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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule Set
Date: Fri, 16 Jun 2000 15:10:03 -0600
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From: Xylen <mctupper@h...>

0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless 
there are FOR votes equal to the number of Active Players

Voting Mailing List (VML) <Socialnomic-VML@egroups.com> This list is
limited to Actions that require Players to place a Vote. Examples
include, but are not limited to:
Proposals
Accusations
Voting

Official Action mailing list(OAML): <Socialnomic-AML@egroups.com>
This list is used only for official game actions which do not 
require Players to place a Vote.
Examples include, but are not limited to:
Announcement or Reminders of Proposals
Announcement or Reminders of Accusations
Announcements of Adoption

Rules Mailing List(RML):<Socialnomic-RULES@egroups.com>
This list is limited to the posting of enacted and amended rules. This
list represents the current Ruleset.

Discussion mailing list(DML):
<Socialnomic-DML@egroups.com> This list is used for discussion and game
related musings. Nothing posted to the DML has any effect on the game.
Examples include, but are not limited to: Discussions on proposals
General discussion about the game.

Player
A player is someone who is subscribed to the OAML, the VML, RML, and
the DML.

Active Player:
An player is known as active if they have posted to the DML during 
the previous 14 days.

Stasis Player
A player is known as "In Stasis" if they have not posted to the DML 
during the previous 14 days.

Rule-Set : The collection of all rules

Rule-Change: The enactment, repeal, and/or amendment of one or more 
rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

1. All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the OAML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.

2. All players may post a Rule-Change to the VML with the subject 
line "[playername] - Proposal [n]" where [n] is an integer one 
greater than the most recently posted Rule-Change on the VML, and 
[playername] is text identifying the player which posted the Rule-
Change. Following the post to the VML, A message must be posted to 
the OAML with the subject line "Proposal [n] Open for Voting".

3. All rule-changes proposed in the proper way shall be voted on. If 
a Rule-Change is adopted, they shall guide play in the form in which 
they were posted to the VML.

4. Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized. Example of a proper vote 
for a message with the subject line "Xylen - Proposal 1" would 
be "Re: Xylen - Proposal 1 FOR"

5. Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST

6. A Rule-change can be Adopted if it satisfies one of the following 
conditions:
There are more Votes FOR the rule-change than the number of Active 
Players divided by Two.
A Rule change can be Defeated if it satisfies one of the following 
conditions:
There are more Votes AGAINST the rule change than the number of 
Active Players divided by Two.

7. When a Rule-Change can be Adopted, any player may post a message 
to the OAML with the Subject line "Proposal [n] Adopted", where [n] 
is equal to the number assigned to the Rule-Change in question. The 
player who posts that message to the OAML (known as the Adopter) must 
then take the following steps:

For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]", where [n] is an 
integer one greater than the most recently posted Rule on the OAML. 
The body of this message must be the text of the rule as specified by 
the Rule-Change posted to the VML.

For each Rule Repealed by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n] Repealed". The body 
of that message must be blank.

For each Rule Amended by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]" where [n] is the 
number of the Rule amended. The body of this message must be the 
amended text of the rule as specified by the Rule-Change posted to 
the VML.

8. When a Rule-Change can be Defeated, any player may post a message 
to the OAML with the Subject line "Proposal [n] Defeated, where [n] 
is equal to the number assigned to the Rule-Change in question. Once 
a message has been posted to the OAML stating that a Rule-Change has 
been Defeated, that Rule-Change can never be Adopted.

9. No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.

10. Points are calculated as follows
Players who vote AGAINST winning proposals shall receive 10 points 
each.
When a proposed rule-change is Defeated, the player who proposed it 
loses 10 points.
When a proposed rule-change is Adopted, the player who proposed it 
receives 10 points. 

11. If two or more 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.

12. If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the OAML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the OAML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the OAML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the OAML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.

=========================================================
Posted by Xylen
-- 
Email is packaged by intellectual weight, not volume. Some settling of
contents may have occurred during transmission.

From mctupper@h... Tue Jun 20 10:02:10 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 0
Date: Tue, 20 Jun 2000 10:55:35 -0600
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From: Xylen <mctupper@h...>

0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be when
sanctioned by the Rules

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This includes:
Proposals 
Accusations
Voting

Official Action mailing list(OAML or AML): Socialnomic-AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but are
not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the OAML, the VML, RML,
and the DML.

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

From mctupper@h... Tue Jun 20 10:03:12 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 1
Date: Tue, 20 Jun 2000 11:01:05 -0600
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From: Xylen <mctupper@h...>

1.
All players must always abide by all the rules then in effect. These
rules are found in the archive of messages from the OAML with the
subject line "Rule [n]", where n is the assigned number of the rule. 
If multiple messages exist with identical Subject lines, the most
recent posting (based on the Archive Date) is the rule in effect. If a
message with the subject line "Rule [n] Repealed" has an archive date
which is more recent than a message with the subject line "Rule [n]",
the original Rule is not in effect.

From mctupper@h... Tue Jun 20 10:04:05 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 2
Date: Tue, 20 Jun 2000 11:02:02 -0600
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2. 
All players may post a Rule-Change to the VML with the subject line
"[playername] - Proposal [n]" where [n] is an integer one greater than
the most recently posted Rule-Change on the VML, and [playername] is
text identifying the player which posted the Rule- Change. Following
the post to the VML, A message must be posted to the OAML with the
subject line "Proposal [n] Open for Voting".

From mctupper@h... Tue Jun 20 10:04:43 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 3
Date: Tue, 20 Jun 2000 11:02:55 -0600
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3. 
All rule-changes proposed in the proper way shall be voted on. If a
Rule-Change is adopted, they shall guide play in the form in which 
they were posted to the VML.

From mctupper@h... Tue Jun 20 10:05:22 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 4
Date: Tue, 20 Jun 2000 11:03:29 -0600
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4. 
Every player is an eligible voter. Each eligible voter may participate
in every vote on rule-changes by posting a reply to the applicable
message on the VML. The body of the reply should be blank and the
Subject line unchanged except for the addition of the Vote word, which
should be entirely capitalized. Example of a proper vote for a
message with the subject line "Xylen - Proposal 1" would be "Re: Xylen
- Proposal 1 FOR"

From mctupper@h... Tue Jun 20 10:05:49 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 5
Date: Tue, 20 Jun 2000 11:04:20 -0600
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From: Xylen <mctupper@h...>

5. 
Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST


From mctupper@h... Tue Jun 20 10:06:39 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 6
Date: Tue, 20 Jun 2000 11:04:50 -0600
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From: Xylen <mctupper@h...>

6. 
A Rule-change can be Adopted if it satisfies one of the following
conditions: 
There are more Votes FOR the rule-change than the number of
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following 
conditions:
There are more Votes AGAINST the rule change than the number of 
Active Players divided by Two.


From mctupper@h... Tue Jun 20 10:07:53 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 7
Date: Tue, 20 Jun 2000 11:05:48 -0600
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From: Xylen <mctupper@h...>

7. 
When a Rule-Change can be Adopted, any player may post a message to
the OAML with the Subject line "Proposal [n] Adopted", where [n] is
equal to the number assigned to the Rule-Change in question. The 
player who posts that message to the OAML (known as the Adopter) must 
then take the following steps:

For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]", where [n] is an 
integer one greater than the most recently posted Rule on the OAML. 
The body of this message must be the text of the rule as specified by 
the Rule-Change posted to the VML.

