New Rishonnomic Logical Rule Set This version is current as of 23 Nov 1998 [Note that the arrangement of the rules as presented here does not have any legal significance - the only thing that counts is the rule numbers. This more organized presentation is for readers' convenience only.] Mutable rules are marked by (m); immutable ones by (i). Rules are numbered as reference code/rule number (reference codes are required by R337/343) The [] brackets mark crossreferences that were introduced in this version of the ruleset at the discretion of the editor of this document; they are not part of the rules. Highest rule number: 493. I. Basics ========= 307/454. (m) (The name of the game) The name of this nomic is New Rishonnomic. 101/101. (i) 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 at the beginning of the first game. The Initial Set consists of rules 101-116 (immutable) and 201-219 (mutable). 116/116. Whatever is not prohibited or regulated by a rule is permitted (i) 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. 464/446. (Timing of Player actions) Whenever the rules require a player to do something without specifying explicitly when e has to do it, e must fulfill this requirement within seven days. Whenever a player breaks this rule, e shall lose 5 points for each week of delay until e fulfills the requirement. 372/372. (Holidays) (m) The Speaker can declare a period of not more than fourteen consecutive days as New Rishonnomic Holidays. E must do so at least one week before the first day of the holidays. Holidays begin at 12:00 noon GMT of the first day of the holidays and end at 12:00 noon GMT of the last day. All events concerning New Rishonnomic, whether they depend on rules or player actions, which, without holidays, would have happened during the holidays, shall be treated as if they occured immediately after the end of the holidays instead. If the order of events is important, they shall be treated as if they happened in the order which would have applied without holidays. 398/455. (m) (A rose is a rose is a rose) Something is an entity if and only if the rules define it is an entity. 401/456. (m) (Other nomics) The following things, and only the following things, are Nomics, for the purposes of New Rishonnomic: -- New Rishonnomic -- InterNomic -- All Nomics which InterNomic treats as members of itself. The following things, and only the following things, are entities, for the purposes of New Rishonnomic: -- All players and officers of New Rishonnomic -- The mailing lists, if any, of all Nomics -- The rules of New Rishonnomic (collectively called the ruleset) -- Proposals of New Rishonnomic -- Proposals of InterNomic -- Anything described as being an entity by the New Rishonnomic rules. 459/433. (Ratification of Reports) (m) The gamestate is set to the status described in a particular version of an officer's report under the following conditions: - a proposal to this purpose has been adopted - this proposal contained the full text of the report to be ratified - at least half of the players who were not missing when the proposal was distributed voted on the proposal - the officer whose report is ratified did not vote on the proposal. If these are true, the gamestate is set to the status described in the report at the time the results of voting on the proposal are publically announced to all players by the speaker. 494/494. (m) (Call for Permanence) When it is discovered, whether via a CFJ, or just voter observation, that a game action or ChoM at some point in the past was illegal, the voter who would normally be responsible for correcting the game state may instead issue a Call For Permanence (CFP). This is done by submitting it to the speaker. A Call For Permanence must list what previous activity was illegal, and what effect it has had on the state of the game since the activity was performed. E may also include a reasoning as to why e is issuing the Call For Permanence, but the reasoning is not considered part of the CFP. The speaker must distribute the Call For Permanence to all the voters within 7 days of receiving it. The voters then have a one-week period from the time of the distribution of the CFP to either vote for or against it. If the CFP is unanimously accepted by the voters, then the illegal activity is made permanent, and no action must, or even may, be performed to return the game state to where it would be had the illegal activity not taken place. The activity is treated for all purposes (other than for this rule and for the CFP itself) as having been legal when it was performed. II. Players, and the Speaker ============================ 103/103. All players are voters. At any time there shall be exactly one (i) Speaker. 323/457. (m) (Joining the game) A person may only join as a player by contacting the speaker with their wish to join. 326/458. (m) (Missing players) If a Voter has not submitted a vote, a proposal, a point of order, a statement for judgement or a judgement in the last 30 days, e shall be considered "Missing". If a Voter is considered Missing, e will not count as a Voter for determining Quorum, or any other rule where actions or results depend on the number of Voters. [see also R214/365] 444/459. (m) (Suspending Players) If a voter's e-mail account is not accessible by the Speaker for a week or more, the Speaker will announce that voter as Suspended. If a voter is suspended, none of the other voters are required to attempt to contact this voter for a public action. The Speaker is not required to attempt to contact this voter when distributing proposals, proposal results, CFJ's, or any other required action. The voter will also be considered missing. If the Suspended voter contacts the speaker with a reliable method to be contacted, e is no longer suspended. This rule takes precedence over RC326. 