Proposal 3806
We All Want To Change the World
The Green Ripper
Due: Wed Dec 2 23:44:38 1998
Status: rejected
In Rule 320, "Governments," delete any sentence with the string "50%" in
it. [ There are several Proposals in the works to change this sentence,
so I just want to be able to get it no matter what. For those of you who
like it, never fear; it comes back farther on. ]
In Rule 320, "Governments," replace sections 4 and 5 with the text "4.
When the Revolution ends, the Proto-Government shall become Active. If no
other Rule specifies a means of ending the Revolution, it shall end
exactly one week after it began."
[ & while I'm here ]
In Rule 320, "Governments," replace "1 and 0 respectively" with "1 and 0
respectively."
Create a Rule entitled "ASS Song: Revolution" as a member of the ASS
Rule Suite, containing the following GENERATION-delimited text:
GENERATION
Title: Revolution
Artist: The Beatles
Trigger: 50% or more of all voting players have a Rebelliousness
characteristic of "On" and this fact is pointed out publically.
Cost: A$1917 {{ [ Cheap at half the price! ] }}
Effect: When this Song begins playing, a Revolution begins as described in
Rule 320, "Governments." The Revolution ends only when this Song ceases
to play; this sentence takes precedence over Rule 320. Despite the title,
when this Song begins playing, it shall sound randomly exactly like one of
the Beatles' "Revolution," "Revolution 1," and "Revolution 9."
Duration: One Acka week.
Explanation: "You say you want a revolution, well, you know we all want to
change the world." [The Beatles, "Revolution"] "Shoo bee doo wap, aaah,
shoo be doo wap." [The Beatles, "Revolution 1"] "Number nine, number
nine, number nine, number nine" [The Beatles, "Revolution 9"]
GENERATION
If Proposal 3793 was accepted, replace "one week" in section 4 of Rule
320, "Governments," with "three days," and replace "One Acka week" in the
Rule entitled "ASS Song: Revolution" with "Three Acka days".
Hubert gains a Losing Condition.
Proposal 3808
Head Games
The Green Ripper
Due: Thu Dec 3 00:03:33 1998
Status: rejected
[ Gist: As the title implies, this Proposal plays around with heads. One
can buy heads from the AIGR as usual, or can remove them from the bodies
of opponents vanquished in Duels if one has a Highlander's Sword. (This
provides a reason other than novelty to own an HS.) One can use a head
one has won to win the Thrall of its original owner. Hats stick on Heads
and change ownership when their Heads do. ]
Amend section a) of Rule 594.28, "Blueprint: Highlander's Sword," to read
"If the loser of the Duel owns any attached heads, the winner's Sword
detaches one at random and transfers it to the possession of the winner.
Otherwise, it transfers one of the loser's unattached heads, chosen at
random, to the winner. In any case, if the loser owns a Highlander's
Sword, that Sword destroys itself out of shame." [ Players with no Heads
can no longer become involved in Duels and forfeit any they might be in. ]
Delete section b) of Rule 594.28, "Blueprint: Highlander's Sword." [ The
transferred sword is destroyed anyway, as THERE CAN BE ONLY ONE! uh,
Highlander's Sword per player. ]
Delete the text "If both duelists have a sword, the penalties from the
loser's sword are applied first." from the same Rule. [ Since the
penalties have changed from loss of points to loss of heads, I don't see
why the penalties from the loser's Sword should be applied twice,
causing eir Sword to cut off eir own head. ]
Replace the final paragraph of Rule 594.28, "Blueprint: Highlander's
Sword" [having to do with Sword owners losing points for not being in
Duels] with the text "Each Saturday when the Raft and/or the Oars are
distributed, each player owning a Highlander's Sword who is not involved
in a Duel either as a principal or a Second loses 1 point."
Create a rule numbered 857, entitled "Getting a Head" with the following
BOLEYN-delimited text:
BOLEYN
The Head Shop is a cozy building near Vulcan Headquarters. It is owned by
the Headmaster, who is a unique nontradeable entity and owns himself. The
Headmaster's location is always the Head Shop unless specified otherwise
by the Rules. Any player who is in the Head Shop and owns an unattached
head and a neck without a head attached [ i.e., has more necks than
attached heads ] may pay the Standard Harfer Fee to the Treasury, upon
which the Headmaster will attach the specified head to a vacant neck of
that player; the head then becomes attached to that neck and associated
with the attaching player.
