[Rules 1-100] [Rules 101-200] [Rules 201-300] [Rules 301-400] [Rules 401-500] [Rules 501-600]


Rule 401/0(m,i) : Land
Berserker Nomic takes place on a 50 by 50 hexagonal grid with the grain running north-south and the first column superior. Hexes are numbered xxyy where xx is the column number and yy is the row number, running from 00 in the west and south to 49 in the north and east. [[Thus, 2314 would be hex 14 in column 23.]] Each hex represents 1 unit of land.

A hex may be owned by only one entity at a time.

All land is initially public property. At least 50 hexes must remain public property at all times.

Anything built within a hex may not be moved from that hex.

0. Created by Proposal 401, 15 January 1999
0. Repealed by Proposal 452, 14 March 1999

Rule 402/0(m,i) : Office of the Treasury Minister
The Treasury Minister is an elected Official whose duties consist of:

1. Paying Official's salaries from the Treasury.
2. Purchasing sufficient spam to support non-player game entities.
3. Purchasing sufficient widgets so as to replenish those expended for maintenance.
4. Preventing the Treasury from going into debt.
5. Submitting a turnly report on relevant matters to the mailing list.

The Treasury Minister, at his/her discretion, but no more than once per turn, may:

1. Auction public lands.
2. Authorize the minting of Subers, to be placed in the Treasury.
3. Authorize the destruction of Subers, to be removed from the Treasury.

The Treasury Minister, at his/her discretion, may:

1. Purchase lands from other game entities with funds from the Treasury.
2. Purchase commodities with funds from the Treasury.
3. Sell commodities held by the Treasury.

The Treasury Minister shall receive the standard salary for each full turn he/she holds Office.

Rule 402/1(m,i) : Office of the Treasury Minister
The Treasury Minister is an elected Official whose duties consist of:

1. Paying Official's salaries from the Treasury.
2. Purchasing sufficient spam to support non-player game entities.
3. Purchasing sufficient widgets so as to replenish those expended for maintenance.
4. Preventing the Treasury from going into debt.
5. Submitting a turnly report on relevant matters to the mailing list.

The Treasury Minister, at his/her discretion, but no more than once per turn, may:

1. Auction public lands.
2. Authorize the minting of Subers, to be placed in the Treasury.
3. Authorize the destruction of Subers, to be removed from the Treasury.

The Treasury Minister, at his/her discretion, may:

1. Purchase lands from other game entities with funds from the Treasury.
2. Purchase commodities with funds from the Treasury.
3. Auction commodities held by the Treasury.

The Treasury Minister shall receive the standard salary for each full turn he/she holds Office.

Rule 402/2(m,i) : Office of the Treasury Minister
The Treasury Minister is an elected Official whose duties consist of:

1. Paying Official's salaries from the Treasury.
2. Preventing the Treasury from going into debt.
3. Submitting a turnly report on relevant matters to the mailing list.

The Treasury Minister, at eir discretion, but no more than once per turn, may:

1. Auction public lands.
2. Mint new Subers in an ammount not to exceed 200f the total Subers already in play, to be placed in the Treasury.
3. Authorize the destruction of Subers, to be removed from the Treasury.

The Treasury Minister shall receive the standard salary for each full turn e holds Office.

Rule 402/3(m,a) : Office of the Treasury Minister
The Treasury Minister is an elected Official whose duties consist of:

1. Paying Official's salaries from the Treasury.
2. Preventing the Treasury from going into debt.
3. Submitting a turnly report on relevant matters to the mailing list.

The Treasury Minister, at eir discretion, but no more than once per turn, may:

1. Mint new Subers in an amount not to exceed 20% of the total Subers already in play, to be placed in the Treasury.
2. Authorize the destruction of Subers, to be removed from the Treasury.

The Treasury Minister shall receive the standard salary for each full turn e holds Office.

0. Created by Proposal 402, 15 January 1999
1. Amended by Proposal 443, 4 February 1999
1. Clarified by Judgment 59, 14 February 1999
2. Amended by Proposal 444, 15 February 1999
2. Clarified by Judgment 60, 6 March 1999
3. Amended by Proposal 470, 14 April 1999

Rule 403/0(m,i) : Enterprises and Commodities
Enterprises are non-moveable property built within hexes, that given certain inputs will produce certain outputs, as defined below. Commodities are moveable property and are inputs and outputs for enterprises. The the set of enterprises is {forest, farm, mine, lumber mill, slaughterhouse, steel mill, power plant, supermarket, widget factory, construction yard}, and the set of commodities is {wood, livestock, ore, coal, lumber, meat, steel, energy, spam, widgets}. Enterprises and commodities may only exist in non-negative integer quantities.

