Proposal 4053
Warm & Fuzzy
K 2
Due: Fri Feb 5 14:35:11 1999
Status: accepted
This is Not a Modest Proposal.
{{Transfer 2 points each to else...if, /dev/joe and JT from K 2}}
{{[ A Fuzzy voting System ]}}
{{[I have incorporated the changes made by 4024 by permitting players to
place a vote with an absolute value less than or equal to 100 times
their Voting Characteristic. The default value of the Voting
Characteristic is also changed to 3 (permitting votes between +/- 300
for 'the average player' as per the original RFC)]}}
{{[The following modifications were inspired by P2996, authored by
saaremaa]}}
I. Amend rule 2, "Proposals", to replace the third paragraph with this:
"
As soon as possible after a proposal's prescribed voting period ends,
the votes on that proposal shall be posted publicly. The proposal is
then accepted if the proposal's Acceptance Index exceeds its Acceptance
Threshold.
"
II. Amend rule 2-1, "Voting on Proposals", to read:
"
Voting Players may vote an integer with an absolute value less than or
equal to 100 times their Voting Characteristic on each proposal, by
sending their vote to the Tabulator.
Players who vote less than a proposal's Acceptance Threshold are said
to have voted to reject it, while players who vote greater are said to
have voted to accept it.
Votes must be unambiguous and unconditional. A Voting Player may also
choose not to vote on a proposal, which is called abstaining. Voting
Players who do not vote within the prescribed voting period shall be
deemed to have abstained. Voting Players may change their vote up until
the end of the prescribed voting period, but in any case are limited to
one vote per proposal.
A proposal's Acceptance Index is the sum of all votes legally cast
within its prescribed voting period. A proposal's Acceptance Threshold
is 0, unless changed as described in the rules.
The prescribed voting period on a proposal is seven days, starting from
the moment that the proposal is publicly distributed as specified by the
rules.
Entities may vote only as specified by the rules. Non-entities may not
vote.
"
III. Replace the text "It has a Default Value of 2." in Amend Rule 4-4-7
(Voting Characteristic) with "It has a Default Value of 3".
{{The Voting Characteristic of all players is increased to a value one
greater that it was just prior to the acceptance of this proposal.}}
IV. Create a new rule numbered 2-1-2 entitled "Mannna from Heaven" with
the text:
"
Mannna is an ownable entity.
A Trading entity may own a negative amount of Mannna.
When A Proposal's Voting Results are Reported, but prior to any effects
generated by it (including any scoring changes), the following Mannna
changes shall be applied to all players who did not abstain on the
proposal:
a) Players who cast a vote with an absolute value greater than 100 loose
100 less than the absolute value of their vote in Mannna.
b) Players who cast a vote with an absolute value between 60 and 100
gain 50 less half the absolute value of their vote in Mannna.
c) Players who cast a vote with an absolute value less than 60 gain 20
Mannna.
>From the time it is publicly pointed out that a player possesses a
negative amount of Mannna, until it is pointed out that they are out of
debt, that player may only cast votes between 100 and -100.
Additionally, at the time a player's Mannna debt it publicly pointed
out, the player shall by fined either 10% of the absolute value of their
debt in Mannna or 10 Mannna, whichever is greater. This paragraph takes
precedence over all rules governing how a player can vote.
"
V. Amend sub-section 2 of section II of Rule 4-1 (Joining the Game) to
read:
"
2) The new player is paid from the Treasury the sum of A$900 and
receives 100 Mannna.
"
{{All players have 100 Mannna.}}
{{[Don't even think of Patent Infringement]}}
{{[Fix the rest of the rules]}}
VI. Amend Rule 2-2 (Scoring When A Proposal's Voting Results are
Reported) making section VI. to read in full:
"
A proposal is Boring if and only if its Acceptance Index is between -60
and 60 inclusive. The above provisions notwithstanding, no points are
scored by any player as a result of a Boring proposal being accepted or
rejected.
"
VII. Amend Rule 1-7-3 (Paradigm Type: AntiVoting) by replacing the
phrase:
"
Anti-Voting is defined as voting NO on an accepted proposal or voting
YES on a rejected proposal (determined at the end of the prescribed
voting period).
"
with:
"
Anti-Voting is defined as voting to reject an accepted proposal or
voting to accept a rejected proposal (determined at the end of the
prescribed voting period).
"
VIII. Amend Rule 1-7-5 (Paradigm Type: Flow Voting) by replacing the
phrase:
"
Flow-Voting is defined as voting YES on an accepted proposal or voting
NO on a rejected proposal (determined at the end of the prescribed
voting period).
"
with:
"
Flow-Voting is defined as voting to accept an accepted proposal or
voting to reject a rejected proposal (determined at the end of the
prescribed voting period).
"
IX. Amend Rule 2-2-3 (Ackanomic Unity) by replacing the first sentence
with:
"
Should it ever occur that every player eligible to do so should vote to
accept the same proposal then the following shall happen:
"
X. Amend the paragraph which commences "If exactly one of the verdicts
of a Serious Hearing" in Rule 5 (Hearings) to read in full:
"
If exactly one of the verdicts of a Serious Hearing would lead to a
modification of the ruleset, that verdict must receive sufficient votes
such that if it were a proposal it would be accepted, treating votes for
that verdict as votes of 100 and all other votes in the hearing as votes
of -100. In this case, if this particular response would fail to be
accepted, the response that received the second most responses is the
verdict of the Hearing.
"
{{[Potential for a fuzzy hearing system ;-)]}}
XI. Amend Section i under the heading 'Effect:' in Rule 7-16-4 (ASS
Song: Ode to Joy) to read:
"
i) Every player that voted to accept the proposal that triggered the
song gains one point.