For each Rule Repealed by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n] Repealed". The body 
of that message must be blank.

For each Rule Amended by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]" where [n] is the 
number of the Rule amended. The body of this message must be the 
amended text of the rule as specified by the Rule-Change posted to 
the VML.


From mctupper@h... Tue Jun 20 10:08:29 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 8
Date: Tue, 20 Jun 2000 11:06:54 -0600
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From: Xylen <mctupper@h...>

8. 
When a Rule-Change can be Defeated, any player may post a message 
to the OAML with the Subject line "Proposal [n] Defeated, where [n] 
is equal to the number assigned to the Rule-Change in question. Once 
a message has been posted to the OAML stating that a Rule-Change has 
been Defeated, that Rule-Change can never be Adopted.


From mctupper@h... Tue Jun 20 10:09:02 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 9
Date: Tue, 20 Jun 2000 11:07:30 -0600
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From: Xylen <mctupper@h...>

9. 
No rule-change may take effect earlier than the moment of adoption,
even if its wording explicitly states otherwise. No rule- change may
have retroactive application.


From mctupper@h... Tue Jun 20 10:09:50 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 10
Date: Tue, 20 Jun 2000 11:08:03 -0600
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From: Xylen <mctupper@h...>

10. 
Points are calculated as follows:
Players who vote AGAINST winning proposals shall receive 10 points each.
When a proposed rule-change is Defeated, the player who proposed it 
loses 10 points.
When a proposed rule-change is Adopted, the player who proposed it 
receives 10 points. 

From mctupper@h... Tue Jun 20 10:10:25 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 11
Date: Tue, 20 Jun 2000 11:08:52 -0600
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From: Xylen <mctupper@h...>

11. 
If two or more 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.


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To: Socialnomic-RULES@egroups.com
Subject: Rule 12
Date: Tue, 20 Jun 2000 11:09:27 -0600
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12. 
If players disagree about the legality of a move or the interpretation
or application of a rule (disputed action), then any player may make
an Accusation by posting a message to the OAML with the subject line
beginning with "Accusation". The body of this message must specify
the accused player(s) and the action under dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the OAML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the OAML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the OAML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.


From mctupper@h... Tue Jun 20 10:14:59 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule Set
Date: Tue, 20 Jun 2000 11:10:07 -0600
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0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be when
sanctioned by the Rules

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This includes:
Proposals 
Accusations
Voting

Official Action mailing list(OAML or AML): Socialnomic-AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but are
not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the OAML, the VML, RML,
and the DML.

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.
==========================================================
1. 
All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the OAML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.
==========================================================
2. 
All players may post a Rule-Change to the VML with the subject 
line "[playername] - Proposal [n]" where [n] is an integer one 
greater than the most recently posted Rule-Change on the VML, and 
[playername] is text identifying the player which posted the Rule-
Change. Following the post to the VML, A message must be posted to 
the OAML with the subject line "Proposal [n] Open for Voting".
==========================================================
3. 
All rule-changes proposed in the proper way shall be voted on. If 
a Rule-Change is adopted, they shall guide play in the form in which 
they were posted to the VML.
==========================================================
4. 
Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized. Example of a proper vote 
for a message with the subject line "Xylen - Proposal 1" would 
be "Re: Xylen - Proposal 1 FOR"
==========================================================
5. 
Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST
==========================================================
6. 
A Rule-change can be Adopted if it satisfies one of the following 
conditions:
There are more Votes FOR the rule-change than the number of Active 
Players divided by Two.
A Rule change can be Defeated if it satisfies one of the following 
conditions:
There are more Votes AGAINST the rule change than the number of 
Active Players divided by Two.
==========================================================
7. 
When a Rule-Change can be Adopted, any player may post a message 
to the OAML with the Subject line "Proposal [n] Adopted", where [n] 
is equal to the number assigned to the Rule-Change in question. The 
player who posts that message to the OAML (known as the Adopter) must 
then take the following steps:

For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]", where [n] is an 
integer one greater than the most recently posted Rule on the OAML. 
The body of this message must be the text of the rule as specified by 
the Rule-Change posted to the VML.

For each Rule Repealed by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n] Repealed". The body 
of that message must be blank.

For each Rule Amended by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]" where [n] is the 
number of the Rule amended. The body of this message must be the 
amended text of the rule as specified by the Rule-Change posted to 
the VML.
==========================================================
8. 
When a Rule-Change can be Defeated, any player may post a message 
to the OAML with the Subject line "Proposal [n] Defeated, where [n] 
is equal to the number assigned to the Rule-Change in question. Once 
a message has been posted to the OAML stating that a Rule-Change has 
been Defeated, that Rule-Change can never be Adopted.
==========================================================
9. 
No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.
==========================================================
10. 
Points are calculated as follows
Players who vote AGAINST winning proposals shall receive 10 points 
each.
When a proposed rule-change is Defeated, the player who proposed it 
loses 10 points.
When a proposed rule-change is Adopted, the player who proposed it 
receives 10 points. 
==========================================================
11. 
If two or more 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.
==========================================================
12. 
If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the OAML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the OAML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the OAML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the OAML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.
==========================================================

From oloros@b... Tue Jun 20 18:10:03 2000
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Date: Wed, 21 Jun 2000 01:09:52 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 10
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From: "Oloros the Blue" <oloros@b...>

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it 
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it 
loses 10 Points.




From oloros@b... Tue Jun 20 18:10:22 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 8
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From: "Oloros the Blue" <oloros@b...>

When a Rule-Change can be Defeated, any player may post a message
to the OAML with the Subject line "Proposal [n] Defeated", where [n]
is equal to the number assigned to the Rule-Change in question. The 
body of this message must list the Points of all Players. Once a 
message has been posted to the OAML stating that a Rule-Change has 
been Defeated, that Rule-Change can never be Adopted.



From oloros@b... Tue Jun 20 18:10:46 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 7
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From: "Oloros the Blue" <oloros@b...>

When a Rule-Change can be Adopted, any player may post a message
to the OAML with the Subject line "Proposal [n] Adopted", where [n]
is equal to the number assigned to the Rule-Change in question. The 
body of this message must list the Points of all Players. The player 
who posts that message to the OAML (known as the Adopter) must then 
take the following steps:

For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]", where [n] is an 
integer one greater than the most recently posted Rule on the OAML. 
The body of this message must be the text of the rule as specified by 
the Rule-Change posted to the VML.

For each Rule Repealed by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n] Repealed". The body 
of that message must be blank.

For each Rule Amended by the Rule-Change, the Adopter must post a 
message to the OAML with the subject "Rule [n]" where [n] is the 
number of the Rule amended. The body of this message must be the 
amended text of the rule as specified by the Rule-Change posted to 
the VML.





From oloros@b... Tue Jun 20 18:23:02 2000
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Date: Wed, 21 Jun 2000 01:22:58 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 6
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From: "Oloros the Blue" <oloros@b...>

Rule 6 

A Rule-change can be Adopted if it satisfies one of the following 
conditions: 
The number of Votes FOR the rule-change is greater than the number 
of Active Players divided by Two. 

A Rule change can be Defeated if it satisfies one of the following 
conditions: 
The number of Votes AGAINST the rule change is greater than or 
equal to the number of Active Players divided by Two.