Per turn, each enterprise may operate as follows, using resources in possession of the enterprise's owner:

Forests convert 5 energy into 10 wood.
Farms convert 5 energy into 10 livestock.
Mines convert 10 energy into coal and ore, such that no more than 10 total units are produced.
Lumber mills convert 40 wood and 15 energy into 10 lumber.
Slaughterhouses convert 20 livestock and 15 energy into 10 meat.
Steel mills convert 40 ore and 30 energy into 10 steel.
Power plants convert 40 coal into 200 energy.
Supermarkets convert 5 meat and 20 energy into 4 spam.
Widget factories convert 15 steel and 15 energy into 10 widgets.
Construction yards convert one of the following:

100 Subers, 5 lumber, and 5 energy into 1 forest.
25 Subers, 50 lumber, 5 steel, and 25 energy into 1 farm.
50 Subers, 50 lumber, 10 steel, and 50 energy into 1 mine.
100 Subers, 20 lumber, 10 steel, and 50 energy into 1 lumber mill.
100 Subers, 15 lumber, 15 steel, and 50 energy into 1 slaughterhouse.
100 Subers, 5 lumber, 30 steel, and 50 energy into 1 steel mill.
100 Subers, 5 lumber, 30 steel, and 50 energy into 1 power plant.
25 Subers, 20 lumber, 10 steel, and 25 energy into 1 supermarket.
50 Subers, 15 lumber, 15 steel, and 50 energy into 1 widget factory.
200 Subers, 50 lumber, 50 steel, and 50 energy into 1 construction yard.

Upkeep for each enterprise costs 5 Subers per turn. An enterprise for which its owner does not pay upkeep is destroyed. If insufficient commodities are available to operate an enterprise or the owner chooses not to do so, it produces no output and consumes no commodities.

Each game entity consumes 1 spam per turn or, if a Player, suffers a 10 point penalty; other game entities may not act during any turn in which they do not consume spam.

The game expends 3 widgets per player per turn for game maintenance. If the Treasury possesses insufficient widgets to meet these demands, an automatic Confidence Vote is taken on the reasury Minister.

Payment of upkeep, consumption of spam, and expenditure of widgets occur at the beginning of each turn. Production of commodities and construction occur during dead time.

At the beginning of each game, Players begin with the enterprise of their choice and one randomly selected hex of public land. {{Upon passage, all players receive the enterprise of their choice and one randomly selected hex of land.}} New Players receive the same, unless there is no public land.

Rule 403/1(m,i) : Enterprises and Commodities
Enterprises are non-moveable property built within hexes, that given certain inputs will produce certain outputs, as defined below. Commodities are moveable property and are inputs and outputs for enterprises. The the set of enterprises is {forest, farm, mine, lumber mill, slaughterhouse, steel mill, power plant, supermarket, widget factory, construction yard}, and the set of commodities is {wood, livestock, ore, coal, lumber, meat, steel, energy, spam, widgets}. Enterprises and commodities may only exist in non-negative integer quantities.

Per turn, each enterprise may operate as follows, using resources in possession of the enterprise's owner:

Forests convert 5 energy into 10 wood.
Farms convert 5 energy into 10 livestock.
Mines convert 10 energy into coal and ore, such that no more than 10 total units are produced.
Lumber mills convert 40 wood and 15 energy into 10 lumber.
Slaughterhouses convert 20 livestock and 15 energy into 10 meat.
Steel mills convert 40 ore and 30 energy into 10 steel.
Power plants convert 40 coal into 200 energy.
Supermarkets convert 5 meat and 20 energy into 4 spam.
Widget factories convert 15 steel and 15 energy into 10 widgets.
Construction yards convert one of the following:

100 Subers, 5 lumber, and 5 energy into 1 forest.
25 Subers, 50 lumber, 5 steel, and 25 energy into 1 farm.
50 Subers, 50 lumber, 10 steel, and 50 energy into 1 mine.
100 Subers, 20 lumber, 10 steel, and 50 energy into 1 lumber mill.
100 Subers, 15 lumber, 15 steel, and 50 energy into 1 slaughterhouse.
100 Subers, 5 lumber, 30 steel, and 50 energy into 1 steel mill.
100 Subers, 5 lumber, 30 steel, and 50 energy into 1 power plant.
25 Subers, 20 lumber, 10 steel, and 25 energy into 1 supermarket.
50 Subers, 15 lumber, 15 steel, and 50 energy into 1 widget factory.
200 Subers, 50 lumber, 50 steel, and 50 energy into 1 construction yard.