"
XII. Replace the text "All players who voted against a Great Work that
was accepted will lose 7 points" where it appears in section III,
[subsection c] in Rule 2-2-2 (Literature) with the text "All players who
voted to reject a Great Work that was accepted will lose 7 points"
XIII. Make Rule 6-4-6 (Scorekeeper) read in full:
"
The Office of the Scorekeeper is a Functional Office. The Duties of the
Scorekeeper are:
(a) maintaining a record of the players' current scores and their
Mannna.
(b) recording each score and Mannna change
(c) detecting and announcing as soon as possible the event of a player
achieving a Winning Condition by points.
(d) announcing when a player has a negative amount of Mannna and when
that has ceased to be the case.
(d) performing any random determinations involved in a process solely
involving Points or Mannna.
"
{{[Make the votes on proposals made under the other rules work]}}
XIV. Create a new rule with number 2-1-3, title "ZZimsy Proposals", and
text:
"
This rule has precedence over all other rules affecting proposal votes.
All proposals distributed after the proposal that created this rule, yet
distributed before this rule was created are ZZimsy Proposals. No other
proposals are ZZimsy.
All YES votes cast on ZZimsy Proposals are converted to votes of 100.
All NO votes cast on ZZimsy Proposals are converted to votes of -100.
All BAA votes cast on ZZimsy Proposals are converted to votes of 0.
Upon it being true that there exist no ZZimsy Proposals whose voting
results have not been reported, this rule repeals itself.
"
Proposal 4054
Minimum Punishments
JT
Due: Fri Feb 5 15:31:17 1999
Status: accepted
Amend rule 3-6 (Criminal Justice) insert the following text as delimited
by MINIMUMS between sections 5 and 6. Renumber the current sections 6
through 10 appropriately.
MINIMUMS
6) A Crime may, when defined by a rule, contain a Minimum Penalty. When a
Crime contains a Minimum Penalty, a verdict of TRUE on the CFCJ must
include at least that Minimum Penalty as party of the actual penalty.
MINIMUMS
{{[After the above renumbering is completed, what used to be 8a is now 9a]}}
Amend rule 3-6 (Criminal Justice) by amending section 9a) to read as
delimited by ENFORCE_MINIMUM
ENFORCE_MINIMUM
8a) Upon a verdict of TRUE, the judge may retain or alter the recommended
penalty. The result will become the actual penalty. This will be imposed
following a 3 day "grace period". If the Crime for which the CFCJ is
submitted specifies a Minimum Penalty, and the actual penalty does not
include at least the Minimum Penalty, then the actual penalty is changed
to include the Minimum Penalty. Failure to include the Minimum Penalty
in the actual penalty is the Crime of Excessive Leniency on the part of
the judge.
ENFORCE_MINIMUM
If Proposal 4050 passed, Amend rule 6-4-4 (Rule-Harfer) by inserting the
following text as delimited by PUNISHMENT at the end of section e).
PUNISHMENT
The Minimum Penalty for commiting the Crime of Number-Crunching is
Impeachment from the office of Rule-Harfer.
PUNISHMENT
Proposal 4055
Let's Get Together
else...if
Due: Sun Feb 7 18:14:38 1999
Status: retracted
Create a child of rule 12-8, name it "Backers", and make it read as=
delimited by FRIENDSANDFAMILY
=46RIENDSANDFAMILY
All player are either Swingers or Non-Swingers. A Non-Swinger may choose=
to Back a Swinger as a public action. If the Swinger and more than half of=
that Swinger's Backers accept the Non-Swinger publicly, than the=
Non-Swinger ceases to Back any other Swingers, and becomes a Backer of the=
Swinger who accepted him. A Backer may cease to Back a Swinger as a public=
action. As a public action, a Backer may approve a Support Payment of a=
specified number of A$. If, within seven days, more than half of the=
Backers of the same Swinger approve the Support Payment, it is Ordered. =
One week after the Support Payment is ordered, all active Backers of that=
Swinger automatically transfer the specified number of A$ to the associated=
Coalition. Backers who don't own the specified number of A$ cease to be=
Backers; this is the only way a Backer can cease to be one involuntarily. =
If a Swingership is Warm, a Backer may publicly approve that it be=
transfered to a specified player. If, within one week, more than half of=
the Backers approve that the Swingership be given to the same player, and=
the player accepts, than the Swingership is transfered to that player. As=
a public action, A Backer may approve changing the Swinger's salary. If=
more than half of the Backers of a Swinger approve the same salary change=
with seven days, the Swinger's salary is set to that amount.
Coalitions are unownable, named entities. Each Swingership has an=
associated Coalition. Coalitions may only own A$ and Point Pointers. A=
Swinger may order eir Coalition to buy PartyChessPieces for the Swinger as=
a public action. The cost of the piece is transfered to the Treasury from=
the Coalition, and the Swinger receives the PartyChessPiece. If the=
Swinger would not be allowed to purchase the Piece, e may not order eir=
Coalition to. Point Pointers are ownable, nameless entities which may not=
be owned by anything other than a Coalition.
=46RIENDSANDFAMILY
Replace section 4 of rule 12-8-4 with "A player may resign eir Swingership=
at any time, at which point it becomes unowned and Warm."