447/460. (m) (Abandoning players) When a player mails all other players stating that a missing player is abandoning the game, the abandoning player has four weeks to announce to all other players that e is still playing. As soon as e does so, e ceases to be abandoning. If the abandoning player does not respond within four weeks, e is deregistered from the game. Eir score points and Rishonnes are ditributed among all nonmissing players as evenly as possible; any remaining points are destroyed, any remaining R$ are placed in the NRB. 104/4??. (The Speaker of New Rishonnomic) (i) The Speaker is an officer of New Rishonnomic. The Speaker is Klaus Herrmanns. Every 1st October and 2nd April, the term of a Speaker ends. When the term ends, the Speaker is obliged to start election of a new Speaker within 10 days. The term also ends when at least one of the following events happens: - the Speaker resigns, - the Speaker is considered a missing player. If the Speaker is considered a missing player, the election is organized by the Internomic liaison. If the Internomic liaison fails to do this, one of the following officers is chosen to organize the election, in that order: - the Treasurer, - the Pointer, - the Cartographer, - any other officer. Until the election is completed the former Speaker is still responsible for Speaker's duties and has all Speaker's privileges. To become a candidate for the Speaker's office, one must: - be a member of New Rishonnomic for at least 6 months, - not be a missing player for at least 6 months - submit his willingness to the Speaker before the start of the election. The Speaker election is voting described below: - a legal voter for this voting is a person, who has been a member of New Rishonnomic for at least 3 months, - each legal voter may cast not more than one vote, - all legal voters may vote only for a person being a candidate for the Speaker's office, - the former Speaker cannot consent. This rule takes precedence over all referring to voting. When the voting is finished, this rule is changed by replacing former Speaker's name with the name of the new one. 310/355. (Speaker's salary) (m) When e distributes proposals, the speaker receives a salary of half a point for every distributed proposal made by players other than emself. 352/461. (m) (Points of Order) Any voter may, at any time, submit a Point of Order, which can be abbreviated as PO. POs are submitted to an officer or the speaker. A PO consists of a statement claiming a mistake that the recipient of the PO made performing eir duties as officer or speaker of New Rishonnomic. This mistake may involve not following a rule, following a rule incorrectly, or any other mistake that is clear. The voter may include additional text in the PO, under the heading "Reason", but is not required to. Any text under "Reason" is not considered part of the statement in the PO. When a player receives a PO, e may do one of two things. E may accept the PO as correct, and do what is necessary to fix the mistake, or E may reject the PO as incorrect. The decision made by the player, and the action or actions taken by the player, must be made public within seven days of em receiving the PO. If the player accepts the PO as correct, then the voter who submitted the PO gains 2 points. If the player rejects the PO, the voter who submitted it loses 1 point. IIIa. Rules, and Precedence =========================== 114/114. There must always be at least one mutable rule. The adoption of (i) rule changes must never become completely inpermissible. 102/102. Initially rules in the 100's are immutable and rules in the (i) 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. 409/398. (m) Whitespace consists of any consecutive non-null sequence composed of any or all of the ASCII characters tabs, spaces, linefeeds, formfeeds, carriage returns, and vertical tabs (which are "whitespace characters"). Any given whitespace in a rule is not part of a rule and may be changed without changing the rule (ie, for display purposes). However and additionally, the breakdown of a rule into English paragraphs, sentences, and words IS part of the rule, and whitespace in a rule may not be changed in such a way as to alter said breakdown, without a rule change (ie, proposal). All of these units (words, sentences, and paragraphs) exist as per their normal English definitions, though this rule does not require rules to be in English. 334/369. (m) The Speaker shall give each proposal a number for reference. The numbers shall begin with 301, and each proposal proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. Whenever a proposal creates, amends or transmutes a rule, the rule created, amended or transmuted will receive the lowest number greater than all of the following: - the highest number of an existing rule - the highest number to be given to another rule because of rule changes earlier in the proposal When a rule is amended by a cosmetic proposal, its number does not change. 