From mctupper@h... Wed Jun 21 01:10:04 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com, Socialnomic-RULES@egroups.com
Subject: Rule 0
Date: Wed, 21 Jun 2000 02:06:28 -0600
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From: Xylen <mctupper@h...>

0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(OAML or AML): Socialn
omic-AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but
are
not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the OAML, the VML,
RML,
and the DML.

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.
-- 
Email is packaged by intellectual weight, not volume. Some settling of
contents may have occurred during transmission.

From mctupper@h... Wed Jun 21 01:18:24 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com
Subject: Rule 3 Repealed
Date: Wed, 21 Jun 2000 02:16:30 -0600
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-- 
Email is packaged by intellectual weight, not volume. Some settling of
contents may have occurred during transmission.

From mctupper@h... Wed Jun 21 01:22:12 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com
Subject: Rule 2
Date: Wed, 21 Jun 2000 02:20:12 -0600
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From: Xylen <mctupper@h...>

All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML.Following the post to the VML, A
message must be posted to the OAML with the subject line "Proposal [n]
Open for Voting".

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule.

From mctupper@h... Wed Jun 21 01:24:14 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com
Subject: Rule 4
Date: Wed, 21 Jun 2000 02:22:25 -0600
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From: Xylen <mctupper@h...>

Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5. 

From mctupper@h... Wed Jun 21 01:26:03 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com
Subject: Rule 6
Date: Wed, 21 Jun 2000 02:24:10 -0600
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From: Xylen <mctupper@h...>

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

From mctupper@h... Wed Jun 21 01:29:58 2000
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Organization: Xylen's Designs
To: Socialnomic-AML@egroups.com
Subject: Rule 10
Date: Wed, 21 Jun 2000 02:28:14 -0600
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From: Xylen <mctupper@h...>

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.


From topheavy@s... Wed Jun 21 10:00:22 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 0
Message-ID: <8iqsb3+b0sn@e...>
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From: topheavy@s...

0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(OAML or AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the OAML, the VML, 
RML, and the DML and who has posted a message to the OAML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.



From mctupper@h... Wed Jun 21 11:48:08 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 7
Date: Wed, 21 Jun 2000 12:41:04 -0600
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From: Xylen <mctupper@h...>

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of all
Players. 

3) For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the RML with the subject "Rule [n]", where [n] is an integer
one greater than the most recently posted Rule on the RML. The body of
this message must be the text of the rule as specified by the
Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n]" where [n] is the number
of the Rule amended. The body of this message must be the amended text
of the rule as specified by the Rule-Change posted to the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated. 

From mctupper@h... Wed Jun 21 11:50:30 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 8
Date: Wed, 21 Jun 2000 12:48:50 -0600
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From: Xylen <mctupper@h...>

When a Rule-Change can be Defeated, any player may defeat the
proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted.

From mctupper@h... Wed Jun 21 12:11:44 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 13
Date: Wed, 21 Jun 2000 13:06:54 -0600
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From: Xylen <mctupper@h...>

The Alpha Trendsetter may set the Negative In Word by posting a
message to the OAML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the OAML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to summarize
their opinion.

A Player who neglects to use a current In Word loses 1 Social Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing. 

From oloros@b... Thu Jun 22 11:50:20 2000
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Date: Thu, 22 Jun 2000 18:50:09 -0000
To: Socialnomic-RULES@egroups.com
Subject: Ruleset 
Message-ID: <8itn51+14ig@e...>
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From: "Oloros the Blue" <oloros@b...>

Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(OAML or AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the OAML, the VML, 
RML, and the DML and who has posted a message to the OAML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

==========================================================
Rule 1. 

All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the OAML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.

==========================================================
Rule 2. 

All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML.Following the post to the VML, 
A
message must be posted to the OAML with the subject line "Proposal [n]
Open for Voting".

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule. 

==========================================================
Rule 3. 
[repealed]

==========================================================
Rule 4. 
Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5. 

==========================================================
Rule 5. 

Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST

==========================================================
Rule 6. 

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two. 

==========================================================
Rule 7. 

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of 
all
Players. 

3) For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the RML with the subject "Rule [n]", where [n] is an 
integer
one greater than the most recently posted Rule on the RML. The body of
this message must be the text of the rule as specified by the
Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n]" where [n] is the number
of the Rule amended. The body of this message must be the amended text
of the rule as specified by the Rule-Change posted to the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated

==========================================================
Rule 8. 

When a Rule-Change can be Defeated, any player may defeat the
proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message 
should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted

==========================================================
Rule 9. 

No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.

==========================================================
Rule 10. 

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points. 

==========================================================
Rule 11. 

If two or more 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.

==========================================================
Rule 12. 

If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the OAML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the OAML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the OAML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the OAML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.

==========================================================
Rule 13.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the OAML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the OAML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to 
summarize
their opinion.

A Player who neglects to use a current In Word loses 1 Social 
Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing. 



From topheavy@s... Thu Jun 22 15:14:21 2000
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Subject: Rule 10
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Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself 
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers 
the Defeat may award emself 2 Points.


From topheavy@s... Thu Jun 22 15:21:09 2000
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Subject: Rule 6
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If a Rule-Change is adopted, it shall guide play in the form in which 
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following 
conditions:

The number of Votes FOR the rule-change is greater than the number of 
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following 
conditions:

The number of Votes AGAINST the rule change is greater than or equal 
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there 
are as many Votes AGAINST it as there are Votes FOR it.


From topheavy@s... Thu Jun 22 15:25:45 2000
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All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML. Following the post to the 
VML, A message must be posted to the AML with the subject 
line "Proposal [n] Open for Voting". The body of this message should 
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule. 


From topheavy@s... Thu Jun 22 15:29:29 2000
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Subject: Rule 14
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Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D. 

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below. 

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++
2 Points = 1 Line

3 Lines = 1 Triangle
4 Lines = 1 Quadrangle
5 Lines = 1 Pentagon
6 Lines = 1 Hexagon

2 Triangles = 1 Quadrangle
3 Triangles = 1 Pentagon
4 Triangles = 1 Hexagon 


From oloros@b... Fri Jun 23 09:39:04 2000
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To: Socialnomic-RULES@egroups.com
Subject: Ruleset
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From: "Oloros the Blue" <oloros@b...>

Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the AML, the VML, 
RML, and the DML and who has posted a message to the AML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

==========================================================
Rule 1. 

All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the AML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.

==========================================================
Rule 2. 

All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML. Following the post to the 
VML, A message must be posted to the AML with the subject 
line "Proposal [n] Open for Voting". The body of this message should 
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule. 

==========================================================
Rule 3. 
[repealed]

==========================================================
Rule 4. 
Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5. 

==========================================================
Rule 5. 

Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST

==========================================================
Rule 6. 

If a Rule-Change is adopted, it shall guide play in the form in which 
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following 
conditions:

The number of Votes FOR the rule-change is greater than the number of 
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following 
conditions:

The number of Votes AGAINST the rule change is greater than or equal 
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there 
are as many Votes AGAINST it as there are Votes FOR it. 

==========================================================
Rule 7. 

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of 
all
Players. 

3) For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the RML with the subject "Rule [n]", where [n] is an 
integer
one greater than the most recently posted Rule on the RML. The body of
this message must be the text of the rule as specified by the
Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n]" where [n] is the number
of the Rule amended. The body of this message must be the amended text
of the rule as specified by the Rule-Change posted to the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated

==========================================================
Rule 8. 