Upkeep for each enterprise costs 5 Subers per turn. An enterprise for which its owner does not pay upkeep is destroyed. If insufficient commodities are available to operate an enterprise or the owner chooses not to do so, it produces no output and consumes no commodities.

Each game entity consumes 1 spam per turn or, if a Player, suffers a 10 point penalty; other game entities may not act during any turn in which they do not consume spam.

The game expends 3 widgets per player per turn for game maintenance. If the Treasury possesses insufficient widgets to meet these demands, an automatic Confidence Vote is taken on the Treasury Minister.

Payment of upkeep, consumption of spam, and expenditure of widgets occur at the beginning of each turn. Production of commodities and construction occur during dead time.

At the beginning of each game, Players begin with the enterprise of their choice and one randomly selected hex of public land. New Players receive the same, unless there is no public land.

Rule 403/2(m,i) : Commodities
Enterprises are non-moveable property built within hexes, that, given certain inputs, will produce the outputs defined below. Players may have enterprises only in eir own hexes. Commodities are moveable property, and can be used as inputs and outputs for enterprises. The set of enterprises is {forest, farm, mine, lumber mill, slaughterhouse, steel mill, power plant, supermarket, widget factory, construction yard}, and the set of commodities is {wood, livestock, ore, coal, lumber, meat, steel, energy, spam, widgets}. Enterprises and commodities may only exist in non-negative integer quantities.

Per turn, each enterprise may operate as follows, using resources in possession of the enterprise's owner:

ENTERPRISEINPUTOUTPUT
Power Plant2 Widgets
20 Coal
100 Energy
Forest10 Energy10 Wood
Farm10 Energy10 Livestock
Mine10 Energy10 units of either Coal
or Ore 
Lumber Mill20 Wood
20 Energy
15 Lumber
Slaughterhouse15 Livestock
10 Energy
10 Meat
Steel Mill25 Ore
25 Energy
10 Steel
Supermarket10 Meat
5 Energy
5 Spam
Widget Factory15 Steel
40 Energy
10 Widgets
[[This will change once production systems are in place]]
Construction Yard2 Widgets
15 Lumber
Power Plant
1 Widget
100 Energy
Forest
1 Widget
15 Lumber
Farm
5 WidgetsMine
15 Steel
1 Widget
Lumber Mill
15 Lumber
1 Widget
Slaughterhouse
10 Lumber
5 Steel
2 Widgets
Steel Mill
15 Lumber
1 Widget
Supermarket
20 Lumber
1 Widget
Widget Factory
20 Lumber
20 Steel
3 Widgets
Construction Yard

Players may use Construction Yards to build an enterprise on a hex already containing eir own enterprise, but the new enterprise will replace the old one. Players may also use Construction Yards to destroy eir own enterprises for 100 Energy.

Players will be charged a tax of S10 per turn for each of eir enterprises they choose to operate during that turn, and S5 for each they choose not to operate. This tax is paid to the Treasury. If it cannot be paid, the enterprise is auctioned to the other players by the Treasury Minister.

Players each consume 1 Spam per turn. If Players fail to consume Spam, eir enterprises cannot operate during the next turn, and they are fined 5 points.

The game expends 1 Widget per player per turn for game maintenance. If the Treasury possesses insufficient widgets to meet these demands, an automatic Confidence Vote is taken on the Treasury Minister.

Payment of upkeep and consumption of Spam may occur at any time during each turn. Production of commodities, expenditure of widgets, and construction occur at the beginning of each turn.

At the beginning of each game, players begin with the enterprise of their choice on one randomly selected hex of public land. New Players receive the same, unless there is no public land.

Rule 403/3(m,i) : Commodities
Enterprises are non-moveable property built within hexes, that, given certain inputs, will produce the outputs defined below. Players may have enterprises only in eir own hexes. Commodities are moveable property, and can be used as inputs and outputs for enterprises. The set of enterprises is {forest, farm, mine, lumber mill, slaughterhouse, steel mill, power plant, supermarket, widget factory, construction yard}, and the set of commodities is {wood, livestock, ore, coal, lumber, meat, steel, energy, spam, widgets}. Enterprises and commodities may only exist in non-negative integer quantities.