337/370. (m) Each rule will have a reference code. This reference code can only be changed according to the rules. Each reference code must be unique. The term 'RCxxx', where 'xxx' is the reference code of a rule, is equivalent to the phrase 'the rule with reference code xxx'. 'RCxxx', where 'xxx' is not the reference code of a rule, is not defined by this rule. When a proposal causes a new rule to be created, the rule will be given a reference code equal to the number of the proposal which created the rule. If a proposal creates more than one rule, then each rule created will be given a reference code of the form ###*, where ### is the number of the proposal which created the rules, and * is a character of the alphabet. The first rule created will get the character 'A', with each subsequent rule getting the next character of the alphabet. For the purposes of this rule, the character 'a' is considered to follow 'Z'. 111/111. In a conflict between a mutable and an immutable rule, the (i) 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. 212/212. If two or more mutable rules conflict with one another, or if (m) 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 defer to one another, then the numerical method again governs. IIIb. Rule Changes ================== Definitions =========== 487A/476. (m) (Definitions) Rule Change - 1) the enactment of a rule 2) the amendment or repeal of a mutable rule 3) the transmutation of a rule from mutable to immutable, or vice versa 4) any combination of 1, 2, and/or 3 Game State Modification - The change of any attribute, value, or property of a game entity which is not specified in the rules. ChoM - Shorthand for "rule change or game state modification". Proposal - Document submitted to the speaker with the clear intention of being a proposal. May contain any combination of rule changes and game state modifications. May also contain other text as specifically allowed in the rules. Proposed Rule Change - A rule change that is currently part (or the entirety of) an active proposal. 115/115. Rule changes that affect rules needed to allow or apply (i) 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. 107/107. Any proposed rule change must be written down (or otherwise (i) communicated in print media) before it is voted on. If adopted, it must guide play in the form in which it was voted on. 487B/477. (m) (Proposal States) A proposal may exist in any of the following states: 1) Submitted 2) Active 3) Closed 4) Resolved. A submitted proposal is one that has been sent to the speaker, but not yet distributed to all the voters. An active proposal is one that is currently up for voting. A closed proposal is one that the voting period has expired on, but the results have not yet been distributed to all the voters. A resolved proposal is one that has had the voting results distributed to the players, and the rule set has been changed if the proposal was adopted. As soon as the results are distributed, the proposal is considered to be resolved, and all changes have occured to the rule set, regardless of whether or not the rule set currently shows the changes. 487C/478. (m) (State Changes) A submitted proposal must become an active proposal within 4 days of being received by the speaker, or the submitting voter must be informed within 4 days that the proposal was rejected. The speaker must assign the proposal a number, and distribute it to all the players with the text of the proposal, and the time when the proposal will become a closed proposal. When a proposal is rejected, it is removed from the submitted state. An active proposal automatically becomes a closed proposal as soon as the specified time is reached, or the proposal is retracted. A closed proposal must become a resolved proposal within 4 days of becoming a closed proposal. Once a proposal is resolved, it cannot change to any other state. 487D/479. (m) (Player Actions) A player may make any of the following game actions in relation to proposals: 1) submit a proposal 2) vote on a proposal 3) retract a proposal 4) request proposal information 466/439. (m) In a proposal with more than one rule change, if a line of text begins with the character string "--", it signifies the beginning of the next rule change. Making proposals ================ 487E/480. (m) (Submission Restrictions) If a submitted proposal does not expressly list any rule changes or game state modifications, it is to be rejected by the speaker. If the voter has 5 proposals that are currently active, and submits a new proposal, e loses 5 points. If the voter has less than 5 proposals active, but a total of 5 proposals that are either submitted or active, then the oldest submitted proposal will be rejected. When a proposal is rejected, the speaker must distrubute the text of the proposal, along with the reason the proposal was rejected, to the submitting voter of the proposal. The voter loses 2 points. 487F/481. (m) (Voting Period) A voter may contact the speaker with eir wish to retract a proposal that is currently in the active state. The voter will lose 2 points for attempting to retract a proposal. Then, if the proposal was submitted by the voter, the following things happen: 1) The existing votes on the proposal are cleared. 2) Any future votes are discarded. 3) The proposal is moved to the closed state. 4) When the proposal is moved to the resolved state, the results must indicate that the proposal was retracted. 