Amend section 2 of rule 12-8-4-1 to read "
a) A Swinger's salary is of the form "a+b". a is the number of raw points=
the Swinger receives, and b is the number of half-shares the Swinger receiv=
es.
b) Every Monday each Swingership receives a number of points equal to the=
number of Swingers (excluding Swingers on Vacation, but including Acting=
Swingers) with equal or lower Weights to be distributed to the Swinger and=
the Backers. First the number of raw points the Swinger receives are taken=
out. Then the remaining points plus one point for each Point Pointer owned=
by the Coalition are distributed so that each Backer receives an equal=
share, and the Swinger receives b halves of that. If the points cannot be=
distributed evenly, as many points as possible are distributed, and the=
Coalition receives one Point Pointer for each point not distributed. =
Regardless, the old Point Pointers are destroyed.
Proposal 4056
Let's Get Together
else...if
Due: Sun Feb 7 22:43:46 1999
Status: accepted
Create a child of rule 12-8, name it "Backers", and make it read as
delimited by FRIENDSANDFAMILY
FRIENDSANDFAMILY
All player are either Swingers or Non-Swingers. A Non-Swinger may
choose to Back a Swinger as a public action. If the Swinger and more than
half of that Swinger's Backers accept the Non-Swinger publicly, than the
Non-Swinger ceases to Back any other Swingers, and becomes a Backer of the
Swinger who accepted him. A Backer may cease to Back a Swinger as a public
action. As a public action, a Backer may approve a Support Payment of a
specified number of A$. If, within seven days, more than half of the Backers
of the same Swinger approve the Support Payment, it is Ordered. One week
after the Support Payment is ordered, all active Backers of that Swinger
automatically transfer the specified number of A$ to the associated
Coalition. Backers who don't own the specified number of A$ cease to be
Backers; this is the only way a Backer can cease to be one involuntarily.
If a Swingership is Warm, a Backer may publicly approve that it be transfered
to a specified player. If, within one week, more than half of the Backers
approve that the Swingership be given to the same player, and the player
accepts, than the Swingership is transfered to that player. As a public
action, A Backer may approve changing the Swinger's salary. If more than
half of the Backers of a Swinger approve the same salary change with seven
days, the Swinger's salary is set to that amount.
Coalitions are unownable, named entities. Each Swingership has an
associated Coalition. Coalitions may only own A$ and Point Pointers. A
Swinger may order eir Coalition to buy PartyChessPieces for the Swinger as a
public action. The cost of the piece is transfered to the Treasury from the
Coalition, and the Swinger receives the PartyChessPiece. If the Swinger
would not be allowed to purchase the Piece, e may not order eir Coalition
to. Point Pointers are ownable, nameless entities which may not be owned by
anything other than a Coalition.
FRIENDSANDFAMILY
Replace section 4 of rule 12-8-4 with "A player may resign eir
Swingership at any time, at which point it becomes unowned and Warm."
Amend section 2 of rule 12-8-4-1 to read "
a) A Swinger's salary is of the form "a+b". a is the number of raw
points the Swinger receives, and b is the number of half-shares the Swinger
receives.
b) Every Monday each Swingership receives a number of points equal to
the number of Swingers (excluding Swingers on Vacation, but including Acting
Swingers) with equal or lower Weights to be distributed to the Swinger and
the Backers. First the number of raw points the Swinger receives are taken
out. Then the remaining points plus one point for each Point Pointer owned
by the Coalition are distributed so that each Backer receives an equal share,
and the Swinger receives b halves of that. If the points cannot be
distributed evenly, as many points as possible are distributed, and the
Coalition receives one Point Pointer for each point not distributed.
Regardless, the old Point Pointers are destroyed.
Proposal 4057
Point of Order
Slakko
Due: Mon Feb 8 14:28:10 1999
Status: accepted
Amend Rule 8-4, "Winning by Points", to read as delimited by AHHA! below:
AHHA!
Points are entities. It is possible for a Player to have a negative number
of points.
The number of points a Player has is commonly referred to as his or her
score; when it is specified that a Player's score is changed, the
appropriate number of points are created or destroyed in order to
accomplish the specified change.
A player's Magic Number is the number of points they need to win a cycle
by points. A player's Magic Number is equal to (500 + 50*C), where C is
the number of cycles that player has won.
A player achieves a Winning Condition at the instant their number of
points first reaches or exceeds their Magic Number in any given Cycle,
provided that no one else has previously had a score reach or exceed their
Magic Number during that cycle.
If the rules specify that a player, other than the ScoreKeeper, gains a
winning condition as a result of having a certain number of points, the
scorekeeper may declare them to have won. If no player objects to the
Scorekeeper's declaration within three days, then the above-mentioned
player wins the Cycle and the winning condition is destroyed. (Otherwise,
the player may still resort to CWCFJ as outlined in Rule 8.)
A Cycle-Win CFJ shall be judged INVALID if it claims a Winning Condition
which is subject to a declaration by the scorekeeper, made according to
the previous paragraph, and no player has objected to that declaration.
If two or more voting players reach their Magic Number at exactly the same
time, as determined by the Scorekeeper, both shall have achieved a
Winning Condition.
If two or more voting players reach the Magic Number at substantially the
same time, and the Scorekeeper, in a good faith attempt, cannot determine
which of the players reached it first, then the players are deemed to have
reached their Magic Numbers at exactly the same time, and the preceding
paragraph shall apply. Making this determination is a duty of the
Scorekeeper.
AHHA!
Amend Rule 8-2, "End of Cycle", by replacing sections f) and g) with the
following ENDHALVE-delimited text:
ENDHALVE
f) All players except the winner have their score halved. The winner has
their score reset to zero.
g) All players receive A$ equal to the change in their score resulting
from the application of section e).
ENDHALVE
Amend Rule 8-2 "End of Cycle", by replacing sections i) and j) with the
following SIMPLE-delimited text:
SIMPLE
i) The cycle number is incremented.