When a Rule-Change can be Defeated, any player may defeat the
proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message 
should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted

==========================================================
Rule 9. 

No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.

==========================================================
Rule 10. 

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself 
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers 
the Defeat may award emself 2 Points. 


==========================================================
Rule 11. 

If two or more 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.

==========================================================
Rule 12. 

If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the AML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the AML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the AML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.

==========================================================
Rule 13.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to 
summarize
their opinion.

A Player who neglects to use a current In Word loses 1 Social 
Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing. 

==========================================================
Rule 14. 

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D. 

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below. 

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++
2 Points = 1 Line

3 Lines = 1 Triangle
4 Lines = 1 Quadrangle
5 Lines = 1 Pentagon
6 Lines = 1 Hexagon

2 Triangles = 1 Quadrangle
3 Triangles = 1 Pentagon
4 Triangles = 1 Hexagon 

==========================================================



From oloros@b... Fri Jun 23 09:40:15 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 0.
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From: "Oloros the Blue" <oloros@b...>

Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the AML, the VML, 
RML, and the DML and who has posted a message to the AML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

==========================================================



From oloros@b... Fri Jun 23 09:41:27 2000
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Date: Fri, 23 Jun 2000 16:41:24 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 4
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From: "Oloros the Blue" <oloros@b...>

Rule 4. 

Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5. 



From oloros@b... Fri Jun 23 09:41:46 2000
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Subject: Rule 5
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From: "Oloros the Blue" <oloros@b...>

Rule 5. 

Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST



From oloros@b... Fri Jun 23 09:42:47 2000
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Subject: Rule 6
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From: "Oloros the Blue" <oloros@b...>

Rule 6. 

If a Rule-Change is adopted, it shall guide play in the form in which 
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following 
conditions:

The number of Votes FOR the rule-change is greater than the number of 
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following 
conditions:

The number of Votes AGAINST the rule change is greater than or equal 
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there 
are as many Votes AGAINST it as there are Votes FOR it. 



From oloros@b... Fri Jun 23 09:42:48 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 7 
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From: "Oloros the Blue" <oloros@b...>

Rule 7. 

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of 
all
Players. 

3) For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the RML with the subject "Rule [n]", where [n] is an 
integer
one greater than the most recently posted Rule on the RML. The body of
this message must be the text of the rule as specified by the
Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n]" where [n] is the number
of the Rule amended. The body of this message must be the amended text
of the rule as specified by the Rule-Change posted to the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated.



From oloros@b... Fri Jun 23 09:43:43 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 8
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From: "Oloros the Blue" <oloros@b...>

Rule 8. 

When a Rule-Change can be Defeated, any player may defeat the
proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message 
should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted.



From oloros@b... Fri Jun 23 09:44:19 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 11
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From: "Oloros the Blue" <oloros@b...>

Rule 11. 

If two or more 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.



From oloros@b... Fri Jun 23 09:44:40 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 9
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From: "Oloros the Blue" <oloros@b...>

Rule 9. 

No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.



From oloros@b... Fri Jun 23 09:44:49 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 10
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From: "Oloros the Blue" <oloros@b...>

Rule 10. 

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself 
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers 
the Defeat may award emself 2 Points. 



From oloros@b... Fri Jun 23 09:44:52 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 12
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From: "Oloros the Blue" <oloros@b...>

Rule 12. 

If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the AML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the AML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the AML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.



From oloros@b... Fri Jun 23 09:45:35 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 13
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From: "Oloros the Blue" <oloros@b...>

Rule 13.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to 
summarize
their opinion.

A Player who neglects to use a current In Word loses 1 Social 
Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing. 



From oloros@b... Fri Jun 23 09:46:08 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 14
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From: "Oloros the Blue" <oloros@b...>

Rule 14. 

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D. 

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below. 

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++
2 Points = 1 Line

3 Lines = 1 Triangle
4 Lines = 1 Quadrangle
5 Lines = 1 Pentagon
6 Lines = 1 Hexagon

2 Triangles = 1 Quadrangle
3 Triangles = 1 Pentagon
4 Triangles = 1 Hexagon 



From oloros@b... Fri Jun 23 09:48:17 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 1
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From: "Oloros the Blue" <oloros@b...>

Rule 1. 

All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the AML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.



From oloros@b... Fri Jun 23 09:48:28 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 2
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From: "Oloros the Blue" <oloros@b...>

Rule 2. 

All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML. Following the post to the 
VML, A message must be posted to the AML with the subject 
line "Proposal [n] Open for Voting". The body of this message should 
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule. 



From mctupper@h... Fri Jun 23 12:31:24 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 10
Date: Fri, 23 Jun 2000 13:28:10 -0600
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From: Xylen <mctupper@h...>

Rule 10. 
Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself 
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers 
the Defeat may award emself 2 Points. 

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

Points are temporary, and if not upgraded to a stable currency, fade
away seven days after they have been awarded. 

From s3036845@s... Tue Jun 27 10:20:49 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 14
From: Gallivanting Tripper <s3036845@s...>

Rule 14.

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon





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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 15
From: Gallivanting Tripper <s3036845@s...>


There exists in Socialnomic a duty that must be performed in order to
maintain the economics of the society. This duty, known as Tax
Assessment, can only be performed 7 days or more after the last Tax
Assessment. Any Active Player, known as the Assessor, may make the Tax
Assessment by taking the following steps:

1) A post must be made to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Points for
all Players as of the time of the assessment.

2) Taxes are assessed on each Players, by removing any Points in
excess of 10.

3) A Post must then be made to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Points for all Players after taxes were assessed.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes.





From s3036845@s... Wed Jun 28 00:30:39 2000
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Date: Wed, 28 Jun 2000 17:36:08 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 14
From: Gallivanting Tripper <s3036845@s...>

Rule 14.

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the AML
with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon





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From s3036845@s... Wed Jun 28 00:31:11 2000
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Date: Wed, 28 Jun 2000 17:36:41 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 16
From: Gallivanting Tripper <s3036845@s...>

Any Player (the Merchant) may Offer a Trade to other Players by posting a
message to the AML with the subject line "Trade Offer [x]" where x is a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the text
describing the Points and Coins of all Players subsequent to the Trade (the
Merchant loses, and the Customer gains, the amount offered and the Merchant
gains, and the Customer loses, the amount requested). If Taking an Offer
would result in the Merchant or the Customer having a negative amount of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again.



From s3036845@s... Wed Jun 28 21:52:22 2000
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Date: Thu, 29 Jun 2000 14:57:52 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 17
From: Gallivanting Tripper <s3036845@s...>

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x]."



From s3036845@s... Wed Jun 28 21:57:16 2000
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Date: Thu, 29 Jun 2000 15:02:46 +1000
To: Socialnomic-RULES@egroups.com
Subject: [Socialnomic-RULES] Rule 13
From: Gallivanting Tripper <s3036845@s...>

Rule 13.

A Person is defined as any entity that is subscribed to the DML, and has
posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as The
Debutante, and receives a Social Standing equal to one greater than that of
the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two Persons
would have identical Social Standings, the Social Standings of the Persons
are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Player who neglects to use a current In Word loses 1 Social
Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.