487P/491. (m) (Proposal Comments) Any text in a proposal that is delimited by '[' and ']' characters is considered to be a comment, unless the characters themselves are delimited in single quotes. A comment has no impact on the game, and is not copied from the proposal into the rule set. A comment is considered to be a part of the proposal, and must be included with the proposal whenever it is distributed. 489/493. (m) (Proposal Thievery) A speaker has the option to declare a proposal a 'stolen proposal' when e distributes it to the voters. E will do this when a proposal appears to be partially or completely copied from a previous proposal that was rejected, or a proposal that is currently active. E must list which proposal e feels it was copied from. If a stolen proposal is adopted, the author of the proposal will not be given any points, R$, or other rewards for the proposal. Instead, e will lose as many as e would have been given. The voter who authored the original proposal will be given any rewards for the proposal being adopted. The author of a stolen proposal may, while the proposal is active, publicly distribute an 'originality document'. This document must prove, in the mind of the speaker, that the proposal has a distinct difference from whatever proposal it was originally declared to be a copy of. If it does, the 'stolen proposal' status is removed from the active proposal. Voting ====== 487G/482. (m) (Voting Period) When a rule enters the active state, it is then up for voting. It is available to vote upon for exactly one week from the time and date at which it became active. 476H/483. (m) (Voting Basics) A voter may submit a vote for any active proposal. There are three possible votes that may be submitted for a proposal: 1) a FOR vote 2) an AGAINST vote 3) an ABSTAIN vote A voter does not have to use this exact terminology - any other that clearly communicates the intent of the vote is acceptable. Should a vote be unclear, the Speaker is to inform the voter of the unclear vote, and include the original text of the submitted vote. The speaker must receive the vote during the legal voting period. Any votes received before or after the proposal is active will be ignored. If a voter does not vote on a proposal, e is considered to have submitted an ABSTAIN vote. A voter may resubmit a vote for a proposal that e has already voted upon. The most recent vote replaces any previous votes, and e loses 1/2 point. Only FOR and AGAINST votes count towards Quorum. 487I/484. (m) (Voting Privacy) The speaker may only reveal the votes on a proposal to all players when the proposal is in the closed state, and then only for distributing the results to move the proposal to the closed state. The speaker may only reveal a vote on an active proposal to the player who submitted the vote, and only at request of the voter. When a voter requests information on what e voted on any or all active proposals, the speaker must provide the information, and must do so within 4 days, or before distributing the voting results, whichever is sooner. 487J/485. (m) (Number of Votes) Each voter initially has one vote per active proposal. No rule may ever reduce the number of votes a voter has to less than one. A voter may gain additional votes on a proposal as stated in the rules. No voter may ever have more than three votes on a proposal. This rule takes precedence over any other rule which modifies the number of votes a voter has. 487K/486. (m) (Usage of Additional Votes) Any votes over the first on a proposal must be submitted at the same time as the first. If a voter has already submitted a vote on a proposal, and wishes to use any additional votes, e must also resubmit eis first vote, and accept any penalties incurred by the resubmission of the vote. A voter may not resubmit any additional votes. Any attempt to resubmit additional votes, or resubmission of the first vote, cause any additional votes to be lost. The vote is removed from the proposal, and is not given back to the voter. 487L/487. (m) (Bonus Votes) A voter may own any number of Bonus Votes. A voter may only receive Bonus Votes as described in the rules. At any time, a voter with one or more Bonus Votes may use them to gain additional votes on a proposal. To do so, a voter must contact the Speaker with the following information: the intent to use a Bonus Vote, the number of the Proposal e is using the vote on, and the vote e wishes to submit. More than one Bonus Vote may be used on a proposal. The voter must also contact the Pointer with the information that e is using a Bonus Vote. If that voter has a Bonus Vote, the Pointer will deduct the Bonus Vote from the voter, and contact the Speaker with the fact that the Bonus Vote is good. If the voter does not have a Bonus Vote, then the Pointer will contact the Speaker with the fact that the voter does not have the Bonus Vote. The additional vote is disregarded, and the player loses 10 points. A player may give Bonus Votes to another player at any time by contacting the Pointer with the number of Bonus Votes e is giving, and the voter e is giving them to. If the giving voter has the specified amount of Bonus Votes, they are then transferred. If the giving voter does not have the specified amount, the highest possible number are transferred, and the giving voter loses 10 points for each Bonus Vote e did not have. 487M/488. (m) (Purchasing Votes) A voter may, at the time e submits a vote on a proposal, purchase an additional vote. The intent to purchase this vote, and the vote e wishes to submit with the additional vote, must be specified with the first vote on a proposal. If the voter has at least |100|, he then loses |100| and gets the additional vote. If the voter does not have |100|, e loses 2 points. No voter may purchase more than one vote in this manner per proposal. 