Organization. Only admissions policies defined by the rules are valid; if a Player-Sanctioned Membership Organization ever does not have a valid admissions policy then its admissions policy is set to Standard. Except as specified otherwise elsewhere in the rules, only players are elligible to be members of Organizations. The following are valid admissions policies: a) Standard: the Organization may make an eligible entity become a member of it as an Organizational action, provided that the entity has requested within the past two weeks to become a member of that Organization. b) Open: an elligible entity that can perform public actions may become a member as a public action. c) Privileged Single Player: a particular single member may grant any request for membership in that Organization made by an elligible entity within the past two weeks, thereby causing the entity to become a member. The single member with this ability must be specified. d) Quasi-open: Any elligible entity that requests membership in the Organization becomes a member three days thereafter unless any member refuses the entity admission during that time. e) Communist Single Player: any member may grant any request for membership in that Organization made by an elligible entity within the past two weeks, thereby causing the entity to become a member. In no case shall an entity which is not elligible to be a member of a particular Organization ever become a member of that Organization. If an Organization ever has a member that is inelligible to be a member of that Organization, then that member ceases to be a member of that Organization. Other rules may define other valid admissions policies for specific types of Organizations, or make any of the above policies invalid for for specific types of Organizations. Player-Sanctioned Membership Organizations may change their admissions policies by Organizational Action unless forbidden by other rules. 5. Entity Liberty An entity may leave any Organization of which it is a member as a public action. 6. Actions Organizations may attempt actions as described in other rules. WESTILLNEEDTHIS {{[ ******** ]}} Amend rule 1011 (Corporations) by replacing its text with the following LETSDOITRIGHT-delimited text: LETSDOITRIGHT 1. Fundamentals Corporations are a type of Organization. Corporations may not have members. Corporations may own tradeable entities and Organizational Powers, but not any other type of entity. 2. Shares Shares are nameless, tradeable entities. Each share is associated with a Corporation. Shares may be given to the Corporation with which they are associated without any confirmation or acceptance by that Corporation. If a Corporation ever owns shares associated with itself then those shares are destroyed. All entities that own shares associated with a particular Corporation are stockholders of that Corporation, except that the Treasury is never a stockholder of any Corporation. If an entity owns two-thirds or more of the unburied shares of a particular Corporation then that entity is Chairman of that Corporation; otherwise that Corporation has no Chairman. If a Corporation has a Chairman then all entities owned by that Corporation are treated as if they are owned by that Corporation's Chairman. This paragraph takes precedence over all other rules governing the ownership and transferrence of entities. 3. Corporate Formation At the same time as the formation of a Corporation each initial member receives 40 newly-created shares associated with that Corporation. 4. Corporation Disbandment A Corporation disbands if ever more than one third of the shares associated with that Corporation are in the Treasury, or if there are ever zero shares associated with it. When a Corporation disbands, any shares associated with it are destroyed. 5. Corporate Actions Any stockholder of a Corporation may make a motion to that Corporation. If it is not a valid motion then then it is ignored. Otherwise, the Corporation's stockholders have one week to vote on it. At the end of that week or when sufficient votes have been made such that no additional no additional votes would change the outcome, whichever is sooner, the result of the vote is determined. When the result is determined, the motion passes if entities owning at least two-thirds of the shares voted in favor of the motion, or if entities owning more than one-half of the shares voted in favor and the motion was not privileged. Shares owned by Corporations which do not vote are not counted for determining the final results, but are counted for determining whether the voting period ends. Shares buried in treasures do not count towards either. When a valid motion passes the Corporation attempts the action specified by the motion. The entity which makes a motion automatically votes for it. Entities may change their votes at any time before the result of the vote is determined. 6. Motions Motions are only valid if the Rules say they are. The following are valid, non-privileged motions: a) to accept offered entities b) to change the Corporation's name to another legal name (if attempted this costs the Corporation the standard harfer fee; it fails if the Corporation cannot pay the SHF and succeeds otherwise) c) to make a motion to another Corporation (if it may otherwise do so) d) to vote in a particular way on a motion made to another Corporation (if it may otherwise do so). The following are valid, privileged motions: a) to accept a trade offer requiring the Corporation to transfer entities it owns to another entity, or to offer a trade b) to mint and distribute new shares associated with the Corporation (if performed, this causes the specified number of shares associated with the corporation to be created in the possession of the specified entity; this fails if the specified entity may not own shares) c) to buy a particular Organizational power d) to use an Organizational Power in a specified way e) to disband. Notwithstanding any other consideration, if fewer than three stockholders, other than the Treasury, own shares of a Corporation then the only valid motions for that Corporation are privileged motions (b) and (e) above. 7. Corruption A player may call a Corruption hearing against a Corporation claiming that the entity is abusing the rules. They then become the SEC Inspector (Hearing Harfer) for that hearing. The valid votes are "They're just honest business people, and besides, everyone does it" and "Split 'em up like Ma Bell!". If the result is the former the SEC Inspector must pay the SHF to each of the members or stock holders. If the result is the latter the entity is disbanded and the SEC Inspector receives a bribe, er, payment of twice the SHF from the Treasury. 8. The Principle of Otzma Corporations have no real understanding of the power that lurks in cards. Therefore, if any Corporation owns an Otzma Card, that Otzma Card is destroyed. LETSDOITRIGHT {{[ ******** ]}} Repeal rule 1005 (Shares). {{[ ******** ]}} Renumber rule 1050 (Organizational Action) to 1003. Append the text of rule 1055 (When You Don't Get a Say) to the end of rule 1003, and then repeal rule 1055. {{[ ******** ]}} Rename rule 1008 (Corporate Powers) to "Organizational Powers", renumber it to 1005, and amend it by replacing its full text with the following MOREPOWER-delimited text: MOREPOWER This rule defers to all other rules. Organizational Powers ("Powers" for short) are nameless, non-tradable entities. The Powers an Organization may own are those that the rules explicitly permit Organizations of its type to buy or own. Where the rules say that an Organization may buy a Power of a certain type, what is meant is that the Organization may, as an action, contribute an amount of currency to the Treasury in exchange for a new Power of the type specified, which is then created in that Organization's possession. If a Corporation has a Chairman then any attempt it makes to use an Organizational power fails. MOREPOWER {{[ ******** ]}} Replace all instances in the Rules of the string "Corporate Power" or "Corporational Power", regardless of case, with the string "Organizational Power". {{[ ******** ]}} Renumber rule 1017 (Trusts) to 1027 and amend it by replacing its text with the following DOYOUTRUSTME-delimited text: DOYOUTRUSTME A Trust Fund is a type of Organization. Trust funds may not have members. Trust funds may be formed only by the procedures defined in this rule. Trust Funds may own tradeable entities but not any other kind of entity. A Trust fund may be created by any player who is not a Pseudo-Founder. A legal name and charter for the Trust fund are necessary to fully specify this action. This action fails if the player attempting it does not have at least the standard harfer's fee. If it succeeds then the standard harfer's fee is transferred from the player performing the action to the Treasury, and a new Trust Fund comes into existence with the specified name and charter. A Trust Fund offers and accepts trades, makes gifts, and disbands as specified by its charter. If ever it is otherwise impossible to determine what action (if any) a Trust Fund takes or whether it takes an action at all, then the Trust Fund disbands. Trust Funds are notorious about losing paperwork. If a Trust Fund ever owns an Otzma card then that card is immediately destroyed. [Probably shredded along with a pile of incriminating government documents.] DOYOUTRUSTME {{[ ******** ]}} Repeal rule 1025 (Political Party Admissions). ------------------------------ End of acka-voting Digest V3 #232 *********************************