SIMPLE
In Rule 8-2, "End of Cycle" relabel sections k, l, m and n to j, k, l and
m respectively.
In Rule 6-5-6, "Illuminatus", replace "5/6 times the Magic Number" with
"100 points less than eir Magic Number".
Proposal 4062
Generic Proposal Title #4062
K 2
Due: Sat Feb 13 02:04:07 1999
Status: accepted
This is a Modest proposal.
{{[This fixes a small flaw in the Mannna distribution scheme: players
who vote exactly 60 neither lose nor gain Mannna.]}}
{{[Due to entity round rules the point to maximum Mannna gain is
actually at +/-61; this section causes Mannna to be rounded]}}
Replace section b of rule 2-1-2 (Mannna from Heaven) with:
"
b) Players who cast a vote with an absolute value between 60 and 100,
inclusive, gain 50 less half the absolute value of their vote, rounded
down, in Mannna.
"
{{[This fixes a small flaw in the designation of Boring proposals.
Currently a proposal on which everyone voles 10 would not be boring (AI:
~100) while a divisive proposal on which half of players vote 100 and
the other half vote -100 would be.]}}
Amend Rule 2-2 (Scoring When A Proposal's Voting Results are Reported)
making the first sentence of section VI read in full:
"
A proposal is Boring if and only if the majority of votes cast on it
were between -60 and 60 inclusive.
"
{{[In the case were the Acceptance Threshold is 100, if 10 players vote
10 it'll pass even though all players who voted voted to reject under
the current definition.... ]}}
Replace the second paragraph of rule 2-1, "Voting on Proposals", which
reads:
"
Players who vote less than a proposal's Acceptance Threshold are said
to have voted to reject it, while players who vote greater are said to
have voted to accept it.
"
with:
"
Players who vote less than zero on a proposal are said to have voted to
reject it, while players who vote greater than zero are said to have
voted to accept it.
"
{{[This fixes the effect of P4043's self deleting text. I would've
placed this in my own Solstice fixit but JT H*berted me :-)]}}
{{All amendments caused by the application of Proposal 4043 are changed
to Wild Card}}
Proposal 4063
A little power
else...if
Due: Sat Feb 13 13:01:51 1999
Status: rejected
{{[This would allow the Rule-Harfer to set the support needed for a
proposal to pass to a value between 50% and 75%.]}}
Amend rule 2-1 to read "
Voting Players may vote an integer with an absolute value less than
or equal to 100 times their Voting Characteristic on each proposal, by
sending their vote to the Tabulator.
Players who vote less than 0 are said to have voted to reject it,
while players who vote greater than 0 are said to have voted to accept
it. Votes must be unambiguous and unconditional. A Voting Player may
also choose not to vote on a proposal, which is called abstaining.
Voting Players who do not vote within the prescribed voting period
shall be deemed to have abstained. Voting Players may change their vote
up until the end of the prescribed voting period, but in any case are
limited to one vote per proposal. A proposal's Positive Acceptance
Index is the sum of all positive votes legally cast within its
prescribed voting period. Its Negative Acceptance Index is the
absolute value of the sum of all negative votes legally cast within its
prescribed voting period. Its Acceptance Index is equal to the
Positive Acceptance Index divided by the sum of the Positive and
Negative Acceptance Indices. The prescribed voting period on a
proposal is seven days, starting from the moment that the proposal is
publicly distributed as specified by the rules. Entities may vote only
as specified by the rules. Non-entities may not vote.
"
Amend the third paragraph of rule 2 to read "
As soon as possible after a proposal's prescribed voting period ends,
the votes on that proposal shall be posted publicly. The proposal is
then accepted if the proposal's Acceptance Index exceeds its Acceptance
Threshold and the Positive Acceptance Index exceeds its Negative
Acceptance Index.
"
Create rule 6-20-2, "Acceptance Threshold", reading "
As an Official Decree, the Rule-Harfer may set the Acceptance
Threshold to a value between .5 and .75, inclusive as long as it can be
evenly divided by .05, unless the Rule-Harfer has made an Official
Decree within the preceding week.
"
Proposal 4064
Whatsat doin'dare?
K 2
Due: Sun Feb 14 00:57:00 1999
Status: accepted
This is a Modest Proposal.
{{[I thought of this some time after I typed the sentence before this
one. Rules claiming to be Modest Proposals - What Will They Think Of
Next?(tm)]}}
**1** Replace the following text from Rule 2 (Proposals):
"
Otherwise, the proposal itself changes from a proposal to a rule. [It is
assigned a title and number as described in Rules 1-6-2 and 2-3.]
"
with:
"
Otherwise, the proposal itself, excluding any furniture, changes from a
proposal to a rule. [It is assigned a title and number as described in
Rules 1-6-2 and 2-3.]
"
{{[I noticed this while I was writing an unrelated proposal]}}
**2** Amend Rule 1-2-8-2 (Yes Virginia) by replacing the phrase "the
Purple Robes of Justice" with "The Really Big Blue Thing That Doesn't Do
Too Much, Really" where ever it appears in section IV.
{{[I noticed this while searching for a replacement for the Purple Robes
of Justice in the previous amendment]}}
**3** Amend Rule 7-2-3 (Steel Flea) by:
i) deleting the final paragraph which reads "Phoebe's matchbox is a
unique entity."
ii) replacing the last two sentences of the first paragraph with:
"
Likewise her matchbox is an unique ownable entity of indescribable
mechanical complexity. Phoebe owns her matchbox.