Per turn, each enterprise may operate as follows, using resources in possession of the enterprise's owner:

ENTERPRISEINPUTOUTPUT
Power Plant2 Widgets
20 Coal
100 Energy
Forest10 Energy10 Wood
Farm10 Energy10 Livestock
Mine10 Energy10 units of either Coal
or Ore 
Lumber Mill20 Wood
20 Energy
15 Lumber
Slaughterhouse15 Livestock
10 Energy
10 Meat
Steel Mill25 Ore
25 Energy
10 Steel
Supermarket10 Meat
5 Energy
5 Spam
Widget Factory15 Steel
40 Energy
10 Widgets
[[This will change once production systems are in place]]
Construction Yard2 Widgets
15 Lumber
Power Plant
1 Widget
100 Energy
Forest
1 Widget
15 Lumber
Farm
5 WidgetsMine
15 Steel
1 Widget
Lumber Mill
15 Lumber
1 Widget
Slaughterhouse
10 Lumber
5 Steel
2 Widgets
Steel Mill
15 Lumber
1 Widget
Supermarket
20 Lumber
1 Widget
Widget Factory
20 Lumber
20 Steel
3 Widgets
Construction Yard

Players may use Construction Yards to build an enterprise on a hex already containing eir own enterprise, but the new enterprise will replace the old one. Players may also use Construction Yards to destroy eir own enterprises for 100 Energy.

Players will be charged a tax of S10 per turn for each of eir enterprises they choose to operate during that turn, and S5 for each they choose not to operate. This tax is paid to the Treasury. If it cannot be paid, the enterprise is auctioned to the other players by the Treasury Minister.

Players each consume 1 Spam per turn. If Players fail to consume Spam, eir enterprises cannot operate during the next turn, and they are fined 5 points.

The game expends 1 Widget per player per turn for game maintenance. If the Treasury possesses insufficient widgets to meet these demands, an automatic Confidence Vote is taken on the Commerce Minister.

Payment of upkeep and consumption of Spam may occur at any time during each turn. Production of commodities, expenditure of widgets, and construction occur at the beginning of each turn.

At the beginning of each game, players begin with the enterprise of their choice on one randomly selected hex of public land. New Players receive the same, unless there is no public land.

0. Created by Proposal 403, 15 January 1999
1. Self-amended, 15 January 1999
2. Amended by Proposal 431, 25 January 1999
3. Amended by Proposal 444, 15 February 1999
3. Repealed by Proposal 452, 14 March 1999

Rule 404/0(m,i) : Commodity Prices
The Market buys and sells commodities. The Market buys commodities 15% below the average per unit price established for each commodity during the previous two full turns by inter-Player transactions, and sells commodities 15% above that average price, rounded to the nearest hundredth. If a commodity was not sold during the previous turn, the last calculated average is retained.

{{Initial prices use the following averages:

wood - 2
livestock - 3
ore - 3
coal - 3
energy - 0.5
lumber - 13
meat - 6
steel - 14
spam - 10
widgets - 22 }}
Rule 404/1(m,i) : Commodity Prices
The Market buys and sells commodities. The Market buys commodities 15% below the average per unit price established for each commodity during the previous two full turns by inter-Player transactions, and sells commodities 15% above that average price, rounded to the nearest hundredth. If a commodity was not sold during the previous turn, the last calculated average is retained.
Rule 404/2(m,i) : State Construction Yard
{{Create in hex 1,1 a Treasury-owned Construction Yard}} The Berserker Nomic economy is a closed system--no commodities or enterprises may be bought, sold, or traded except by players of Berserker Nomic and by the Treasury. However, the Treasury Minister may, at his/her discretion, utilize the Treasury-owned Construction Yard to produce needed enterprises, which e shall then auction to the players. [[This prevents production from ever becoming impossible, since the Treasury can also mint more Subers.]]
Rule 404/3(m,i) : Closed Economy and the State Construction Yard
The Berserker Nomic economy is a closed system--no commodities or enterprises may be bought, sold, or traded except by players of Berserker Nomic and by the Treasury. However, the Treasury Minister may, at his/her discretion, utilize the Treasury-owned Construction Yard to produce needed enterprises, which e shall then auction to the players. [[This prevents production from ever becoming impossible, since the Treasury can also mint more Subers.]]
0. Created by Proposal 404, 15 January 1999
1. Self-amended, 15 January 1999
2. Amended by Proposal 432, 25 January 1999
3. Self-amended, 25 January 1999
3. Repealed by Proposal 452, 14 March 1999