BOLEYN
Create a rule numbered 1372, entitled "Head Games", with the following
LENNON-delimited text:
LENNON
Necks are nontradeable entities. Heads are nontradeable entities which
exist only in two states: attached and unattached. Each head is
associated with exactly one player, which may or may not be its owner.
Heads may only change association or between the attached and unattached
states as described in the Rules. No player may own more attached heads
than e owns necks.
The number of heads a player owns is referred to as eir Head Count. It is
the responsibility of the Dungeonmaster to keep track of each player's
Head Count, the state each Head is in (i.e. attached or unattached) and
the players with which each head is associated. [ An attached head should
always be associated with its owner. ]
If a player has no attached heads, e cannot perform any action for which
the Rules would require em to read (e.g. reading a Scroll of Crumble,
Spell Book of Chorg, or the Ackanomicon) nor can e take any action other
than submitting a public message for which e would be required to speak.
If a player owns no Heads whatsoever, then in addition to the above e
cannot become involved in any Duels and forfeits any Duels e may already
be involved in. However, as having no Heads gives one a remarkably free
and uncluttered perspective on life, the Wisdom characteristic of a player
with no Heads is 3 greater than it would otherwise be, as long as e
remains in that state.
As a public action, a player may invoke Voodoo Mumbo-Jumbo on an
unattached head in eir possession by unambiguously specifying the head in
question and the player with whom that head is associated. In order for
this action to be successful, the player must say "Memo to myself: do the
dumb things I gotta do. Touch X's head." where X is replaced by the name
of the player with whom the head in question is associated. It is also
considered good form for the message to include some truly vile pun about
heads.
If the invocation of Voodoo Mumbo-Jumbo succeeds, the invoking player
becomes the Overlord of the player with whom the head is associated (i.e.,
the latter's Thrall Attribute is set to the name of the invoking player)
and the Head used in the invocation is transferred to the player with whom
it is associated.
LENNON
In Rule 854, "Ackanomic Institute of Genetic Replication," replace the
text "Extra head: Cost -- 50 A$." with the text "Extra Neck: Cost -- 50
A$. An extra neck is created in the purchaser's possession, and the AIGR
will provide free of charge an extra head, created in the player's
possession, associated with that player, and attached to their new neck."
In Rule 931, "Garments, Especially Hats," replace "A player may wear at
most one hat. This rule defers to any rule describing the the number and
type of hats a player may wear." with "A Hat which is worn must always be
worn on a single Head. At the time a Hat is donned, a player must specify
a Head in eir possession which does not already contain a hat on which e
wishes to don it. Thereafter, the Hat becomes so tightly attached to that
Head that if the Head is transferred from Player A to Player B, the Hat
changes ownership likewise. A player may doff a Hat from a Head e owns at
any time, upon which that Hat becomes unworn. {{ Hubert loses 2 points;
Pol Pot gains 2 points. }}"
Create a number of Extra Neck mutations in the possession of each player
equal to one greater than the number of Extra Head mutations which that
player owns.
All Extra Head mutations are destroyed. Each player gains a number of
Heads equal to the number of Extra Neck mutations e owns; these Heads are
created in eir possession, attached to a vacant Neck in eir possession,
and become associated with em.
Proposal 3809
What's one more amendment?
Vynd
Due: Thu Dec 3 00:50:48 1998
Status: accepted
{{[Is this the most amended rule? Anyway... I don't like our system of
handling Justices decling judgement. Specifically, I don't like how the
CFJ stays with the same Cortex, but one or even both of that Cortex's
owners are temporarily replaced. It makes it difficult to keep track of
who is judging what, and its well, messy, at least for me. Under the
proposed system, one Justice declining means that the CFJ is reassigned
entirely.]}}
Amend Rule 217 by replacing the paragraph that follows VI. Declining
Appeal Judgement with the following text:
When a CFJ is assigned to the Supreme Cortex that a Justice or Acting
Justice owns, that Justice or Acting Justice may, as a public action,
decline judgement on that CFJ, provided that the Cortex has not already
returned a verdict. When a Justice or Acting Justice declines judgement on
a CFJ, that CFJ is reassigned using the normal procedures for assigning a
CFJ to a Cortex, except that it may not be assigned to any Cortex which is
owned by a Justice or Acting Justice who has declined judgement on that
CFJ. If this results in there being no Cortexes eligible to judge the
appeal, then the CFJ will be considered by the entire Supreme Court.