From s3036845@s... Thu Jun 29 23:00:33 2000
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Date: Fri, 30 Jun 2000 16:06:05 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 8
From: Gallivanting Tripper <s3036845@s...>

Rule 8.

When a Rule-Change can be Defeated, any Player (known as the Rejecter) may
defeat the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message
should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted.



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From mctupper@h... Fri Jun 30 00:17:09 2000
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To: Socialnomic-RULES@egroups.com
Subject: Ruleset
Date: Fri, 30 Jun 2000 01:00:14 -0600
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From: Xylen <mctupper@h...>

Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the AML, the VML, 
RML, and the DML and who has posted a message to the AML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

==========================================================
Rule 1. 

All players must always abide by all the rules then in effect. 
These rules are found in the archive of messages from the AML with 
the subject line "Rule [n]", where n is the assigned number of the 
rule. If multiple messages exist with identical Subject lines, the 
most recent posting (based on the Archive Date) is the rule in 
effect. If a message with the subject line "Rule [n] Repealed" has an 
archive date which is more recent than a message with the subject 
line "Rule [n]", the original Rule is not in effect.

==========================================================
Rule 2. 

All players may post a Rule-Change to the VML with the subject line
"Proposal [n]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML. Following the post to the 
VML, A message must be posted to the AML with the subject 
line "Proposal [n] Open for Voting". The body of this message should 
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if it was Proposed in the manner
described in this Rule. 

==========================================================
Rule 3. 
[repealed]

==========================================================
Rule 4. 
Every player is an eligible voter. Each eligible voter may 
participate in every vote on rule-changes by posting a reply to the 
applicable message on the VML. The body of the reply should be blank 
and the Subject line unchanged except for the addition of the Vote 
word, which should be entirely capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5. 

==========================================================
Rule 5. 

Each player has a maximum of one vote per proposal. Permissible 
Votes are as follows:
FOR
AGAINST

==========================================================
Rule 6. 

If a Rule-Change is adopted, it shall guide play in the form in which 
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following 
conditions:

The number of Votes FOR the rule-change is greater than the number of 
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following 
conditions:

The number of Votes AGAINST the rule change is greater than or equal 
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there 
are as many Votes AGAINST it as there are Votes FOR it. 

==========================================================
Rule 7. 

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of 
all Players. 

3) For each Rule Enacted by the Rule-Change, the Adopter must post a 
message to the RML with the subject "Rule [n]", where [n] is an 
integer one greater than the most recently posted Rule on the RML. The body of
this message must be the text of the rule as specified by the 
Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n]" where [n] is the number
of the Rule amended. The body of this message must be the amended text
of the rule as specified by the Rule-Change posted to the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated

==========================================================
Rule 8.

When a Rule-Change can be Defeated, any Player (known as the Rejecter)
may defeat the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message
should be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted.

==========================================================
Rule 9. 

No rule-change may take effect earlier than the moment of 
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.

==========================================================

Rule 10. Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10 
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself 
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers 
the Defeat may award emself 2 Points. 

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

Points are temporary, and if not upgraded to a stable currency, fade
away seven days after they have been awarded.

==========================================================
Rule 11. 

If two or more 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.

==========================================================
Rule 12. 

If players disagree about the legality of a move or the 
interpretation or application of a rule (disputed action), then any 
player may make an Accusation by posting a message to the AML with 
the subject line beginning with "Accusation". The body of this 
message must specify the accused player(s) and the action under 
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to 
each make statements to the DML regarding the action taken or their 
interpretation of the rule in question. Other players are encouraged 
to provide their opinions. During this time, the following things 
may occur.

The Defendant()s may post a message to the AML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
points.

7 days following the posting of the initial message to the AML, the 
Plaintiff may post the Accusation to the VML with the subject 
line "Accusation [n]" where [n] is an integer one greater than the 
most recently posted Accusation. For the purpose of voting, an 
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points, 
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points. 
The contest action is considered legal and binding.

==========================================================

Rule 13.
A Person is defined as any entity that is subscribed to the DML, and
has posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as
The Debutante, and receives a Social Standing equal to one greater than
that of the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two
Persons would have identical Social Standings, the Social Standings of the
Persons are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Player who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to 
summarize their opinion.

A Player who neglects to use a current In Word loses 1 Social
Standing.

A Player who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Player may
post a new appropriate In Word. The first Player to do so gains 3
Social Standing.

If two or more Players are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.

==========================================================
Rule 14.

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the
AML with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon

==========================================================
Rule 15

There exists in Socialnomic a duty that must be performed in order
tomaintain the economics of the society. This duty, known as Tax
Assessment, can only be performed 7 days or more after the last Tax
Assessment. Any Active Player, known as the Assessor, may make the Tax
Assessment by taking the following steps:

1) A post must be made to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Points
for all Players as of the time of the assessment.

2) Taxes are assessed on each Players, by removing any Points in
excess of 10.

3) A Post must then be made to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Points for all Players after taxes were assessed.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes.

==========================================================
Rule 16

Any Player (the Merchant) may Offer a Trade to other Players byposting a
message to the AML with the subject line "Trade Offer [x]" where x is
a unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by
replying to the AML with the subject line "Re: Taking Trade Offer [x]" and the
text describing the Points and Coins of all Players subsequent to the Trade
(the Merchant loses, and the Customer gains, the amount offered and the
Merchant gains, and the Customer loses, the amount requested). If Taking an
Offer would result in the Merchant or the Customer having a negative amount
of either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again.

==========================================================

Rule 17

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x]."


From s3036845@s... Sat Jul 01 01:47:08 2000
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Message-Id: <l03010d03b5836178a143@[150.203.41.8]>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Date: Sat, 1 Jul 2000 18:52:41 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 13
From: Gallivanting Tripper <s3036845@s...>

Rule 13.

A Person is defined as any entity that is subscribed to the DML, and has
posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as The
Debutante, and receives a Social Standing equal to one greater than that of
the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two Persons
would have identical Social Standings, the Social Standings of the Persons
are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Person who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Person who neglects to use a current In Word loses 1 Social
Standing.

A Person who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Person may
post a new appropriate In Word. The first Person to do so gains 3
Social Standing.

If two or more Persons are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social Standing
of all Persons, and the reasons for any changes since the previous such
message.



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From s3036845@s... Tue Jul 04 19:26:21 2000
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Date: Wed, 5 Jul 2000 12:32:01 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 1 - The Rules
From: Gallivanting Tripper <s3036845@s...>

Rule 1. The Rules

All players must always abide by all the rules then in effect. These
rules are found in the archive of messages from the AML with the
subject line "Rule [n] [name$]", where n is the assigned number of the rule
and name$ is the Name of the rule.
If multiple messages exist with identical Subject lines, the most
recent posting (based on the Archive Date) is the rule in effect. If a
message with the subject line "Rule [n] Repealed" has an archive date
which is more recent than a message with the subject line "Rule [n] [name$]",
the original Rule is not in effect.



From s3036845@s... Tue Jul 04 19:27:46 2000
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Date: Wed, 5 Jul 2000 12:33:26 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 2 - Rule-Changes
From: Gallivanting Tripper <s3036845@s...>

Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
"Proposal [n] - [name$]" where [n] is an integer one greater than the most
recently posted Rule-Change on the VML, and [name$] is a Name of up to two
words describing the Rule-Change. Following the post to the
VML, A message must be posted to the AML with the subject
line "Proposal [n] Open for Voting". The body of this message should
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if and only if it was Proposed in the manner
described in this Rule.