106/106. All rule changes proposed in the proper way shall be voted on. (i) They will be adopted if and only if they receive the required number of votes and quorum is achieved. Adopting proposals ================== 487N/489. (m) (Quorum) Quorum for a proposal is defined as 20% of voters when the proposal enters the active state. This rule defers to any other rule that specifies or modifies Quorum. 487O/490. (m) (Required Votes) The required votes for a proposal to be adopted is as follows: 1) For a proposal that directly alters or modifies the actions which are required of and/or forbidden to the Speaker: a) a simple majority of all votes legally cast, if the Speaker consents b) a 2/3 majority of all votes legally cast, if the Speaker does not consent 2) For a proposal that includes the transmutation of a rule, the vote must be unanimous among votes legally cast. 3) All other propsals require a simple majority of all votes legally cast. A proposal must achieve Quorum to be adopted. 110/110. Rule changes that transmute immutable rules into mutable rules (i) may be adopted if and only if the vote is unanimous among votes legally cast. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect. 108/108. No rule change may take effect earlier than the moment of the (i) completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule change may have retroactive application. IV. Calling for Judgement ========================= 213/213. If players disagree about the legality of a move or the (m) interpretation or application of a rule, then a player may invoke judgement by submitting a statement for judgement to the Speaker. Disagreement, for the purposes of this rule, may be created by the insistence of any player. When judgement is invoked, the Speaker must, as soon as possible, select a Judge as described in the Rules. The Speaker must then distribute the statement to be judged, along with the identity of the Judge, to all players. 214/410. (m) The first judge selected to judge a statement shall be chosen randomly from all players, excluding the player who invoked judgement. In all cases, if a Judge beyond the first must be selected to judge a statement, it shall be a randomly selected Voter. The Voter thus selected may not be the player most recently selected as Judge for that statement, nor may e be the player who invoked judgement. Players that are considered missing are not available to be chosen as judges. If the judgement is to decide correctness of a PO, the officer who is responsible for the errors presented in the PO, must not be chosen to judge this PO. 215/215. After the Speaker has distributed the statement to be judged and the (m) identity of the Judge, the Judge has one week in which to deliver a legal judgement. If the Judge fails to deliver a judgement within this time, e is penalized 10 points and a new Judge is selected. A judgement is delivered by submitting that judgement to the Speaker, who must then distribute that judgement to all players as soon as possible. 216/216. A legal judgement is either TRUE, FALSE, or UNDECIDED. The (m) judgement may be accompanied by reasons and arguments, but such reasons and arguments form no part of the judgement itself. If a judgement is accompanied by reasons and arguments, the Speaker must distribute the reasons and arguments along with the judgement. 217/217. All judgements must be in accordance with the rules; however, if (m) the rules are silent, inconsistent, or unclear on the statement to be judged, then the Judge shall consider game custom and the spirit of the game before applying other standards. V. Points, and Ways to Win ========================== 113/113. A player always has the option to forfeit the game rather than (i) 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. 325/415. (m) (Winning by scoring) The winner is the first player to achieve 100 (positive) points. If more than one player achieves this condition simultaneously, all such players win. After such a win has occurred, the following things happen: -All players' scores are divided by two (fractions rounded down). -All winners' scores are divided by two, again (fractions rounded down). -All winners receive |500|. -All winners who have not previously won the game for a period of at least four weeks gain five bonus votes. -The game continues. All rules and proposed rule changes retain the status they had when the win occured. 373A/442. (The Pointer) (m) The Pointer is an officer of New Rishonnomic. The Pointer records the point scores of all players and the Bonus Vote counts of all entities. E sends a score report to all players at least once a week. Instead of mailing it, e may also make the score report accessible to all players by other means. The score report contains a list of all players' scores and Bonus Votes, and the changes of these, since the last score record was published. The Pointer maintains a copy of the current ruleset. E sends a copy of this ruleset to players upon request. Klaus Herrmanns is New Rishonnomics Pointer. 373B/436. (Pointer's salary) (m) On the first day of each month, the Pointer receives a salary of nine points. 