[Initial Ruleset]
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins.
The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to
mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable
rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes
proposed in the proper way shall be voted on. They will be adopted if and
only if they receive the required number of votes.
105. Every
player is an eligible voter. Every eligible voter must participate in every
vote on rule-changes.
106. All proposed
rule-changes shall be written down before they are voted on. If they are
adopted, they shall guide play in the form in which they were voted on.
107. No rule-change
may take effect earlier than the moment of the completion of the vote that
adopted it, even if its wording explicitly states otherwise. No rule-change
may have retroactive application.
108. Each proposed
rule-change shall be given a number for reference. The numbers shall begin
with 301, and each rule-change proposed in the proper way shall receive
the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and
reenacted, it receives the number of the proposal to reenact it. If a rule
is amended or transmuted, it receives the number of the proposal to amend
or transmute it. If an amendment is amended or repealed, the entire rule
of which it is a part receives the number of the proposal to amend or repeal
the amendment.
109. Rule-changes
that transmute immutable rules into mutable rules may be adopted if and
only if the vote is unanimous among the eligible voters. Transmutation
shall not be implied, but must be stated explicitly in a proposal to take
effect.
110. In a conflict
between a mutable and an immutable rule, the immutable rule takes precedence
and the mutable rule shall be entirely void. For the purposes of this rule
a proposal to transmute an immutable rule does not "conflict" with that
immutable rule.
111. If a rule-change
as proposed is unclear, ambiguous, paradoxical, or destructive of play,
or if it arguably consists of two or more rule-changes compounded or is
an amendment that makes no difference, or if it is otherwise of questionable
value, then the other players may suggest amendments or argue against the
proposal before the vote. A reasonable time must be allowed for this debate.
The proponent decides the final form in which the proposal is to be voted
on and, unless the Judge has been asked to do so, also decides the time
to end debate and vote.
112. The state
of affairs that constitutes winning may not be altered from achieving n
points to any other state of affairs. The magnitude of n and the means
of earning points may be changed, and rules that establish a winner when
play cannot continue may be enacted and (while they are mutable) be amended
or repealed.
113. A player
always has the option to forfeit the game rather than continue to play
or incur a game penalty. No penalty worse than losing, in the judgment
of the player to incur it, may be imposed.
114. There
must always be at least one mutable rule. The adoption of rule-changes
must never become completely impermissible.
115. Rule-changes
that affect rules needed to allow or apply rule-changes are as permissible
as other rule-changes. Even rule-changes that amend or repeal their own
authority are permissible. No rule-change or type of move is impermissible
solely on account of the self-reference or self-application of a rule.
116. Whatever
is not prohibited or regulated by a rule is permitted and unregulated,
with the sole exception of changing the rules, which is permitted only
when a rule or set of rules explicitly or implicitly permits it.
201. Players
shall alternate in clockwise order, taking one whole turn apiece. Turns
may not be skipped or passed, and parts of turns may not be omitted. All
players begin with zero points.
In mail and computer games,
players shall alternate in alphabetical order by surname.
202. One turn
consists of two parts in this order: (1) proposing one rule-change and
having it voted on, and (2) throwing one die once and adding the number
of points on its face to one's score.
In mail and computer games,
instead of throwing a die, players subtract 291 from the ordinal number
of their proposal and multiply the result by the fraction of favorable
votes it received, rounded to the nearest integer. (This yields a number
between 0 and 10 for the first player, with the upper limit increasing
by one each turn; more points are awarded for more popular proposals.)
203. A rule-change
is adopted if and only if the vote is unanimous among the eligible voters.
If this rule is not amended by the end of the second complete circuit of
turns, it automatically changes to require only a simple majority.
204. If and
when rule-changes can be adopted without unanimity, the players who vote
against winning proposals shall receive 10 points each.
205. An adopted
rule-change takes full effect at the moment of the completion of the vote
that adopted it.
206. When a
proposed rule-change is defeated, the player who proposed it loses 10 points.
207. Each player
always has exactly one vote.
208. The winner
is the first player to achieve 100 (positive) points.
In mail and computer games,
the winner is the first player to achieve 200 (positive) points.
209. At no
time may there be more than 25 mutable rules.
210. Players
may not conspire or consult on the making of future rule-changes unless
they are team-mates.
The first paragraph of this
rule does not apply to games by mail or computer.
211. If two
or more mutable rules conflict with one another, or if two or more immutable
rules conflict with one another, then the rule with the lowest ordinal
number takes precedence.
If at least one of the rules
in conflict explicitly says of itself that it defers to another rule (or
type of rule) or takes precedence over another rule (or type of rule),
then such provisions shall supersede the numerical method for determining
precedence.
If two or more rules claim
to take precedence over one another or to defer to one another, then the
numerical method again governs.
212. If players
disagree about the legality of a move or the interpretation or application
of a rule, then the player preceding the one moving is to be the Judge
and decide the question. Disagreement for the purposes of this rule may
be created by the insistence of any player. This process is called invoking
Judgment.
When Judgment has been invoked,
the next player may not begin his or her turn without the consent of a
majority of the other players.
The Judge's Judgment may
be overruled only by a unanimous vote of the other players taken before
the next turn is begun. If a Judge's Judgment is overruled, then the player
preceding the Judge in the playing order becomes the new Judge for the
question, and so on, except that no player is to be Judge during his or
her own turn or during the turn of a team-mate.
Unless a Judge is overruled,
one Judge settles all questions arising from the game until the next turn
is begun, including questions as to his or her own legitimacy and jurisdiction
as Judge.
New Judges are not bound
by the decisions of old Judges. New Judges may, however, settle only those
questions on which the players currently disagree and that affect the completion
of the turn in which Judgment was invoked. All decisions by Judges shall
be in accordance with all the rules then in effect; but when the rules
are silent, inconsistent, or unclear on the point at issue, then the Judge
shall consider game-custom and the spirit of the game before applying other
standards.
213. If the
rules are changed so that further play is impossible, or if the legality
of a move cannot be determined with finality, or if by the Judge's best
reasoning, not overruled, a move appears equally legal and illegal, then
the first player unable to complete a turn is the winner.
This rule takes precedence
over every other rule determining the winner.