Proposal 3810
Teeth For Chewing
Thomas Jute
Due: Thu Dec 3 04:58:43 1998
Status: rejected
{{[As the situation currently stands, 101 prevents both effects of CFJs
from occuring. It stops the retroactive fixes CFJ have been thought to
introduce, and it keeps them from doing anything to games custom. Thus,
there only effects are those which are predefined by other rules (Win
Conditions for example), if this is rejected I think my next prop will be
to repeal 215 as unnecessary.]}}
Amend Rule 215 (Judgement-Rule Interaction) by replacing the TOOTHLESS
delimited text with the DENTURES delimited text.
TOOTHLESS
All Judgements must be in accordance with all the rules in effect at the
time judgement was invoked, and with respect to the
game state at that time. 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.
A statement verified (or nullified) by judgement applies retroactively to
any past game situation it may concern.
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.
TOOTHLESS
DENTURES
All Judgements must be in accordance with all the rules in effect at the
time judgement was invoked, and with respect to the
game state at that time. 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.
A statement verified (or nullified) by judgement applies retroactively to
any past game situation it may concern.
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.
This rule takes precedence over Rule 101, even if Rule 101 says otherwise.
DENTURES
Proposal 3819
It seems fairer this way
Gromit
Due: Fri Dec 4 18:09:51 1998
Status: rejected
Ammend rule 250 (Players and Player States) by replacing the following
text NOW delimited text with the following AFTERWARDS delimited text:
NOW
III. Changing State
A Player may change eir state as a public action by announcing the new
player state, provided e has not changed eir state as a public action
during the past 3 days, and provided e follows all other restrictions
placed on eir ability to change states. When a player voluntarily ceases
to be Vacationing if e did not specify a new player state, e enters the
state e had before going on Vacation. A player may never voluntarily
change eir state to Non-Player, but may have eir state changed to
Non-Player through the action of the rues. Whenever a player's state is
changed, the appropriate following section applies to them
NOW
AFTERWARDS
III. Changing State
A Player may change eir state as a public action by announcing the new
player state provided e follows all restrictions placed on eir ability
to change states. When a player voluntarily ceases to be Vacationing if
e did not specify a new player state, e enters the state e had before
going on Vacation. A player may never voluntarily change eir state to
Non-Player, but may have eir state changed to Non-Player through the
action of the rues. Whenever a player's state is changed, the
appropriate following section applies to them.
If a player changesstate and it is less than three days since e last
changed state then any other player may call a "Here today, gone
tomorrow" hearing on the player at any time within the next three days
and will be the hearing harfer for this hearing. Valid responses are:
"I hear e had forgotten to put the cat out"
or
"I can't think why e's come back so soon"
If the result is the former then there shall be no additional effects.
If the result is the latter then the standard harfer fee shall be
transferred from the player who changed states to the treasury and that
player's state shall be set to what it was immediately before the change
challenged by the hearing. The player may not then change this state for
a week.
AFTERWARDS
Proposal 3821
Auntie Counter-Clockwise
two-star
Due: Fri Dec 4 18:21:52 1998
Status: retracted
Add a new rule to the government rule suite titled "Government Type:
Anti-Democracy" with the following DETOQUEVILLE delimited text:
All active voting players are eligible to vote on proposals.
When the Current Government of Ackanomia is Anti-Democracy, the
following ANTI delimited text goes into effect as though it appeared
between "III. Scoring on Proposals" and "IV. Effect of Proposals which
do not meet Quorum" in rule 207, and the text that is in that place in
that rule loses its effect.
ANTI
If a Modest proposal is accepted, the player who proposed it receives 5
points, and every player who voted NO on it receives 1
point. If a Grandiose proposal is accepted, the player who proposed it
receives 16 points, and every player who voted NO on it
receives 5 points. If a proposal which is neither Modest nor Grandiose
is accepted, the player who proposed it receives 10 points, and
every player who voted NO on it receives 3 points.
If a Modest proposal is rejected, but meets quorum, the player who
proposed it loses 5 points, and every player who voted YES on it
receives 1 point. If a Grandiose proposal is rejected, but meets quorum,
the player who proposed it loses 12 points, and every player
who voted YES on it receives 5 points. If a proposal which is neither
Modest nor Grandiose is rejected, but meets quorum, the player
who proposed it loses 7 points, and every player who voted YES on it
receives 3 points.
Voting NO on a proposal which is accepted, or voting YES on a proposal
which is rejected, is called "anti-voting".
A proposal can only be declared to be Modest or Grandiose as defined by
the Rules.