202/462. (m) (Conservation of scores) All players begin with 0 points. Points may not be gained, lost, or traded except as explicitly stated in the rules. 317/475. (m) (Rewards for voting and proposing) All Voters gain one point for each proposal on which they voted. If a player's proposal is adopted, that player gains five points. If such a proposal creates a new rule without giving it a title, the player only gains two points. If a player's proposal is rejected, that player loses 3 points. A proposal that contains only minor changes may be declared a cosmetic proposal by its proposer. If it is adopted, its proposer gains only one point instead of five. If it is rejected, the proposer does not lose any points. A proposal may only be declared cosmetic when it is first submitted to the speaker. 393/464. (m) (Point rot) At the end of each western-hemisphere Friday, all players with at least 5 points lose 5 points each. 329/465. (m) (Win by paradox) When a new player joins as a voter, e may include the name of an existing voter, listed as the person who "referred" eir, in the message to join. If such a name is included, the voter who's name was included will gain 15 points. 219/379. (m) If a player believes that the rules are such that further play is impossible, or that the legality of a move cannot be determined with finality, or that a move appears equally legal and illegal, then the player may invoke judgement on a statement to that effect. If the statement is judged TRUE, then the player who invoked judgement shall be declared the winner of that game, and the game ends. Any other rule notwithstanding, the winner may then change, repeal or create up to three rules and make any other changes to the game state within one week. Not later than one week after being declared winner e must then inform all players of the changes e made, and the game then continues in the state that is the result of the winners changes. If the winner fails to publish eir changes within one week after being declared winner, the speaker can perform and distribute to all players changes as allowed to the winner in this rule, instead of the winner. Play then continues in the state that is the result of the speakers changes, as soon as the speaker informs all players of these changes. This rule takes precedence over every other rule determining the winner of the game. [see also: 215/215,304/304,310/355,318/420 for gaining/losing points as rewards/penalties for game actions] VI. Internomic ============== 333/418. (Internomic liaison) (m) The liaison for New Rishonnomic to Internomic has to make sure that New Rishonnomic is a voting member of Internomic. The liaison is an officer of New Rishonnomic. Any action on (or message to) the Internomic mailing list on behalf of Internomic by the liaison which is not required of em by a rule of New Rishonnomic is called an 'extra action'. The liaison may not make an extra action unless e has announced it (and, if it is a message, its content) to all players of New Rishonnomic, at least four days (96 hours) in advance, and no more than 8 days (192 hours) ago. E is prohibited from making an extra action if, during the four days immediately after the announcement, any player of New Rishonnomic has sent em an objection to the extra action. Dan Knapp is New Rishonnomic's liaison to Internomic. 318/420. (Liaison's salary) (m) When the liaison has performed all work connected with a particular IN proposal (i.e. distributed the proposal to NRn players, collected their votes on it and sent NRn's vote to IN, and published the IN voting results) e receives a salary of 1 point. E does not receive this salary for IN proposals e submitted emself. 349/350. (Liaison's reporting duties) (m) New Rishonnomic's liaison to Internomic is obliged to distribute all important informations about the progress of the game of Internomic to all players, as soon as possible after obtaining this information. Such information includes, but is not limited to: - new IN proposals distributed by the IN moderator - results of voting on IN proposals - the submission and judging of IN Statements for Judgement - the time when the liaison closes the New Rishonnomic voting period on IN proposals, the votes cast by New Rishonnomic players on these proposals and the vote of New Rishonnomic on these proposals. 304/304. (m) Players may make internomic proposals, and do so by sending them to the liaison. The liaison shall then, within one week, send them to the Internomic mailing list. If the proposal gets adopted, the player that proposed it gains eight points. 309/309. (m) Voters may vote on Internomic proposals, and do so by sending their votes to the liaison to Internomic, during the New Rishonnomic voting period of the Internomic proposal in question. The New Rishonnomic voting period of an Internomic proposal is defined as the time between the proposal's announcement on the Internomic list and the time that New Rishonnomic's liaison to Internomic closes the period. The liaison to Internomic may close the period on such proposals at any time seven days or less before the end of their Internomic voting periods. When e does this, e immediately tabulates the results and, if they are not tied, informs Internomic that New Rishonnomic has voted, and that its vote is the majority vote of those e tabulated. If the liaison to Internomic does not close the New Rishonnomic voting period of an