{{[I noticed this while I was writing that unrelated proposal I
mentioned earlier - both of these are redundant]}}
**4** Delete the final paragraph of Rule 4-4-5 (Honour).
**5** Repeal Rule 4-4-5-4 (Break on Through to the Other Side)
{{[Are you still here? This comment is minding this place for a
friend.]}}
**6** Delete section b of Rule 6-4-15 (Trinket-Harfer).
{{[b) To keep an accurate record of all Magick names, original values,
and descriptions, and to make that record available to any player on
request.]}}
{{[Oh look another one.]}}
**7** Delete the final paragraph of Rule 6-4-16 (Treasure-Harfer).
{{[The Treasure-Harfer is encouraged to bury these for other players to
find; if e does not, and lets them accumulate in eir possession, then
other players are permitted to sneer.]}}
{{[Who wrote these rules anyway? ;-) Not that we have many multiple
owner entities, but it may be useful to make sure an entity doesn't
become completely unowned just because on of its former owners is on
ice....]}}
**8** Replace subsection b in section VII in Rule 4 (Players and Player
States) with:
"
b) E ceases to own all of eir entities. Any non-tradeable entities which
became wholly unowned after the application of the previous sentence are
destroyed.
"
{{[The sole purpose of this comment is to continue the over commenting
trend of this proposal.]}}
**9** Amend Rule 12-9 (Buried Treasure!) by replacing the final
paragraph with:
"
In the event that the verdict is "the accumulation of money is a great
evil and a burden to the soul", then all entities in The Motherland
become unowned. Additionally the map writer shall pay The Standard
Harfer Fee to the Gold Digger.
"
{{[The Motherland by definition contains only tradable entities - all of
these can be owned by the Treasury - the rules governing unownership
will take care the delivery]}}
{{[Should I put a comment here?]}}
**10** Amend Rule 4 (Players and Player States) by replacing subsection
g of section VI with:
"
g) E ceases to own all of their mimsy entities.
"
{{[Just what the nomic bot was looking for:
Proposal 4065
Titles are entities too!
K 2
Due: Sun Feb 14 00:57:11 1999
Status: accepted
This is a Modest Proposal.
{{[This allows players to retain titles as regulated Entities even after
their removal from the rules.
Unique titles automatically disenfranchise past owners]}}
Create a new rule numbered 7-2-5 with the tittle 'Titled Gentry' and the
text:
"
Thingies (entities and non-entities) that have been defined in the rules
at some time as Titles, and have not have that designation removed,
remain Titles. Titles are entities. Titles defined in the rules as
unique are Unique entities and may have more than one owner.
Where the rules associate a title with a player ['is given', 'is the']
it is awarded to them.
Where the rules disassociate a title from a player ['loses', 'ceases to
be'] they cease to own it.
Unowned titles are destroyed.
When a non-unique title is awarded it is created in the beneficiary's
possession.
When a one, or more players, are awarded a unique title it is
transferred to them from its current owners, or created in their
possession if no such title exists.
Titles may only be created, awarded and destroyed as described in the
rules.
"
Replace the first paragraph of Rule 2-2-6 (Let there be Harf!) with:
"
The Unique Title of Harfmeister exists. If, at any time, no one has the
Title of Harfmeister, the Title is given to the Speaker.
"
Append the following text to the final paragraph of Rule 4-1-2 (Crazy
French-Scotsmen):
"
Crazy Scotsman and Crazy French-Scotsman are both Titles.
"
Make Rule 4-4-5-3 'Honour among Thieves (Take 1)' read in full:
"
If there is one player who has a higher honour score than all other
players, and that honour score is greater than 20, then that player gets
the Unique Title Champion of Honour.
If there is one player who has a lower honour score than all other
players, and that honour score is less than -20, then that player get
the Unique Title Champion of Evil.
The Champion's of Honour and Evil are encouraged to fight, contradict
each other and generally deride everything about the other player.
"
Append the following to the final paragraph of section 3 of Rule 4-5 (A
Degree Proves You're Educated):
"
Degrees are Titles. Players with a degree may place appropriate, yet
cryptic, letters after their name [B(Harf)]. Players with a PhD may use
the prefix Dr and charge exorbitant consultation fees.
"
Append the following text to the end of the final paragraph of Rule 4-6
(Reincarnating Into The Third Cat):
"
The Passive Contemplator and Third Cat are both Unique Titles.
"
Insert the following text as a separate paragraph after the first
paragraph in Rule 4-10 (Awards and Orders):
"
When a player gains a more prestigious title in an Order e loses all
inferior titles in that Order.
"
Amend section vii of Rule 6 (Offices, Commonalities) to read in full:
"
A player may not acquire offices except as specified by the rules.
"
Proposal 4072
Conversion Operation
JT
Due: Fri Feb 19 15:09:10 1999
Status: accepted
{{[This fixes the conversion problems in a slightly more sane way.]}}
{{[
It also reintroduces the concept of Magic Number globally for those
things that still rely on it.
]}}
Create rule 7-4 named 'Points' with the following POINTY delimited text.
POINTY
Points are Operable entities. It is possible for a Player to have a
negative number of points.
The number of points a Player has is commonly referred to as his or
her score; when it is specified that a Player's score is changed, the
appropriate number of points are created or destroyed in order to
accomplish the specified change.
The operation of Conversion is defined for 1 or more points. The
specific Conversions (quantity and result) which may be applied to points
are defined elsewhere in the rules, and only those Conversions defined in
the rules may be performed.
POINTY
Amend rule 8-4 (Winning by Points) by removing the first two paragraphs,
which reads
"
Points are entities. It is possible for a Player to have a negative number
of points.
The number of points a Player has is commonly referred to as his or her
score; when it is specified that a Player's score is changed, the
appropriate number of points are created or destroyed in order to
accomplish the specified change.
