Starting rules
Not wanting to take over or anything, but since I was making vague unsettled noises about the starting ruleset (its rather unpleasant loopholes, and its unnecessary parts), I thought I'd toss out an opening ruleset as I imagine it should be. I've removed much of Suber's that I find unwieldy (what's with the integers?), but left in more than I would by choice (why start with winning and scoring conditions when you can easily add them later?) out of deference to the assumption that you were starting with the ruleset you had for a reason.
I'm not so much suggesting that this should 
be the ruleset, as using it as an example of what I would prefer. Suggestions, modifications, stealing parts into the ruleset you have, or outright rejection are all perfectly fine responses.
Without further ado... 
Immutable Rules
PRIMARY. All 
players must always abide by all the rules then in effect, in the form in which they are then in effect.
SECONDARY. Rules are only changed when the rules explicitly dictate that they must be. 
TERTIARY. Anything which is not prohibited or regulated by a rule is permitted and unregulated.
FORFEIT. A 
player always has the option to forfeit the game rather than to continue to play or incur a game penalty. By choosing to forfeit, the 
player ceases to be a 
player, and may have no further effect on the game.
MUTABILITY. Rules listed under the heading 
Mutable Rules are 
mutable. Other rules under the heading 
Immutable Rules are 
immutable.
PROPOSALS. A 
proposal may only describe any one of the following: (1) the 
repeal of a mutable rule (enacted by removing the rule from the ruleset). (2) the 
amendment of a mutable rule (enacted by modifying the rule's text as described in the proposal). (3) the 
transmutation of an immutable rule to a mutable rule, or vice-versa (enacted by moving the affected rule from the section of the ruleset it occupies to the end of the other section). (4) the 
creation of a new mutable rule (enacted by adding the new rule at the end of the mutable section of the rules). To indicate which one of these is to occur, a 
proposal's 
title must begin with one of the words REPEAL, AMEND, TRANSMUTE or CREATE.
ENACTION. A 
proposal is not 
enacted unless the rules dictate that it should be.
VOTERS. Every 
player is an eligible voter. Every eligible voter must cast a single vote with regard to every 
proposal.
VOTES. A 
vote may only be one of the following options: (1) FOR. (2) AGAINST. (3) ABSTAIN.
HINDSIGHT. No change to the rules may have retroactive application, nor may its stated effect be explicitly dependent on events before its enaction.
TITLES. Each 
proposal shall be given a title for reference. The title shall be chosen by the 
proposer, and must not consist of 'CREATE' and an existant rule title. When a CREATE 
proposal is 
enacted, its title except for the first word becomes the title of the new rule, unless the proposal's description explicitly states otherwise.
MAJOR CONFLICT. If a mutable rule and immutable rule conflict, the immutable rule takes precedence, and the conflicting part of the mutable rule shall be void.
CORRECTIONS. If a 
proposal has received fewer than two votes, the 
proposer may modify the 
proposal. If it had received any votes, the voter(s) may change their vote at any time before the final vote for the proposal is cast.
STAGNATION. It must always be possible for the rules to be changed.
Mutable Rules
ORDER. 
Turns are taken by players in alphabetical order by username.
SKIPPING. A 
player may, on their 
turn, opt to 
pass. If they do so, it becomes the turn of the next player.
FORCED SKIPPING. If a 
player has not made any action during 7 days of their being required by the rules to do so, they automatically 
pass any 
turns, and ABSTAIN in any 
votes.
DISAPPEARANCE. If a 
player has not made any action during 7 days after their turn is 
skipped, they are no longer a 
player. Unlike 
forfeiting, they may rejoin the game under any rules permitting joining.
TURNS. A 
turn consists of two parts, in this order: (1) making one 
proposal and having it 
voted on. (2) adding a number of points to their score, this number being calculated by adding 10 to the turn number, and multiplying by the fraction of FOR votes this turn's proposal received.
DEMOCRACY. If 50% or more of the 
votes on a 
proposal, after all required 
votes on it are cast, are FOR votes, the 
proposal is 
enacted.
STRATEGIC EVIL. The first two sentences of this rule are removed at the end of two full cycles of 
turns. The following sentence has no effect. Any 
players who 
voted AGAINST an 
enacted proposal receives 10 points upon its 
enaction.
MAKE IT GOOD. When a 
proposal is defeated (ie. is not 
enacted after all required 
votes are cast), its 
proposer loses 10 points.
JUST THE ONE. 
Players may never cast more than one 
vote on a single 
proposal.
VOTING ORDER. 
Votes may be cast whenever they are required. The 
player whose turn would occur soonest after that of the 
proposer and who has not yet voted is required to vote before any other player, at the other player's request. In Livejournal, votes on a proposal are made in the form of comments.
VICTORY BY SCORE. The first player to achieve 200 (positive) points wins.
MINOR CONFLICT. If two rules in the same section of the ruleset conflict, whichever occurs first takes precedence, and the conflicting part of the later rule shall be void, unless the precedence is explicitly stated to be otherwise.
JUDGEMENT. Any player may 
invoke Judgement, if they disagree with the legality of a turn, or application of a rule.
The 
player whose turn it is becomes the 
Accused. The 
player whose turn precedes the 
Accused's becomes the 
Judge. The 
Judge decides how the dispute is to be resolved.
The decision of the 
Judge may only be overruled if all 
players other than the 
Judge and the 
Accused agree that it should be before the next 
turn begins. If any other 
player agrees with the 
Judge's decision, the decision is implemented, the 
Judge and 
Accused lose those titles, and the game resumes as normal. The next 
player beginning their turn is an implicit agreement with the decision of the 
Judge.
If the 
Judge is overruled, the player whose turn preceeds the 
Judge's becomes the 
Judge. If the 
Accused becomes the 
Judge, the role of 
Judge automatically passes again to the preceeding 
player.
VICTORY BY DOOM. If the rules are changed so that further play is impossible, or if the legality of an action 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 wins.