Internomic proposal before its period has ended on Internomic, the voting period on that proposal is closed and New Rishonnomic does not vote on it. If the liaison does not close the New Rishonnomic voting period at least 100 hours before the end of the Internomic voting period, e loses five points. VII. Rishonnes ============== [see also 347/364 for spending rishonnes on extra votes] 360A/377. (Rishonnes) (m) The official unit of currency is known as the "rishonne" (abbreviation R$). Amounts of rishonnes are written as |xx|, where xx is a numeric value. Players can possess any positive number of rishonnes. Players can, at any time, give an amount of rishonnes equal to or less than the amount they possess to another player. Should a player ever have a negative number of rishonnes, e is immediately given as many rishonnes as necessary to bring eim to zero. E then loses a number of points equal to the amount of rishonnes e was given. Rishonnes can only be created or destroyed according to the rules. 385/394. (The Bank) (m) The New Rishonnomic Bank(NRB) exists. The NRB is an entity. Whenever the rules state an entity other than the NRB is gaining/losing rishonnes without stating other entities lose/gain these rishonnes, the NRB shall lose/gain them. The NRB possesses the amount of rishonnes in circulation minus the amount of rishonnes possessed by other entities. There are exactly 20000 rishonnes in circulation. 373C/444. (The Treasurer) (m) The Treasurer is an officer of New Rishonnomic. The Treasure is responsible for keeping the record of each entity's amount of rishonnes, and each non-player entity's amount of Bonus Votes. E sends a Treasury report to all players at least once a week. Instead of mailing it, e may also make the Treasury report accessible to all players by other means. The Treasury report contains a list of all entities' rishonnes and the changes of these since the last Treasury record was published. A change in an entity's R$ holdings is valid only if - it is reported to the Treasurer - it does not leave an entity owning a negative amount of R$ - it is explicitly allowed by the rules. Such changes take place when the Treasurer confirms them. The Treasurer of New Rishonnomic is Michal Kaczmarek. 364/367. (The Treasurer's salary) (m) On the first day of each month, the Treasurer of New Rishonnomic receives a salary of three points. 380/466. (m) (R$ for new players) When a new player joins the game, e will receive |500|. 360B/467. (m) (R$ reward for adopted proposals) When a non-cosmetic proposal is adopted, the player who submitted it is given |25|. 360C/468. (m) (R$ reward and penality for judgements) When a judge delivers judgement on a statement, he is given |50|. When a judge fails to deliver judgement within the time limit set by other rules, e loses |25|. 415/414. (m) (Taxes) All entities pay taxes to New Rishonnomic Bank first day of each month, at noon GMT. The tax of given entity is calculated as follows: - if the entity owns more than |100|, the tax is 20% of its R$ holdings. - if the entity owns |100| or less, it pays no tax. VIII. The Map ============= 477/447. (m) (The World) There exists a world, which is called Rishinnia. It is of a finite, but unknown, size. Unless specified otherwise, all objects and entities exist on Rishinnia. 408/469. (m) (Maps) Each local in Rishinnia has a map. The map consists of squares. A square's placement on the map depends on its x and y coordinates, which can only be integer numbers between -7 and +7, inclusive. The placement of a square can be given as (x,y). Squares are equal if both have the same (x,y) placement. directly adjacent if one has the placement (x,y) while the other has one of the following placements: (x-1,y), (x+1,y), (x,y-1) or (x,y+1). diagonally adjacent if one has the placement (x,y) while the other has one of the following placements: (x-1,y-1), (x-1,y+1), (x+1,y-1), (x+1,y+1). adjacent if they are either directly or diagonally adjacent. The squares A and B are connected if they are either directly adjacent or both connected to a square C. (This is recursive, of course). The expression "squares (a,b) through (p,q)", with a and p replaced by legal x and b and q replaced by legal y coordinates, means all squares with an x coordinate between a and p, inclusive, and an y coordinate between b and q, inclusive. 412B/449. (m) (The Cartographer) The Cartographer is an officer of New Rishonnomic. The Cartographer is responsible for keeping all maps and the entity location list up to date. E sends a map survey to all players at least once a fortnight. Instead of mailing it, e may also make the map survey accessible to all players by other means. The map survey contains - the current square price, - information about future price changes (as available) - all information necessary to reconstruct all the maps, in a form considered appropriate by the Cartographer - the ownership of the squares on the maps - the status (open or closed) of every player-owned square - the locations of all entities which have one - and all map related changes that occured since the last map survey was published. The Cartographer of New Rishonnomic is Dan Knapp. 412C/470. (m) (Buying squares) On the first day of each month, the Cartographer of New Rishonnomic receives a salary of three points. 