ANTI
DETOQUEVILLE
Proposal 3822
God Shave the Queen
The Green Ripper
Due: Fri Dec 4 20:42:55 1998
Status: accepted
Create a rule as a new member of the Governments Rule Suite with the title
"Government Type: Puppet Dictatorship" and the following LITHIUM-delimited
text:
LITHIUM
During a Puppet Dictatorship, one player is selected to be the Supreme
Overlord of all Ackanomic. When Puppet Dictatorship is the
Proto-Government the OiCoRT should make a random determination of a single
Player among all voting Players. This player shall become known as the
Supreme Overlord for the duration of this Government. However, it is
well known that the Supreme Overlord has no actual power whatsoever, and
eir only function is to draw attention away from those who actually wield
the power -- the people. To this end, the Supreme Overlord may also be
referred to as the Stalking Horse.
During eir reign, the Supreme Overlord must either Approve or Disapprove
of each Proposal under voting consideration. If e Approves, the Proposal
is accepted, and if e Disapproves, it is rejected. The above, of course,
has no bearing whatsoever on the actual outcome of the Proposal, which is
passed as is normal in any Democracy, but it helps the Supreme Overlord
feel better about emself.
Additionally, while the Overlord rules Supreme, e is allowed to make any
amendment e chooses to the Rules of Ackanomic. These changes have no
actual effect, and all other players are free to laugh, scoff, sneer, or
kindly indulge the Supreme Overlord's whimsies as they see fit.
The Supreme Overlord may renounce eir powerlessness at any time by stating
publically, "OK, this is all very silly and we're going to stop this
nonsense now." In this event, one of the following events will happen,
with the probabilities given below:
1. With the sudden removal of their figurehead, the ruling cabal gives up
in frustration and the Government reverts to Democracy. (50% chance)
2. The powers that be simply replace their puppet with another randomly
chosen individual from among the voting players and go on with their
nefarious Puppet Dictatorship. (45% chance)
3. The entire conspiracy is exposed and all voting players except the
Supreme Overlord are guilty of the Crime of Making X a Laughingstock,
where X is replaced by the name of the Supreme Overlord. In the ensuing
chaos, the Government becomes an Anarchy. (5% chance)
This Rule defers to all other Rules.
{{ The current Government is set to Puppet Dictatorship, with the
submitter of this Proposal as Emperor of Ackanomic. [ Well, I've already
done it once. ] }}
LITHIUM
Proposal 3835
P3773 was a good start
/dev/joe
Due: Sun Dec 6 12:31:59 1998
Status: accepted
This is a Modest Proposal.
{{[ P3773 closed some loopholes related to Share Your Income Otzma Cards;
specifically, it prevents players from being SYI'd on money from an SYI
which they subsequently lose because their SYI gets Go-Fished. It doesn't
close the *other* major loophole with SYIs which is that if you get SYI'd
twice on the same sum of money, you lose it all, or if you get SYI'd 3 times
or more, you have a net loss. This proposal fixes this problem, and also
closes loopholes which allow SYI cards to be played on trinket destructions
(which are supposed to be "conversions" of A$ and should be immune) and
which allow SME cards to be used on all sorts of voluntary things like
gifts, and replaces "money" with A$ since it is not referred to as such
anywhere else in the rules, and makes the "about to pay" in the SME rule
more explicit.]}}
1. Replace the first paragraph of Rule 1240.7 (which currently contains the
following DINGY_GRAY-delimited text):
DINGY_GRAY
An Otzma Card of this type can only be played in the public forum.
When a player plays this a Card of this type e also names another player,
and a sum of money which is at most half of a Valid Sum of Money the named
player received in the preceding three days (All sums of money
received by players are Valid Sums except for amounts received as a
direct result of the playing of one or more Otzma Cards). The Named
player transfers that same amount to the player who played the Card.
DINGY_GRAY
with the following SPARKLING-delimited text:
SPARKLING
An Otzma Card of this type can only be played in the public forum.
When a player plays this a Card of this type e also names another player,
and a positive integral sum of A$ which is at most half of a Valid Sum the
named player received in the preceding three days. The named player
transfers that amount of A$ to the player who played the Card. An Otzma
Card of this type is considered to be played on the Valid Sum the named
player received earliest which is at least twice the sum of A$ named in
the playing of the card; the sum the card is played upon then ceases to be
a Valid Sum.
For the purposes of this rule, all sums of A$ received by players are
Valid Sums for three days after they have been received, except for
amounts received as a direct result of the playing of one or more Otzma
Cards, amounts received as the result of the destruction of one or more
trinkets, and amounts which have previously had Otzma Cards of this type
played on them.