"
Create a rule 7-2-5 titled "Acka's Magic Number" with the text as
delimited by MAGIC
MAGIC
There is a unique unownable entity known as the Ackanomic Magic Number.
Whenever any rule refers to 'the Magic Number' or 'a Magic Number' in a
context other than referring to the Magic Number of a specific player,
then that rule shall be read as referring to the Ackanomic Magic Number.
The Ackanomic Magic Number is always displayed on top of the Town Hall
where it can be seen by all Ackans.
The Ackanomic Magic Number may only change as defined by the rules.
When the Ackanomic Magic Number changes, any unquoted sentence in this
rule which reads "The Ackanomic Magic Number has a value of XXXX." where
XXXX is some integer value shall be replaced by the sentence "The
Ackanomic Magic Number has a value of YYYY" without quotes and with YYYY
replaced by the new value of the Magic Number.
The Ackanomic Magic Number has a value of 300.
MAGIC
Renumber rule 8-4-1 (Happiness) to rule 7-2-5-1.
Repeal rule 8-4-2 (Alternative uses for points) and 8-4-3 (Bureaux De
Change).
Create a new rule 7-4-1 titled "Convertable Economics" with the following
text as delimited by CONVERSION
CONVERSION
The following are Conversions are permissible.
Unless otherwise specified, the result of the conversion is in the
possession of the Player performing the Conversion.
Time Limited Conversions:
The following listed conversion may only be performed if a Conversion
from this list has not been performed by the Operating Player within
the prior 14 days.
i) The Conversion of 10 points into an Otzma Card randomly selected
from those types with an F-Designation of Common.
ii) The Conversion of 15 points into an Otzma Card randomly selected
from those types with an F-Designation of Normal or Common.
iii) The Conversion of 20 points into an Otzma Card of a randomly
determined type.
Unlimited Conversions:
The Conversions listed here may be performed any number of time as long
as each individual Conversion is legal.
i) The Conversion of N points into a Party Chess Piece in the
possession of the specified Swinger where N is some integral number
of points, provided that the material value of that Party Chess
Piece is no more than (5 * N)/7, provided that no instance limits
are violated by the Conversion, and provided that the specified
Swinger owns at most 15 Party Chess Pieces after the Conversion.
ii) The Conversion of 10 points into a Benefyt. Benefyts are Tradeable
entities.
iii) The Conversion of 1 points into 2 Ackadollars.
iv) The Conversion of 20 Ackadollars into 1 point.
v) The Conversion of 1 point into 50 Mannna.
vi) The Conversion of 250 Mannna into 1 point.
vii) The Conversion of 1 Ackadollar into 20 Mannna.
viii) The Conversion of 25 Mannna into 1 Ackadollar.
CONVERSION
Amend rule 2-1-2 (Mannna from Heaven) by replacing the following text as
delimited by OLD
OLD
Mannna is an Operable entity.
A Trading entity may own a negative amount of Mannna.
OLD
with the following text delimited by NEW
NEW
Mannna is an Operable entity.
A Trading entity may own a negative amount of Mannna.
The operation of Conversion is defined for one or more Mannna. The
specific Conversions (quantity and result) which may be applied to Mannna
are defined elsewhere in the rules, and only those Conversions defined in
the rules may be performed.
NEW
Amend rule 7-5 (AckaDollars and Trinkets) by inserting the following
text as delimited by CONVERTER before the first paragraph which begins
"The Total Wealth of a named Entity"
CONVERTER
The operation of Conversion is defined on 1 or more AckaDollars. The
specific Conversions (quantity and result) which may be applied to
AckaDollars are defined elsewhere in the rules, and only those Conversions
defined in the rules may be performed.
CONVERTER
Proposal 4073
Blue Thing fix
JT
Due: Sat Feb 20 05:31:01 1999
Status: accepted
This is a modest proposal.
Amend rule 7-18 (Spiro Agnew: Grow a WHAT?!?) by replacing the last
paragraph which currently reads as delimited by SILLY
SILLY
Should The Really Big Blue Thing That Doesn't Do Too Much, Really
remain unused for a period of longer than a week, it will transfer
itself to the possession of the first player to point this out
publically.
SILLY
with the following text as delimited by SENSIBLE
SENSIBLE
If the Really Big Blue Thing That Doesn't Do Too Much, Really has
recharged, and remained charged and in the possession of the same
player for a period of one week, it will transfer itself to the possession
of the first player to point this out publically.
SENSIBLE
Proposal 4074
I'm just a little rusty, Lantern
K 2
Due: Sat Feb 20 05:36:34 1999
Status: accepted
This is a Modest Proposal.
{{[It seems I made a small mistake in starting up the current game of
YORL - functionally it doesn't compromise the game in any way; but it is
slightly against the
rules. All things considered being able to adjust the starting number of
cards is not a Bad Thing anyway :-)]}}
Replace the phrase "Each Bard receives seven cards upon joining." in
Rule 12-3-11 (Ye Olde Rusty Lantern) with:
"
Each Bard receives seven cards upon joining, unless the Barkeep
specified an alternate number at the start of the game.
"
{{The current game of YORL, for which K 2 is Barkeep, is adjusted: to
follow the new rules, so that each Bard receives eight cards upon
joining and that the current
game state (for the game of YORL, as reported by K 2) becomes legal.}}
Proposal 4075
Look at those factors.
K 2
Due: Sun Feb 21 03:54:33 1999
Status: retracted
This is a Modest Proposal.
{{[Currently voting on a proposal is effectively worth a Bonus Vote -
This proposal makes the point <-> Mannna conversions more realistic and
changes the points <-> A$ conversion;]}}
Amend Rule 8-4-3 (Bureaux De Change) if it exists by replacing the text:
"
(i) The conversion of K points into 2 K Ackadollars.