Rule 410/0(m,i) : Set Win to 500
Replace "200" in rules 208 and 347 with "500" and delete this rule.
0. Created by Proposal 410, 15 January 1999
0. Self-repealed, 15 January 1999

Rule 417/0(m,a) : Spivak Pronouns
The following table entries, known as Spivak pronouns, shall be understood to take the places of the standard English pronouns whose table entries they occupy. Where two pronouns, the male and female, are replaced by a single Spivak pronoun, the Spivak pronoun shall be understood to refer to both genders.

[[Example: "e" refers to both "he" and "she".]]

First Person
Second Person
Third Person
Subject
I
you
e
Object
me
you
em
Possessive
my/mine
your/yours
eir/eirs
Reflexive
myself
youself
emself

[[This proposal shamelessly stolen from Mueller's Nomic.]]

0. Created by Proposal 417, 25 January 1999
0. Clarified by Judgment 72, 26 April 1999

Rule 418/0(m,a) : Forfeit of Property
Upon eir forfeit, a departing player's property and Subers are donated to the Treasury.
0. Created by Proposal 418, 25 January 1999
Rule 437/0(m,i) : Ornamental Shrubbery
An enterprise's owner, may if e wishes, adorn the enterprise with shrubberies. Enterprises may have between 0 and 1000 shrubberies. Shrubberies cost nothing to add to an enterprise, and their only benefit is the beautification of the enterprise and this nomic. Enterprises owned by the treasury or otherwise publicly held cannot be adorned with shrubberies because public enterprises are ugly. [[While shrubberies have no actual value, players are urged to take into account the beauty of the enterprise when negotiating trades.]]
0. Created by Proposal 437, 4 February 1999
0. Repealed by Proposal 452, 14 March 1999

Rule 444/0(m,i) : Office of the Commerce Minister
The Commerce Minister is an elected Official who may, at eir discretion:

1. Purchase property on behalf of the Treasury using the Treasury's funds if sufficient funds are available.
2. Auction property on behalf of the Treasury, with the proceeds going to the Treasury.

At no time may the Commerce and Treasury Ministers be the same Player, unless a Player
holds one or both as Administrator; under such circumstances, the Administrator is prohibited from selling property to the Treasury.

0. Created by Proposal 444, 15 February 1999
0. Repealed by Proposal 452, 14 March 1999

Rule 453/0(m,i) : The Spare Tire
There exists within Berserker Nomic the Spare Tire.

The Spare Tire is always possessed by a Player. If the Player possessing the Spare Tire forfeits, the Administrator gains possession of the Spare Tire. If a Player enters Limbo while in possession of the Spare Tire, possession of the Spare Tire is transferred to the Administrator after the passage of a complete turn. The Spare Tire has no effect if it is passes to the Administrator under the above circumstances.

A Player loses possession of the Spare Tire by publicly declaring that the Spare Tire has been given to an other Player who is not in LImbo. Within six hours of this public declaration, if the Player unto whom the Spare Tire is being given publicly declares that he doesn't want the tire, the Spare Tire does not change possession. Othrwise, possession of the Spare Tire is transfered six hours after the public declaration that it has been given to an other Player.

Each Player may make a statement as to the effect of the Spare Tire upon its possessor. This statement shall be identified as "The Spare Tire Creed of X," where X is the name of each respective Player. The Spare Tire shall have the effect assigned to it by the plurality, and at least one-third, of Spare Tire Creeds. If a plurality, and at least one-third agreement, does not exist, the Spare Tire shall have no effect. The effect of the Spare Tire has the force of this rule.

{{The Administrator possess the Spare Tire. The Spare Tire has no effect until it is passed to a Player other than the Adminstrator.}}

Rule 453/1(m,i) : The Spare Tire
There exists within Berserker Nomic the Spare Tire.

The Spare Tire is always possessed by a Player. If the Player possessing the Spare Tire forfeits, the Administrator gains possession of the Spare Tire. If a Player enters Limbo while in possession of the Spare Tire, possession of the Spare Tire is transferred to the Administrator after the passage of a complete turn. The Spare Tire has no effect if it is passes to the Administrator under the above circumstances.