From s3036845@s... Tue Jul 04 19:30:52 2000
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Date: Wed, 5 Jul 2000 12:36:28 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 4 - Eligible Voters
From: Gallivanting Tripper <s3036845@s...>

Rule 4. Eligible Voters

Every player is an eligible voter. Each eligible voter may
participate in every vote on rule-changes by posting a reply to the
applicable message on the VML. The body of the reply should be blank
and the Subject line unchanged except for the deletion of the Rule-Change's
Name, and the addition of the Vote word, which should be entirely
capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n] - [name$]" would be "Re: Proposal [n] - VOTE", where VOTE is a
permissible Vote as described in Rule 5.



From s3036845@s... Tue Jul 04 19:31:24 2000
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Date: Wed, 5 Jul 2000 12:37:05 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 5 - Legal Votes
From: Gallivanting Tripper <s3036845@s...>

Rule 5. Legal Votes

Each player has a maximum of one vote per proposal. Permissible
Votes are as follows:
FOR
AGAINST





From s3036845@s... Tue Jul 04 19:32:00 2000
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Date: Wed, 5 Jul 2000 12:37:40 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
From: Gallivanting Tripper <s3036845@s...>

Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST it as there are Votes FOR it.






From s3036845@s... Tue Jul 04 19:33:42 2000
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Date: Wed, 5 Jul 2000 12:38:59 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 7 - Adoption Procedure
From: Gallivanting Tripper <s3036845@s...>

Rule 7. Adoption Procedure

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of
all
Players.

3) For each Rule Enacted by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]", where [n] is an
integer one greater than the most recently posted Rule on the RML and
[name$] is the Name of the Rule-Change; unless the Rule-Change had no Name,
in which case the Adopter may choose a one or two word Name for the Rule;
or unless the Rulechange specified a Name for the rule in its text, in
which case that Name takes precedence. The body of this message must be the
text of the rule as specified by the Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]" where [n] is the
number and [name$] is the Name of the Rule amended. The body of this
message must be the amended text of the rule as specified by the
Rule-Change posted to
the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated.






From s3036845@s... Tue Jul 04 19:36:03 2000
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Date: Wed, 5 Jul 2000 12:41:43 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 8 - Defeat Procedure
From: Gallivanting Tripper <s3036845@s...>

Rule 8. Defeat Procedure

When a Rule-Change can be Defeated, any Player (known as the Rejecter) may
defeat the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message
should
be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change
in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can never be Adopted.



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From s3036845@s... Tue Jul 04 19:36:40 2000
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Date: Wed, 5 Jul 2000 12:42:21 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 9 - Retrospection
From: Gallivanting Tripper <s3036845@s...>

Rule 9. Retrospection

No rule-change may take effect earlier than the moment of
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application.





From s3036845@s... Tue Jul 04 19:37:28 2000
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Date: Wed, 5 Jul 2000 12:43:04 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 10 - Points
From: Gallivanting Tripper <s3036845@s...>

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers
the Defeat may award emself 2 Points.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

Points are temporary, and if not upgraded to a stable currency, fade
away seven days after they have been awarded.




From s3036845@s... Tue Jul 04 19:37:47 2000
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Date: Wed, 5 Jul 2000 12:43:24 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 11 - Rule Conflict
From: Gallivanting Tripper <s3036845@s...>

Rule 11. Rule Conflict

If two or more 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.



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From s3036845@s... Tue Jul 04 20:45:31 2000
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Date: Wed, 5 Jul 2000 13:51:04 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 12 - Accusations
From: Gallivanting Tripper <s3036845@s...>

Rule 12. Accusations

If players disagree about the legality of a move or the
interpretation or application of a rule (disputed action), then any
player may make an Accusation by posting a message to the AML with
the subject line beginning with "Accusation". The body of this
message must specify the accused player(s) and the action under
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to
each make statements to the DML regarding the action taken or their
interpretation of the rule in question. Other players are encouraged
to provide their opinions. During this time, the following things
may occur.

The Defendant()s may post a message to the AML with the subject
line "Guilty as Charged". The Defendant(s) immediately lose 10
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject
line "Accusation Retracted". The Plaintiff(s) immediately lose 5
points.

7 days following the posting of the initial message to the AML, the
Plaintiff may post the Accusation to the VML with the subject
line "Accusation [n]" where [n] is an integer one greater than the
most recently posted Accusation. For the purpose of voting, an
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points,
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points.
The contest action is considered legal and binding.





From s3036845@s... Tue Jul 04 20:46:12 2000
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Date: Wed, 5 Jul 2000 13:51:53 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 13 - Social Standing
From: Gallivanting Tripper <s3036845@s...>

Rule 13. Social Standing

A Person is defined as any entity that is subscribed to the DML, and has
posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as The
Debutante, and receives a Social Standing equal to one greater than that of
the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two Persons
would have identical Social Standings, the Social Standings of the Persons
are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Person who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Person who neglects to use a current In Word loses 1 Social
Standing.

A Person who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Person may
post a new appropriate In Word. The first Person to do so gains 3
Social Standing.

If two or more Persons are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social Standing
of all Persons, and the reasons for any changes since the previous such
message.





From s3036845@s... Tue Jul 04 20:46:38 2000
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Date: Wed, 5 Jul 2000 13:52:18 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 14 - Coinage
From: Gallivanting Tripper <s3036845@s...>

Rule 14. Coinage

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the AML
with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon







From s3036845@s... Tue Jul 04 20:47:27 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 15 - The TaxMan
From: Gallivanting Tripper <s3036845@s...>

Rule 15. The TaxMan

There exists in Socialnomic a duty that must be performed in order to
maintain the economics of the society. This duty, known as Tax
Assessment, can only be performed 7 days or more after the last Tax
Assessment. Any Active Player, known as the Assessor, may make the Tax
Assessment by taking the following steps:

1) A post must be made to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Points for
all Players as of the time of the assessment.

2) Taxes are assessed on each Players, by removing any Points in
excess of 10.

3) A Post must then be made to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Points for all Players after taxes were assessed.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes.







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Date: Wed, 5 Jul 2000 13:54:40 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 16 - Free Trade
From: Gallivanting Tripper <s3036845@s...>

Rule 16. Free Trade

Any Player (the Merchant) may Offer a Trade to other Players by posting a
message to the AML with the subject line "Trade Offer [x]" where x is a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the text
describing the Points and Coins of all Players subsequent to the Trade (the
Merchant loses, and the Customer gains, the amount offered and the Merchant
gains, and the Customer loses, the amount requested). If Taking an Offer
would result in the Merchant or the Customer having a negative amount of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again.






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Date: Wed, 5 Jul 2000 13:55:56 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 17 - Contingency Shrubbery
From: Gallivanting Tripper <s3036845@s...>

Rule 17. Contingency Shrubbery

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x]."