(ii) The conversion of 20 K Ackadollars into K points.
(iii) The conversion of K points into 50 K Mannna.
(iv) The conversion of 250 K Mannna into K points.
(v) The conversion of K Ackadollars into 20 K Mannna.
(vi) The conversion of 25 K Mannna into K Ackadollars.
"
with:
:
(i) The conversion of 1 point into 2 Ackadollars.
(ii) The conversion of 4 Ackadollars into 1 points.
(iii) The conversion of 2 points into 1 Mannna.
(iv) The conversion of 2 Mannna into 1 points.
(v) The conversion of 4 Ackadollars into 1 Mannna.
(vi) The conversion of 1 Mannna into 2 Ackadollars.
"
Amend Rule 7-4-1 titled "Convertable Economics" if it exists by renaming
it "Convertible Economics" and replacing the text:
"
iii) The Conversion of 1 points into 2 Ackadollars.
iv) The Conversion of 20 Ackadollars into 1 point.
v) The Conversion of 1 point into 50 Mannna.
vi) The Conversion of 250 Mannna into 1 point.
vii) The Conversion of 1 Ackadollar into 20 Mannna.
viii) The Conversion of 25 Mannna into 1 Ackadollar.
"
with
"
iii) The Conversion of 1 points into 2 Ackadollars.
iv) The Conversion of 4 Ackadollars into 1 point.
v) The Conversion of 2 point into 1 Mannna.
vi) The Conversion of 2 Mannna into 1 point.
vii) The Conversion of 4 Ackadollar into 1 Mannna.
viii) The Conversion of 1 Mannna into 2 Ackadollar.
"
%submit subproposal Precedence kills intent, News at eleven
This is a Modest Sub-Proposal.
{{[Currently Section 4 of Rule 1-99 (The Dragon) reads:
4) If the knight dies, the attack fails. If the horse dies, the knight
must succeed a constitution test against the Dragon for it to succeed.
If both players survive, the
attack succeeds. Otherwise it fails.
Maybe its just me - but I find this section unclear; The first three
sentences appear to describe all possibilities for the event, so it
seems unreasonable (to me) to interrupt the final sentence as referring
to some other event out side of the probability space (i.e. with 0
probability).
I read the final sentence as referring to cases not covered by the
sentence just prior to it. This would mean either both players survive
or the attack will fail - clearly not the intent. For the sake of my
brain cells, the following makes the situation (hopefully) more clear.
]}}
Replace section 4 of Rule 1-99 (The Dragon) with:
"
4) The attack succeeds if both players survive, or if only the horse
dies and the knight succeeds in a constitution test against the Dragon.
Otherwise the attack fails.
"
%end subproposal
Proposal 4078
Look at those factors II.
K 2
Due: Sun Feb 21 07:40:31 1999
Status: rejected
{{[Currently voting on a proposal is effectively worth a Bonus Vote -
This proposal makes the point <-> Mannna conversions more realistic and
changes the points <-> A$ conversion;]}}
Amend Rule 8-4-3 (Bureaux De Change) if it exists by replacing the text:
"
(i) The conversion of K points into 2 K Ackadollars.
(ii) The conversion of 20 K Ackadollars into K points.
(iii) The conversion of K points into 50 K Mannna.
(iv) The conversion of 250 K Mannna into K points.
(v) The conversion of K Ackadollars into 20 K Mannna.
(vi) The conversion of 25 K Mannna into K Ackadollars.
"
with:
:
(i) The conversion of 1 point into 2 Ackadollars.
(ii) The conversion of 10 Ackadollars into 1 points.
(iii) The conversion of 2 points into 1 Mannna.
(iv) The conversion of 2 Mannna into 1 points.
(v) The conversion of 10 Ackadollars into 1 Mannna.
(vi) The conversion of 1 Mannna into 2 Ackadollars.
"
Amend Rule 7-4-1 titled "Convertable Economics" if it exists by renaming
it "Convertible Economics" and replacing the text:
"
iii) The Conversion of 1 points into 2 Ackadollars.
iv) The Conversion of 20 Ackadollars into 1 point.
v) The Conversion of 1 point into 50 Mannna.
vi) The Conversion of 250 Mannna into 1 point.
vii) The Conversion of 1 Ackadollar into 20 Mannna.
viii) The Conversion of 25 Mannna into 1 Ackadollar.
"
with
"
iii) The Conversion of 1 points into 2 Ackadollars.
iv) The Conversion of 10 Ackadollars into 1 point.
v) The Conversion of 2 point into 1 Mannna.
vi) The Conversion of 2 Mannna into 1 point.
vii) The Conversion of 10 Ackadollar into 1 Mannna.
viii) The Conversion of 1 Mannna into 2 Ackadollar.
"
%submit subproposal Precedence kills intent, News at eleven
This is a Modest Sub-Proposal.
{{[Currently Section 4 of Rule 1-99 (The Dragon) reads:
4) If the knight dies, the attack fails. If the horse dies, the knight
must succeed a constitution test against the Dragon for it to succeed.
If both players survive, the
attack succeeds. Otherwise it fails.
Maybe its just me - but I find this section unclear; The first three
sentences appear to describe all possibilities for the event, so it
seems unreasonable (to me) to interrupt the final sentence as referring
to some other event out side of the probability space (i.e. with 0
probability).
I read the final sentence as referring to cases not covered by the
sentence just prior to it. This would mean either both players survive
or the attack will fail - clearly not the intent. For the sake of my
brain cells, the following makes the situation (hopefully) more clear.