SPARKLING
2. In the Counter-Action paragraph in R1240.7, change "money" to "A$".
3. Replace the first two paragraphs of Rule 1240.6 with the following
COLORSAFE_BLEACH-delimited text:
COLORSAFE_BLEACH
An Otzma Card of this type can only be played in the public forum.
When a player who is about to pay a Valid Sum plays a Card of this type e
announces the name of another player, and a positive integral amount of A$
he wants that player to pay, provided it is at most half what the former
player is about to pay. When the player who played the card first pays a
Valid Sum of at least twice the named amount within the next three days,
if the card has not already been countered, the named player pays the
named amount to the player who played the card; this payment is called
"The Transfer".
For the purposes of this rule, all sums of A$ paid by players are Valid
Sums except for amounts paid as the direct result of one or more Otzma
Cards, and amounts paid as the result of voluntary actions of the player
paying the amount, such as trades, gifts, trinket creations, land
purchases, etc.
Counter-Action: If The Transfer for this card has occurred, the player
who played the card pays the named player the sum of A$ e originally
named plus 10 percent, rounded down to the nearest integer. If The
Transfer for this card has not occurred, the player who played the card
pays the named player 10 percent of the sum of A$ e named, rounded down
to the nearest integer, and The Transfer for this card shall never occur.
COLORSAFE_BLEACH
Proposal 3836
The Fiendish Fluoridators Made Me Do It
Alfvaen
Due: Sun Dec 6 14:14:13 1998
Status: accepted
Create a new rule, numbered 1020, with the title "Conspiracy Theory",
with text as follows(delimited by SMOF):
SMOF
I. Power And Resistance
Each Organization has two Characteristics: Power and Resistance. These
are both zero by default.
An Organization with Power greater than zero is an Organized Group.
An Organized Group which has zero Resistance is an Illuminatus Group.
An Organization with zero Power but Resistance greater than zero is an
Unorganized Group. These organizations, and no others, are considered
to be Groups.
II. Megabucks
Megabucks are tradeable entities, with the exception that they may never
be traded to entities which are not Groups. Organizations which are
Groups are, of course, empowered to own them. An Organized Group may
convert A$100 into a Megabuck at any time as a public action, though it
may not put itself into debt by doing so. If a Megabuck is "spent" as
specified in the Rules, then it is destroyed.
III. Control
{{[ Outright plagiarism of Rule 750...:-) ]}}
Each Group may have a Thrall Attribute. This Thrall Attribute is either
the name of another Group or the null string. If a Group (G) changes its
name, then any Groups whose Thrall Attribute was the old name of the Group
(G) have their Thrall Attributes changed to the new name of Group (G).
When an Organization first becomes a Group, then its Thrall Attribute is
set to "". When an Organization ceases to be a Group, then any Group
whose Thrall Attribute is the name of that Organization has their Thrall
Attribute set to "".
If a Group (G) has a Thrall Attribute which is the name of a Group (H),
then Group (H) may be said to Control Group (G). If a Group (H) Controls
a Group (G), it also Ultimately Controls Group (G); in addition, Group
(H) Ultimately Controls any Group which Group (G) Ultimately Controls.
Any Controlled Group (G) which is not Ultimately Controlled by an
Illuminatus Group has its Thrall Attribute immediately set to "".
If a Group (G), which is not an Illuminatus Group, has a Thrall Attribute
of "", then it is said to be Uncontrolled. [Illuminatus Groups are never
Controlled; they are always the Controllers.]
The Illuminatus Group which Ultimately Controls a Group (I) may be referred
to as Group (I)'s Illuminatus Group. Only Controlled Groups or Illuminatus
Groups are allowed to make attacks. The Groups which are Ultimately
Controlled by a particular Illuminatus Group are the Lackeys of that
Illuminatus Group.
A Group which is directly Controlled by an Illuminatus Group is said to
be Protected by a factor of 1; a Group which is directly Controlled by a
Group which is Protected by a factor of N is Protected by a factor of N+1.
No Uncontrolled Group is Protected in this manner.
IV. Attacks
A particular Illuminatus Group and its Lackeys may, among them, make
two Attacks per calendar week, with the proviso that no single Group may
make two Attacks in the same calendar week. An Attack is initiated by
an Organizational Action on the part of the Illuminatus Group(no matter
which group is actually Attacking), and is considered to actually
occur when the Action succeeds. (No such Action will succeed if it
would exceed the above limits.) When an Attack is declared, it must
specify the Attacking Group, the type of Attack, name another Group(the
Defending Group), which it must be permissible to Attack in this manner,
and a number of Megabucks to be spent on the attack. These Megabucks
may come only from the Attacking Group and its Illuminatus Group.