A Player loses possession of the Spare Tire by publicly declaring that the Spare Tire has been given to an other Player who is not in LImbo. Within six hours of this public declaration, if the Player unto whom the Spare Tire is being given publicly declares that he doesn't want the tire, the Spare Tire does not change possession. Othrwise, possession of the Spare Tire is transfered six hours after the public declaration that it has been given to an other Player.

Each Player may make a statement as to the effect of the Spare Tire upon its possessor. This statement shall be identified as "The Spare Tire Creed of X," where X is the name of each respective Player. The Spare Tire shall have the effect assigned to it by the plurality, and at least one-third, of Spare Tire Creeds. If a plurality, and at least one-third agreement, does not exist, the Spare Tire shall have no effect. The effect of the Spare Tire has the force of this rule.

0. Created by Proposal 453, 14 March 1999
1. Self-amended, 14 March 1999
1. Repealed by (Special) Proposal 527, 20 June 1999

Rule 455/0(m,a) : Statute of Limitations
A Judgment may not undo actions that occurred more than two turns prior to its corresponding Request for Judgment. All such actions are to be considered legal and in accord with the Rules.
0. Created by Proposal 455, 14 March 1999
Rule 463/0(m,i) : Public Actions
Unless otherwise directed, all game actions shall be posted to nomic@iastate.edu by the Player(s) initiating the action.
Rule 463/1(m,i) : Fora and Public Actions
Fora are arenas in and methods by which Players may communicate. Fora may be public or private. Players receiving communication from or sending communication to a forum are considered to be in that forum.

Actions may be taken only in public fora, unless otherwise specified in the rules. Creation of a public forum if there are no extant public fora need not be public.

Only the Administrator may designate fora as public, and only if said fora are reasonably accessible to all Players. Specifically, all Players must either be notified of or subscribed by the Administrator to new email fora before they may become public. Only the Administrator may designate previously public fora as private, and only if such changes do not eliminate all public fora. The Administrator must notify ten days in advance all Players using or subscribed to a public forum before redesignating it as private.

The Administrator may redesignate fora at any time.

The Administrator must, in a timely fashion, maintain and make available to all Players a list of all public fora. {{The majordomo list nomic@iastate.edu is a public forum.}}

Rule 463/2(m,a) : Fora and Public Actions
Fora are arenas in and methods by which Players may communicate. Fora may be public or private. Players receiving communication from or sending communication to a forum are considered to be in that forum.

Actions may be taken only in public fora, unless otherwise specified in the rules. Creation of a public forum if there are no extant public fora need not be public.

Only the Administrator may designate fora as public, and only if said fora are reasonably accessible to all Players. Specifically, all Players must either be notified of or subscribed by the Administrator to new email fora before they may become public. Only the Administrator may designate previously public fora as private, and only if such changes do not eliminate all public fora. The Administrator must notify ten days in advance all Players using or subscribed to a public forum before redesignating it as private.

The Administrator may redesignate fora at any time.

The Administrator must, in a timely fashion, maintain and make available to all Players a list of all public fora.

0. Created by Proposal 463, 3 April 1999
1. Amended by Proposal 539, 16 July 1999
2. Self-amended, 16 July 1999

Rule 465/0(m,a) : Secret Ballot
All Eligible Voters may cast votes on current Proposals by sending eir votes in an email to the Administrator.
0. Created by Proposal 465, 3 April 1999
Rule 466/0(m,i) : UPCs and the GRAND PRIZE
Players receive one UPC for each failed Proposal of which they are a proponent. UPCs are distributed at the appointed time for proposal scoring. UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

[[The following is in a manner similar to Osborn's Demon.]]

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPcs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs. If there is no plurality, the GRAND PRIZE does not vote for that ballot.

The GRAND PRIZE's votes are cast immediately after the Player or Players turning in the most UPCs cast their ballot(s).

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

{{Upon passage of this rule, all Players have zero UPCs.}}

Rule 466/1(m,i) : UPCs and the GRAND PRIZE
Players receive one UPC for each failed Proposal of which they are a proponent. UPCs are distributed at the appointed time for proposal scoring. UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

[[The following is in a manner similar to Osborn's Demon.]]

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPcs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs. If there is no plurality, the GRAND PRIZE does not vote for that ballot.

The GRAND PRIZE's votes are cast immediately after the Player or Players turning in the most UPCs cast their ballot(s).