414/445. (m) (Non-player landowners) There is an entity known as "The Center". It owns the squares (-1,-1) through (+1,+1), which are known as "The Arcades". The Arcades serve as a general meeting location. There is an entity known as "The Woods". When this rule is created, it owns the squares (-7,-7) through (+7,+7) except for the squares (-4,-4) through (+4,+4). The New Rishonnomic Bank owns and is located at map square (2,0). 412A/450. (m) Players can buy squares on the map of the local of Koljiana. They can only buy squares that are not already owned by other entities, and not more than two squares per week. When this rule is created, the price of squares is set to |250|. The cartographer can change this price. E may not do so more than once per week, and e may not change the price by more than fourty percent at a time. A square price change takes effect one week after it was publically announced by the Cartographer. To buy a square the buyer sends a message to all players that states which square e wants to buy. The square enters the buyer's ownership as soon as the Cartographer has publically announced that the square was still available for sale, and the Treasurer has publically confirmed the ability of the buyer to pay for the square, and transferred the price for the square from the player to the NRn bank. 480/452. (m) If so desired, a player may change the name and/or colour of any one of their owned sections of land on the map. This can be done at a maximum rate of once every 7 days. It is the duty of the Cartographer to keep this information up to date, and it is e who must be contacted in order for the new name to be implemented. 434/471. (m) (Landowner earnings) On the first and fifteenth day of each month, the player who owns the alrgest number of squares on the map of the local of Koljiana gets one Bonus Vote. If more than one player own the same, largest number of plots, the Pointer randomly selects one of them as recipient of this Bonus Vote. 452/472. (m) (Player locations) Players have locations. Whenever the location of a player is otherwise unspecified, e is located on eir home square, if e has one; otherwise, e is located at (0, 0). Being 'on' a square is equivalent to being 'in' or 'at' it. If no rule forbids a player from so doing, e may at any time move from the square e is on to any square directly adjacent to it. To move between squares the player sends a message to all players that states which square e is moving to. The player's location changes immediately. 457/473. (m) (Home squares) Players can have home squares, one apiece. If any player does not have a home square, e may choose any square e owns to be eir home square. 458/474. (m) (Opening and closing squares) Each player-owned square is, at any time, either open or closed. Players may enter and leave open squares as normal (subject to any other applicable conditions). Players may neither enter nor leave closed squares. The owner of a square may open or close it at any time when e is in it or on a square directly adjacent to it. Any player who is in a closed square may open it. 488/492. (m) (Local Governments) Each local may (but is not required to) have it's own government, and it's own set of rules. A set of rules that belongs to a specific local are known as the "laws" of that local. They apply only to game state of that local. The method for changing the laws is described by the laws of that local. No law of a local may supersede any rule. If the laws of a local and the rules conflict, then the rules always take precedence. The rules may modify the laws of a local. The laws of a local also describe how the laws are to be recorded. 463/495 (m) (The gnome) After this rule is created, a Gnome appears on the NRn map. E is first placed on a forest square chosen randomly by the Cartographer. At noon (GMT) every Monday each Gnome moves one square in a random direction. The Cartographer randomly determines this move. If the random determination requires a move off the map, on a closed square, or into the Arcades, the Cartographer shall repeat the random determination until a valid move is found. If no valid move is possible, the Gnome explodes from rage, and a new Gnome enters the map on a random forest square. If a Gnome enters a square owned by a player, that player loses |100| or half eir R$ holdings, whichever is less. These R$ now belong to the Gnome. If a Gnome enters a square on which one or more players are located, the R$ owned by the Gnome are evenly divided among these players. If a Gnome explodes from rage while owning R$, these R$ are left in the square where e exploded. Whenever a proposal is rejected, but at least one vote was cast for this proposal, a new Gnome enters the map on a random forest square at the time the voting results on that proposal are published. The Cartographer must name the different Gnomes when they first appear. Their names may not be identical to those of other Gnomes, or of any players or other existing NRn entities. The Cartographer must also report all R$ transfers required by this rule to the Treasurer. When a player is located in the same place as a gnome, he can kill the gnome. To do it, he should publicly announce his intension. The gnome is removed from the game and all its possession is dropped in the location. When a player is located in the same place as a gnome, he can kill the gnome. To do it, he should publicly announce his intension. The gnome is removed from the game and all its possession is dropped in the location. [Yes, this paragraph is here twice - P490 and P495].