If the Defending Group is Controlled, then its Illuminatus Group has
three days to initiate an Organizational Action to spend Megabucks in
its defense. Should no such Action be initiated within three days of
the attack, or should the Defending Group be Uncontrolled, then the
Attack's success or failure shall be determined after the three days
are up; otherwise, the determination shall wait for the defending Action
to succeed or fail. Only the Defending Group and its Illuminatus Group
may spend Megabucks this way.
The chance of an Attack succeeding is called the Base Roll, and is determined
differently for different types of attack. The Modified Base Roll(MBR)
begins with value of the Base Roll, and is modified as follows:
For each Megabuck that the Attacking Group, or its Illuminatus Group,
spends on the attack(which amount must be specified as part of the
Action), the MBR is modified upwards by 1.
For each Megabuck the Defending Group spends(which spending must occur
within three days of the attack being announced), the MBR is modified
downwards by 2. For each Megabuck its Illuminatus Group spends in its
defense, the MBR is modified downward by 1.
If the Defending Group is Protected by a factor of 1, the MBR is modified
downward by 10; if by a factor of 2, the MBR is modified downward by 5;
and if by a factor of 3, the MBR is modified downward by 2. (A Protection
factor of 4 or greater has no effect.)
The Final Base Roll, or FBR, is the lesser of 10 and the Modified Base Roll.
[ That is, the Final Base Roll may never be greater than 10; there is always
a chance that any attack will fail. ]
V. Types of Attack
a) Attack to Control
This type of Attack may be aimed at any group except an Illuminatus Group.
The Base Roll in this case is the Attacking Group's Power minus the Defending
Group's Resistance. If the Attack succeeds, then the Defending Group's
Thrall Attribute becomes the name of the Attacking Group.
b) Attack to Neutralize
This type of Attack may be aimed at any Controlled Group. The Base Roll in
this case is the Attacking Group's Power minus the Defending Group's
Resistance, plus six. If the Attack succeeds, then the Defending Group's
Thrall Attribute becomes "".
c) Attack to Destroy
This type of Attack may be aimed at any Organized Group. The Base Roll in
this case is the Attacking Group's Power minus the Defending Group's Power.
If the Attack succeeds, then the Defending Group's Power and Resistance
characteristics are set to 0(i.e. it is no longer a Group).
VI. Outcome of Attacks
It is a Duty of the Org-Harfer to determine the success or failure of Attacks,
when it becomes necessary(as specified above)to do so. In doing so, e must
roll two six-sided dice(using the Dice Server)and sum them together. If this
value is greater than the Final Base Roll, then the Attack fails; otherwise,
the Attack succeeds.
SMOF
{{[ This is of course an outright borrowing from Steve Jackson Games'
"Illuminati". I know we promised we wouldn't do this, back when the
Illuminatus was first proposed, but I guess my resolve was weak.
A bit bare-bones as of now, but I've been tossing this idea around in
my head for a few weeks now and finally decided to put it out there and
anyone else who has ideas for it may Propose them.
Some thoughts I'd had:
--How to gain power and resistance? Population? Org powers? Just plain
spending?
--Alignments: Political Parties "Government"? "Communist" based on SMC
membership policy? Churches "Fanatic"? etc. Or just based on some
kind of Similarity between groups?
--Groups having incomes of Megabucks? This is probably incompatible with
the idea of being able to convert Megabucks back into A$...
--What kinds of Groups may be Illuminatus Groups? Do they need some
kind of Org Power?
--What happens if an Organization ceases to be a Group? Are its Megabucks
destroyed, or redeemed for their A$ value?
--Otzma Cards to mimic the special cards?
--Should there be limitations on how often Groups can transfer Megabucks?
--Groups with transferrable power? How about special abilities?
--What do you gain by Controlling these Groups? I don't want it to have
any effect on anything else the Controlled Group does as an Organization...
--Should there be a limit to the number of Groups a given Group may Control?
]}}
Proposal 3840
Round and round...
else...if
Due: Sun Dec 6 19:52:17 1998
Status: accepted
Retitle rule 1003 "Corporations"
Amend rule 1003 to read as delimited by NEWORGORDER
NEWORGORDER
1. Forming a Corporation
An Corporations is a named unownable entity. Any player may publically announce eir intent to form a Corporation, unless e is a pseudo-Founder.