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

Rule 466/2(m,i) : UPCs and the GRAND PRIZE
Players receive one UPC for each failed Proposal for which they voted but did not propose. UPCs are distributed at the appointed time for proposal scoring. UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

[[The following is in a manner similar to Osborn's Demon.]]

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPcs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs. If there is no plurality, the GRAND PRIZE does not vote for that ballot.

The GRAND PRIZE's votes are cast immediately after the Player or Players turning in the most UPCs cast their ballot(s).

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

Rule 466/3(m,i) : UPCs and the GRAND PRIZE
Players receive one UPC for each Proposal which is voted on but not accepted for which they voted "Yes" or the equivalent. UPCs are distributed at the appointed time for proposal scoring.

UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon, this causes them to be destroyed just after the voting resolves.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPCs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs.

If there is no plurality, the GRAND PRIZE does not vote for that ballot and all players recieve eir UPCs back on that proposal before Osborn's Demon can consume them.

The GRAND PRIZE votes an infinitesimal amount of time before proposal voting resolves.

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

Rule 466/4(m,i) : UPCs and the GRAND PRIZE
A Player receives one UPC for each failed Proposal for which e voted favorably but did not propose. UPCs are distributed at the appointed time for proposal scoring.

UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon, this causes them to be destroyed just after the voting resolves.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPCs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs.

If there is no plurality, the GRAND PRIZE does not vote for that ballot and all players recieve eir UPCs back on that proposal before Osborn's Demon can consume them.

The GRAND PRIZE votes an infinitesimal amount of time before proposal voting resolves.

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

Rule 466/5(m,a) : UPCs and the GRAND PRIZE
A Player receives one UPC for each failed Proposal for which e voted favorably but did not propose. UPCs are distributed at the appointed time for proposal scoring.

UPCs may be traded among Players in integer units, though no Player may ever have less than zero UPCs. Players may turn in their UPCs with their ballot upon voting for Proposals. UPCs that are turned in are fed to Osborn's Demon, this causes them to be destroyed just after the voting resolves.

The GRAND PRIZE is an eligible voter. If no UPCs are turned in, there is no GRAND PRIZE for that ballot.

The GRAND PRIZE votes the same as the Player who turned in the most UPCs.

If no Player turns in more UPCs than all the other Players, the GRAND PRIZE shall vote as do a plurality of the Players turning in equally the most UPCs.

If there is no plurality, the GRAND PRIZE does not vote for that ballot and all players recieve eir UPCs back on that proposal before Osborn's Demon can consume them.

The GRAND PRIZE votes an infinitesimal amount of time before proposal voting resolves.

[[Void where prohibited. Available while supplies last. Not available in Alaska, Hawaii, or Puerto Rico. Participation may vary. Check stores for details.]]

The Grand Prize is a playerlike entity.

0. Created by Proposal 466, 3 April 1999
1. Self-amended, 3 April 1999
2. Amended by Proposal 509, 15 May 1999
2. Clarified by Judgment 86, 25 May 1999
3. Amended by Proposal 521, 16 June 1999
4. Amended by Proposal 531, 6 July 1999
5. Amended by Proposal 533, 6 July 1999

Rule 472/0(m,i) : Stark Fist of Removal
The Stark Fist of Removal is an entity that, immediately upon the reduction of a Player's slack to less than zero (0), smites said Player.

A smitten Player is prohibited from being the Recipient of eir own slack transfers.

Rule 472/1(m,a) : Stark Fist of Removal
The Stark Fist of Removal is an entity that, immediately upon the reduction of a Player's slack to less than zero (0), smites said Player.

A smitten Player is prohibited from being the Recipient of eir own slack transfers.

If ever a smitten Player's slack is greater than zero, that player ceases to be smitten.

0. Created by Proposal 473, 13 April 1999
0. Clarified by Judgment 74, 13 April 1999
0. Numbered by Administrative fiat, 13 April 1999
0. Clarified by Judgment 73, 16 April 1999
1. Amended by Proposal 506, 15 May 1999

Rule 473/0(m,i) : Slack and Pinkness
Slack is a player attribute. Each Player begins the game with 20 slack. Players that enter the game after it has officially started receive 20 slack.

Each Player may, once per turn, transfer one (1) slack from one Player, hereafter known as the Victim, to another Player, hereafter known as the Recipient.

Players possessing less than five (5) slack must be refered to in all list correspondence as a "pink," or some variation thereof. [[E.g., Josh is a pink.]]