From oloros@b... Thu Jul 06 13:55:50 2000
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To: Socialnomic-RULES@egroups.com
Subject: Ruleset
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From: "Oloros the Blue" <oloros@b...>

====
Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the AML, the VML, 
RML, and the DML and who has posted a message to the AML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

====
Rule 1. The Rules

All players must always abide by all the rules then in effect. These
rules are found in the archive of messages from the AML with the
subject line "Rule [n] [name$]", where n is the assigned number of 
the rule
and name$ is the Name of the rule.
If multiple messages exist with identical Subject lines, the most
recent posting (based on the Archive Date) is the rule in effect. If a
message with the subject line "Rule [n] Repealed" has an archive date
which is more recent than a message with the subject line "Rule [n] 
[name$]",
the original Rule is not in effect. 

====
Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
"Proposal [n] - [name$]" where [n] is an integer one greater than the 
most
recently posted Rule-Change on the VML, and [name$] is a Name of up 
to two
words describing the Rule-Change. Following the post to the
VML, A message must be posted to the AML with the subject
line "Proposal [n] Open for Voting". The body of this message should
be identical to the message posted to the VML.

A Rule-Change shall be Voted upon if and only if it was Proposed in 
the manner
described in this Rule. 


====
Rule 4. Eligible Voters

Every player is an eligible voter. Each eligible voter may
participate in every vote on rule-changes by posting a reply to the
applicable message on the VML. The body of the reply should be blank
and the Subject line unchanged except for the deletion of the Rule-
Change's
Name, and the addition of the Vote word, which should be entirely
capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n] - [name$]" would be "Re: Proposal [n] - VOTE", where 
VOTE is a
permissible Vote as described in Rule 5. 

====
Rule 5. Legal Votes

Each player has a maximum of one vote per proposal. Permissible
Votes are as follows:
FOR
AGAINST 

====
Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST it as there are Votes FOR it. 

====
Rule 7. Adoption Procedure

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of
all
Players.

3) For each Rule Enacted by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]", where [n] 
is an
integer one greater than the most recently posted Rule on the RML and
[name$] is the Name of the Rule-Change; unless the Rule-Change had no 
Name,
in which case the Adopter may choose a one or two word Name for the 
Rule;
or unless the Rulechange specified a Name for the rule in its text, in
which case that Name takes precedence. The body of this message must 
be the
text of the rule as specified by the Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]" where [n] is 
the
number and [name$] is the Name of the Rule amended. The body of this
message must be the amended text of the rule as specified by the
Rule-Change posted to
the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated. 

====
Rule 8. Defeat Procedure 

When a Rule-Change can be Defeated, any Player (known as the 
Rejecter) may defeat the proposal by taking the following steps: 

1) Post a Reply to the original RuleChange in the VML adding the 
phrase "- DEFEATED" to the subject line. The Body of the message 
should be empty. 

2) Post a message to the AML with the Subject line "Proposal [n] 
Defeated", where [n] is equal to the number assigned to the Rule- 
Change in question. The body of this message must list the Points of 
all Players. 

Once a message has been posted to the VML stating that a Rule-Change 
has been Defeated, that Rule-Change can never be Adopted.

====
Rule 9. Retrospection

No rule-change may take effect earlier than the moment of
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application. 

====
Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers
the Defeat may award emself 2 Points.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

Points are temporary, and if not upgraded to a stable currency, fade
away seven days after they have been awarded. 

====
Rule 11. Rule Conflict 

If two or more 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.

====
Rule 12. Accusations

If players disagree about the legality of a move or the
interpretation or application of a rule (disputed action), then any
player may make an Accusation by posting a message to the AML with
the subject line beginning with "Accusation". The body of this
message must specify the accused player(s) and the action under
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to
each make statements to the DML regarding the action taken or their
interpretation of the rule in question. Other players are encouraged
to provide their opinions. During this time, the following things
may occur.

The Defendant()s may post a message to the AML with the subject
line "Guilty as Charged". The Defendant(s) immediately lose 10
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject
line "Accusation Retracted". The Plaintiff(s) immediately lose 5
points.

7 days following the posting of the initial message to the AML, the
Plaintiff may post the Accusation to the VML with the subject
line "Accusation [n]" where [n] is an integer one greater than the
most recently posted Accusation. For the purpose of voting, an
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points,
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points.
The contest action is considered legal and binding. 

====
Rule 13. Social Standing

A Person is defined as any entity that is subscribed to the DML, and 
has
posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to 
as The
Debutante, and receives a Social Standing equal to one greater than 
that of
the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two 
Persons
would have identical Social Standings, the Social Standings of the 
Persons
are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Person who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Person who neglects to use a current In Word loses 1 Social
Standing.

A Person who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Person may
post a new appropriate In Word. The first Person to do so gains 3
Social Standing.

If two or more Persons are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social 
Standing
of all Persons, and the reasons for any changes since the previous 
such
message. 

====
Rule 14. Coinage

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the 
AML
with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon 

====
Rule 15. The TaxMan

There exists in Socialnomic a duty that must be performed in order to
maintain the economics of the society. This duty, known as Tax
Assessment, can only be performed 7 days or more after the last Tax
Assessment. Any Active Player, known as the Assessor, may make the Tax
Assessment by taking the following steps:

1) A post must be made to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Points 
for
all Players as of the time of the assessment.

2) Taxes are assessed on each Players, by removing any Points in
excess of 10.

3) A Post must then be made to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Points for all Players after taxes were assessed.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes. 

====
Rule 16. Free Trade

Any Player (the Merchant) may Offer a Trade to other Players by 
posting a
message to the AML with the subject line "Trade Offer [x]" where x is 
a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by 
replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the 
text
describing the Points and Coins of all Players subsequent to the 
Trade (the
Merchant loses, and the Customer gains, the amount offered and the 
Merchant
gains, and the Customer loses, the amount requested). If Taking an 
Offer
would result in the Merchant or the Customer having a negative amount 
of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again. 

====
Rule 17. Contingency Shrubbery

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x].




From s3036845@s... Sat Jul 08 19:44:18 2000
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Date: Sun, 9 Jul 2000 12:50:06 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 12 - Accusations
From: Gallivanting Tripper <s3036845@s...>

Rule 12 - Accusations

All messages posted to the VML, AML or RML are Legal if and only if they
are posted as explicitly specified in the Rules. All other messages posted
to the VML, AML or RML are Illegal.

An Action is defined as the posting of a message to, or deletion of a
message from, the VML, AML or RML. It is Illegal to post an Illegal
message, or to delete a Legal message.

If players disagree about the legality of an Action, then any
player may make an Accusation by posting a message to the AML with
the subject line beginning with "Accusation". The body of this
message must specify the accused player(s) and the action under
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to
each make statements to the DML regarding the action taken. Other players
are encouraged to provide their opinions. During this time, the following
things
may occur.

The Defendant()s may post a message to the AML with the subject
line "Guilty as Charged". The Defendant(s) immediately lose 10
points and the disputed action is revoked.

The Plaintiff may post a message to the AML with the subject
line "Accusation Retracted". The Plaintiff(s) immediately lose 5
points.

7 days following the posting of the initial message to the AML, the
Plaintiff may post the Accusation to the VML with the subject
line "Accusation [n]" where [n] is an integer one greater than the
most recently posted Accusation. For the purpose of voting, an
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points,
and the contested action taken is revoked as above.
If the Accusation is Defeated, then the Plaintiff loses 25 points.
The contested action is considered legal and binding.