When a player has done so e becomes a pseudo-Founder for a period of 7-days.
If during those 7 days at least two additional players publically announce that they wish to join the Corporation the pseudo-Founder intends to form, and the pseudo-Founder agrees, then the pseudo-Founder forms the Corporation by announcing the Corporation's name, its type, paying the standard Harfer's Fee, and announceing the name of its members. 120 shares in the Corporation are created and distributed equally among the initial members; excess shares are destroyed.
The name must be a legal name.
2. Corporation Disbandment
The rules may call for the disbandment of an Corporation.
When an Corporation is disbanded, everything owned by the Corporation is transferred to the Treasury, all shares associated with the Corporation are destroyed, and the Corporation is then no more.
3. Corporate Voting
When a motion is made to a Corporation, its stockholders have one week to vote publicly. At the end of that week or when sufficient votes have been made such that no additional votes could change the outcome, the result of the votes will be determined. If the motion was privaleged, the support of entities owning at least two-thirds of the shares is requrired for it to pass; otherwise the support of the owners of a simple majority is needed. Corporations which own shares in the Corporation and do not vote are not counted for the purposes of determining the number of shares neccessary, nor are shares buried in treasure.
4. Motions
Any shareholder may make a motion to a Corporation e owns shares in. The following are valid, non-privaleged, motions:
1) To accept offered entities
2) To change its name to a valid name (which costs the Corporation the SHF, and fails if it does not have an SHF)
3) To make a motion to a partially-owned Corporation
4) To vote on a motion in another Corporation.
The following are valid privaleged motions:
1) To accept a trade or offer entities
2) To disband
3) To mint and distribute new shares associated with the Corporation
4) To operate a Secret Lab or other Corporate equipment.
The maker of the motion is assumed to vote for the motion.
5. 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.
6. 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.
NEWORGORDER
Repeal rule 1004.
Renumber rule 1005 to 1050.
Create rule 1005, "Shares" with the following STOCK-delimited text
STOCK
Shares are nameless, tradeable entities. Each share is associated with a Corporation.
If a Corporation owns a share associated with itself, that share is destroyed.
If a group of Corporations own shares in such a way that no entity other than a member of that group owns shares in any of those Corporations, all those Corporations are immediately disbanded.
If an entity owns two-thirds or more of the shares of a Corporation which are not buried, then all entities owned by that Corporation will be treated as if they are owned by that entity and the Corporation will be known as a Subsidiary; for the purposes of this paragraph, a player who owns n% of a Corporation is treated as owning n% of the shares that Corporation owns. This paragraph takes precedence over all other rules which transfer entities.
STOCK
All societies are turned into Corporations with 120 shares split evenly among their members; any excess shares are destroyed. All entities owned by Political Parties are transfered to a random member of that Party.
Renumber rule 1006 to 1055.
Repeal 1007.
Renumber 1007.1 to 1025, replace all occurances of "Organization" in it with "Political Party", and rename it "Political Party Admissions".
Renumber 1021, and amend it to read as delimited by NEWPOLITICS
NEWPOLITICS
A Political Party is a nameless, unownable entity. 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 Political Party voted YES on that proposal, and no member of the Party is also a member of some other 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.
Any player may publically announce eir intent to form a Political Party, unless e is a pseudo-Founder.
When a player has done so e becomes a pseudo-Founder for a period of 7-days.
If during those 7 days at least two additional players publically announce that they wish to join the Party the pseudo-Founder intends to form, and the pseudo-Founder agrees, then the pseudo-Founder forms the Party by announcing the Party's name, its type, paying A$300, and announcing the name of its members.
NEWPOLITICS
Rename 1008 to "Corporate Powers" and replace every occurance of the word "Organization" in it with "Corporation".
Append to rule 1008 the text "A Subsidiary Corporation may not use Corporate Powers."
In rule 1011 and 1013, replace "Organizational" with "Corporate" and "Organization" with "Corporation".
Repeal rule 1015.
Replace the first two paragraphs of rule 1017 with the following TRUSTCASE-delimited text
TRUSTCASE
A Trust Fund is a type of corporation. When a player announces eir intent to found a Trust Fund, they must also annonuce a charter and a name. If the player can then afford to pay the SHF, the Fund comes into existance with the specified charter, without going throuhg the waiting period and without needing any other players to express interest. Trust Funds may only own tradeable entities.