]}}
Replace section 4 of Rule 1-99 (The Dragon) with:
"
4) The attack succeeds if both players survive, or if only the horse
dies and the knight succeeds in a constitution test against the Dragon.
Otherwise the attack fails.
"
%end subproposal
Proposal 4079
Fixing Mediocrity
O Olde Alpha
Due: Sun Feb 21 11:14:58 1999
Status: accepted
This is a Modest proposal.
{{[Whilst refereeing Mediocrity I noted a few possible ambiguities occurred
when a player left the game. I am altering them to the way I harfed the
results and letting pragmatism do its funky thing with my report of the game
state.]}}
In rule 12-3-10 ("Mediocrity") replace the quoted text:
"
During a round, each player other than the Referee sends the Referee a
positive integer in the range of 1 to 2n, where n is the number of players
other than the Referee in the game.
"
with the quoted text:
"
During a round, each player other than the Referee sends the Referee a
positive integer in the range of 1 to 2n, where n is the number of players
other than the Referee at the inception of that game of Mediocrity.
"
And replace the quoted text:
"
If at the end of a round, the sum of the scores of all players is greater
than or equal to twice the number of players
"
with the quoted text:
"
If at the end of a round, the sum of the scores of all players is greater
than or equal to twice the number of current players
"
Proposal 4090
If It Is Thy Will
rice
Due: Mon Feb 22 04:51:08 1999
Status: retracted
If, at any time, there are two or more Proposals in the queue whose game
effect upon resolution would be substantially similar (in the judgment of
a judge, if there is any disagreement) then upon this fact being pointed
out or resolved by CFJ, the following shall happen:
i) all of the similar Proposals but the lowest-numbered shall be
automatically retracted, retroactively to the time their similarity was
first pointed out if necessary [ i.e. if they are resolved before a CFJ ]
ii) if more than two of them were submitted by the same player, that
player shall serve a Gaol sentence of one day for each automatically
retracted Proposal e authored. [ This excuses accidental doublings
but punishes flooding. ]
{{ Retitle to "Substantially Similar Proposals".
Renumber as the Rule-Harfer chooses.
[ Don't know where that one got lost, but /dev/joe & JT showed us why we
need it back...
Don't you hate it when people forget their ending delimiters?
Proposal 4096
Proposal Submission Day
K 2
Due: Mon Mar 1 10:17:36 1999
Status: rejected
This is a Modest Proposal.
Three days after this rule is enacted Proposal Submission Day shall
commence. Despite its name Proposal Submission Day shall last for
exactly one week.
During Proposal Submission Day any Natural Person regardless of their
player state is permitted to submit a proposal to the promotor, who
shall then post it publicly to be voted on.
At the end of Proposal Submission Day this rule shall amend itself by:
i) replacing its last occurrence of Wibble with the date and time
Proposal Submission Day started.
ii) replacing its last occurrence of Tum-Tee-Dump-Tee with the date and
time Proposal Submission Day ended.
iii) deleting all text above this sentence followed by this sentence.
Warm Fuzzies are small spherical entities, fuzzy in texture and
apparently in possession of an internal heat source (possibly powered by
means of a harf induction device).
Any Natural Person who has submitted a proposal, during a completed
Proposal Submission Day is entitled to a Warm Fuzzy.
Any player who is entitled to own a Warm Fuzzy may create one in their
possession as a public action, provided they do not already have one.
A Warm Fuzzy which is owned by an entity which is not entitled to it, is
destroyed.
The following periods of time were Proposal Submission Days:
Wibble through to Tum-Tee-Dump-Tee.
Proposal 4097
Who repealed this anyway?
K 2
Due: Mon Mar 1 10:17:46 1999
Status: retracted
This is a Modest Proposal
{{Re-title this rule "Grease is the Word".}}
Every so often a permitted entities may frob the "hydriae", using one of
the following wibble strategies:
i) tweaking a single letter into another letter
ii) adding a single letter before a particular letter
iii) deleting a single letter
Frobbing the "hydriae" creates a widget, which is the "hydriae" tweaked
according to the chosen wibble strategy.
If the widget appears in the official dictionary, or in the rules, all
quoted occurrences of "hydriae" in this rule are replaced with the
widget.
No player may frob the "hydriae" more than once in quite a while, unless
the "hydriae" has not been frobbed for a while.
The owner of the RBBT may cause it to frob the "hydriae", however, the
RBBT shall teleport to a random player afterwards.
Players and the RBBT are permitted entities.
Once a week is every so often.
A fortnight is a while.
A month is quite a while.
hydriae is The official word of Ackanomic.
Proposal 4099
?
K 2
Due: Mon Mar 1 14:59:28 1999
Status: accepted
Declared Harfy by rice at tue, 23 feb 1999 02:52:20 -0500 (est)
This is a Modest Proposal
{{Re-title this rule "Grease is the Word".}}
Every so often permitted entities may frob the "hydriae", using one of
the following wibble strategies:
i) tweaking a single letter into another letter
ii) adding a single letter before a particular letter
iii) deleting a single letter
Frobbing the "hydriae" creates a widget, which is the "hydriae" tweaked
according to the chosen wibble strategy.
If the widget appears in the official dictionary, or in the rules, all
quoted occurrences of "hydriae" in this rule are replaced with the
widget.
No player may frob the "hydriae" more than once in quite a while, unless
the "hydriae" has not been frobbed for a while.
The owner of the RBBT may cause it to frob the "hydriae", however, the
RBBT shall teleport to a random player afterwards.
Players and the RBBT are permitted entities.
Once a week is every so often.
A fortnight is a while.
A month is quite a while.
"hydriae" is The official word of Ackanomic.