Rule 473/1(m,i) : Slack and Pinkness
Slack is a player attribute. Each Player begins the game with 20 slack. Players that enter the game after it has officially started receive 20 slack.

A Player may transfer slack from one Player, hereafter known as the Victim, to another player, hereafter known as the Recipient. Slack may only be transferred between Players in the amount of one unit per transfer. Each Player may make only one slack transfer per turn.

Players possessing less than five (5) slack must be refered to in all list correspondence as a "pink," or some variation thereof. [[E.g., Josh is a pink.]]

Rule 473/2(m,i) : Slack and Pinkness
Slack is a player attribute. Each Player begins the game with 20 slack. Players that enter the game after it has officially started receive 20 slack.

A Player may transfer slack from one Player, hereafter known as the Victim, to another player, hereafter known as the Recipient. Slack may only be transferred between Players in the amount of one unit per transfer. Each Player may make only one slack transfer per turn.

Players possessing less than five (5) slack must be refered to in all list correspondence as a "pink," or some variation thereof. [[E.g., Josh is a pink.]]

Only Players may possess slack.

Rule 473/3(m,a) : Slack and Pinkness
Slack is a player attribute. Each Player begins the game with 20 slack. Players that enter the game after it has officially started receive 20 slack.

A Player may transfer slack from one Player, hereafter known as the Victim, to another player, hereafter known as the Recipient. Slack may only be transferred between Players in the amount of one unit per transfer. Each Player may make only one slack transfer per turn.

Players possessing less than five (5) slack must be referred to in all list correspondence as a "pink," or some variation thereof. [[E.g., Josh is a pink.]]

Only Players may possess slack.

0. Created by Proposal 473, 13 April 1999
0. Clarified by Judgment 73, 16 April 1999
1. Amended by Proposal 476, 23 April 1999
2. Amended by Proposal 508, 15 May 1999
3. Amended by Proposal 567, 4 October 1999

Rule 480/0(m,i) : The Contemplater's Lotus
There is an entity which can vote named The Contemplater's Lotus.

The Administrator shall keep a public record of the last time each player entered Limbo and the time they spent there. Only the player whose last period in limbo longer than any non-Limbonic player and who is now not in Limbo has the title Passive Contemplater. Whenever e votes, The Contemplater's Lotus votes the same way. If a new player becomes Passive Contemplater after a vote has been taken but before a vote is resolved, The Contemplater's Lotus changes it votes to match the new, not the old Passive Contemplater.

Time in limbo for the purposes of this rule only counts from the time the rule entered the ruleset.

0. Created by Proposal 480, 3 May 1999
0. Repealed by Proposal 515, 5 June 1999

Rule 483/0(m,a) : Aliases
A Player may make a proposal that e shall also be known by an Alias, and said Alias may be used in all references to that Player within the game of Beserker Nomic.
0. Created by Proposal 483, 3 May 1999
Rule 493/0(m,a) : Public Contracts
Players may agree to Public Contracts. A Public Contracts must be stated publicly and be identified within the statement as a "Public Contract." A Public Contract is no longer valid when all Parties of the Public Contract hae publicly stated that it is no longer valid. Valid Public Contracts have the force of Rule for all Players who are Party to the Public Contract.

Players becomes a Party to a Public Contract by publicly declaring that they are a Party to a Public Contract identified by its assigned number. Public Contracts may have no direct efect upon Players who are not a Party to the Public Contract.

Public Contracts are assigned positive integers starting with 1 (one) and progressing by increments of 1 (one). Public Contracts have less precedence than all rules, but more precedence than all Public Contracts assigned a lesser number.

0. Created by Proposal 493, 3 May 1999
Rule 499/0(m,a) : Thelma Charity Fund
There shall be an entity in Beserker Nomic known as the Thelma Charity Fund. Players may donate any item [[slack, UPC, Subers]] that they are in possession of to the Fund. This donation may be made at any time, except during the voting period. They may donate any non-negative amount to a maximum of 25% of the items or property. After the voting period has ended, but prior to the beginning of the next turn, the administrator will distribute all items and property within the Fund as follows:

1) The Player with the least amount of that particular item will receive the entire amount of those items in the Fund.

2) If there are two or more Players tied for the least amount of a particular item, then the administrator will split it evenly between the qualifying Players, with any leftovers remaining in the Fund.

3) Unique items may not be donated to the Fund.

0. Created by Proposal 499, 15 May 1999
Tue 09 Nov 1999 15:03:37 -0600