TRUSTCASE
Replace "$A" in the rest of 1017 with "tradeable entities".
Replace the first sentence of the penultimate paragraph of rule 1017 with "A Trust Fund's charter should specify what is should do with its tradeable entites and when it should accept offered trades."
Repeal rule 1020.
Create rule 1020, "Organization Miscellany" reading as delimited by ORGJUNK
ORGJUNK
A player may call a Tax Evasion hearing against a Church or Political Party, claiming that the entity is abusing the rules. They then become the IRS Investigator (Hearing Harfer) for that hearing. The valid votes are "You're just persecuting them because they donated to your opponent" and "Worse than United Way". If the result is the former the IRS Investigator must pay the SHF to each of the members or stock holders. If the result is the latter the entity is disbanded and the IRS Investigator receives a bribe, er, payment of twice the SHF from the Treasury.
Because Churches are religious, they eschew any pagan symbols. Therefore, if any Church owns an Otzma Card, that Otzma Card is destroyed.
ORGJUNK
Proposal 3849
Infinitesimalia
/dev/joe
Due: Wed Dec 9 02:17:06 1998
Status: retracted
Create a new rule numbered 103 and titled "Infinitesimalia", with the
following ITSY_BITSY-delimited text:
ITSY_BITSY
Whenever, in a single message, a player performs more than one of any
combination of public actions and posts of rule-specified text that cause
some game effect (called "player-initiated events" in this rule), these
events occur in the order they appear in the message, separated by
infinitesimal lengths of time (so that they occur "in order" but also
still all occur at the time the post is deemed to occur). If a player
uses some sort of shorthand to perform several actions in a single
statement, and doesn't specify an order for the events to occur in,
then the order is determined randomly.
Within each infinitesimal time between these events, all automatic events
in the rules that occur as a direct or indirect result of the preceding
player-initiated event will occur, and the next player-initiated event
will not occur until there are no more automatic events waiting to
be processed.
Whenever more than one automatic event is triggered as a direct or
indirect result of another event, the order of these events is determined
as follows:
1. The rules which cause these events are considered in conflict, and
Rule 102 is applied to determine which of them has precedence, and
that one is chosen to occur first. If Rule 102 is not sufficient to
determine one event that has precedence over the others, one event is
chosen randomly. If only one event remains, that one is chosen.
2. The event chosen in step 1 occurs.
3. All automatic events which occur as a result of the event in step 2
occur, as well as all events which occur as a result of those events,
etc., which may result in one or more separate instances of this
procedure happening for those events, which complete before this
procedure ends.
4. If there was more than one event to choose between in step 1, this
entire procedure is repeated, excluding from the set of triggered
events under consideration in that iteration the one event which was
chosen in this iteration's step 1.
This rule takes precedence over all other rules.
ITSY_BITSY
{{[ Whenever something in the rules triggers, all those things happen, and
anything triggered off of that happens, etc., and when all that is through,
whatever we were dealing with before continues, and the series of events
in a public message has the lowest priority of all.
This may break a few things, but considering the apparent brokenness of
the rules that has appeared in the Museum/forgery-scam-win issue, they are
already broken, and this seems to normally be the way things work, or are
designed to work. If this *does* break anything, please fix it; without
this rule as a start, we'll never sort out all our timing issues.
Also, this *finally* codifies the long-standing game custom about things in
public messages happening in sequence but in no actual time, i.e., all
happen at the time stamped on the message. ]}}
Proposal 3850
Nekashtuamani
Alfvaen
Due: Wed Dec 9 20:17:33 1998
Status: accepted
This is a Modest proposal.
Amend Rule 1250.18, "Ye Olde Rusty Lantern", as follows:
Replace the text(delimited by INNU):
INNU
There must be at least two Bards for a tale to proceed, and no more
Bards than benches; any time this is not the case for a particular
instance of Ye Olde Rusty Lantern, that tale is suspended until the
requirements are both met. (In the meantime, Bards are free to join or
leave, but no cards may be played.)
INNU
with the following text(delimited by KASHTIN):
KASHTIN
There must be at least two Bards for a tale to proceed, and no more
Bards than benches; any time this is not the case for a particular
instance of Ye Olde Rusty Lantern, that tale is suspended until the
requirements are both met. (In the meantime, Bards are free to join or
leave, but no cards may be played.) If the game is being played as a
Duel, however, then if at any time there is only one Bard, that player
is the winner.
KASHTIN
{{ If there is a YORL Duel in progress with only one Bard, then that
player wins that Duel. }}