When an Action is Revoked, the following events occur:
* If the Action was a deletion, the deleted message must be reposted
* If the Action was a posting, the message must be deleted
* If Gamedata has changed since the Accusation was made, the Player who
made the Accusation must post a message to the AML with the subject line
"Consequences of Accusation" and with its text describing the Gamedata as
if the Revoked action had not occurred. This message then becomes the
current state of the Gamedata.



From oloros@b... Mon Jul 10 07:48:57 2000
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Subject: Rule 10 - Points
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From: "Oloros the Blue" <oloros@b...>

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers
the Defeat may award emself 2 Points.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.



From mctupper@h... Tue Jul 11 00:22:58 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 18 - Social Engagements
Date: Tue, 11 Jul 2000 01:11:34 -0600
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From: Xylen <mctupper@h...>

In the highly evolved social milieu that is SocialNomic, there are
many opportunities for society gatherings and fetes. While observers
may dourly judge such events as exhibits of social privilege, the
Attendees treat them with such grace as if they were elaborate affairs
of state. 

Any Player who intends to throw a Party must pay Outlay in the amount
required by the type of Party they intend to host, and then post an
message to the AML with the Subject Line "Invitation for [date]", 
where [date] is at least 8 days after the date of posting, and the 
text includes the type of Party and an updated table of Coinage 
possessed by each Player. From this time the inviting Player may be 
referred to as a Host.

At any date up to 5 days prior to the Date of the Party, the Host may
enhance the Type of Party, or Cancel it entirely. A nervous Host, 
meddling in the affairs of their caterer and designer, shall only be 
refunded the amount listed in the description of the Party, 
approximately half of their initial Outlay. A Host who changes the 
type of their Party should post a new invitation, as outlined above.

Any Person may send a private email to the Host (an RSVP) to the 
effect that they will be attending the Party. An RSVP may be made up to 
3 days prior to the Date of the Party. 

A Person may withdraw a previously sent RSVP up to the day before the 
Date of the Party by sending a private email to the Host, or making a 
public declaration on the DML with subject line "Spurring [host] on 
[date]", where [host] is the name of the Host and [date] the date of 
the Party.

On the Date of the Party, the Host must post a message to the OAML 
with the Subject Line "Society Pages", and the text to include the type 
of Party thrown, the names of all Attendees (including the Host 
emself), and their updated Social Standing. 

Social Standing should be updated based on the number of Attendees, 
as follows:

If the number of Attendees is less than the minimum number required by
the type of Party, the Host loses Social Standing equal to the amount
listed as Advancement.

If the number of Attendees is equal to or greater than the minimum 
required, but not more than the maximum number allowed, the Party was 
the Place to Be Seen; the Host gains Social Standing equal to double 
the Advancement, each other Attendee gains the Advancement.

If the number of Attendees is greater than the maximum number allowed, 
the liquor ran out and catering was stingy with the food; the Host 
gains half the Advancement (round down), each other Attendee gains
the Advancement.

Additionally:
Each Attendee gains 1 Social Standing for each Trendsetter who attended. 
The Host loses 1 Social Standing for each Pariah who attended. 

From mctupper@h... Tue Jul 11 00:30:26 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 19 - Midsummernight's Dream
Date: Tue, 11 Jul 2000 01:24:46 -0600
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From: Xylen <mctupper@h...>

Socially speaking, summer is that period of time between Memorial Day 
and Labor Day (for the purposes of SocialNomic, May 25 and September 
5). According to the clothing catalogs, the summer season is 
characterized by timelessly fashionable lightly colored linens and, 
for gentlemen, a predilection for seersucker suits. Summer socials 
and their parameters follow:

Shave Ice Party - Outlay 1 Triangle (3 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 13 Attendees, 
Advancement 1.

Wienie Roast - Outlay 1 Quadrangle (4 Points Refundable), Minimum 
Number Required 3 Attendees, Maximum Number Allowed 6 Attendees, 
Advancement 1.

Shrimp on the Barbie - Outlay 1 Pentagon (5 Points Refundable), 
Minimum Number Required 5 Attendees, Maximum Number Allowed 8 
Attendees, Advancement 2.

Cucumber Sandwiches - Outlay 1 Hexagon (6 Points Refundable), Minimum 
Number Required 4 Attendees, Maximum Number Allowed 9 Attendees, 
Advancement 2.

Texas Barbeque - Outlay 2 Triangles (6 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 12 Attendees, 
Advancement 3.

Clambake - Outlay 2 Quadrangles (8 Points Refundable), Minimum Number 
Required 6 Attendees, Maximum Number Allowed 10 Attendees, 
Advancement 4.

Swordfish and Grill - Outlay 2 Pentagons (10 Points Refundable), 
Minimum Number Required 7 Attendees, Maximum Number Allowed 14 
Attendees, Advancement 5.

Six Courses of Insects - Outlay 3 Quadrangles (12 Points Refundable), 
Minimum Number Required 4 Attendees, Maximum Number Allowed 6 
Attendees, Advancement 6.

Polynesian Luau - Outlay 3 Pentagons (15 Points Refundable), Minimum 
Number Required 9 Attendees, Maximum Number Allowed 16 Attendees, 
Advancement 8. 

From mctupper@h... Tue Jul 11 00:37:55 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 20 - Black Tie Affairs
Date: Tue, 11 Jul 2000 01:32:19 -0600
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From: Xylen <mctupper@h...>

There are some few social functions that weather the tempests of 
fashion with such grace that they may be rightly termed eternal. 
These occasions are known as Black Tie Affairs, and require of their 
Attendees a concession to formal dress. 

Each season, each Player must declare themselves "male" or "female", 
with regards to formal dress. 

A Declared Male may spend 3 Hexagons to purchase a Tuxedo or White 
Dinner Jacket. If the Declared Male purchased formal wear in the 
previous season, "he" may spend 2 Hexagons to let the girth out on 
the pants and coat. This should be done by posting a message to the 
AML with the subject line of "Purchasing Formal Wear", with text that 
describes the item purchased, a listing of other Players who 
currently possess formal wear and the type, and an updated table of 
Coinage. A White Dinner Jacket is required for Black Tie Affairs that 
take place during the summer season, as defined in the Rule "Social 
Engagements", a Tuxedo must be worn in other seasons.

A Declared Female must spend 1 Hexagon prior to each Black Tie Affair 
to purchase evening wear in the appropriate fashion. This should be 
done by posting a message to the AML with the subject line of 
"Purchasing Formal Wear", with text that describes the item purchased, 
a listing of other Players who currently possess formal wear and the 
type, and an updated table of Coinage.

Any Person who is not a Player may attend any Black Tie Affair, the 
particular formal wear of their culture adequately, if colorfully, 
substituting for the dictates of formality.

The parameters of Black Tie Affairs follow:

Wine & Cheese - Outlay 2 Hexagons (12 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 12 Attendees, 
Advancement 7.

Champagne & Caviar - Outlay 3 Hexagons (18 Points Refundable), 
Minimum Number Required 4 Attendees, Maximum Number Allowed 12 
Attendees, Advancement 10. 

From mctupper@h... Tue Jul 11 00:46:45 2000
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Organization: Xylen's Designs
To: Socialnomic-RULES@egroups.com
Subject: Rule 21 Just Deserts
Date: Tue, 11 Jul 2000 01:42:14 -0600
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From: Xylen <mctupper@h...>

A Player may offer that some credit for a proposed Rule-Change be due 
to the offices of another Entity. Such a proposal is known as an 
Acknowledged Proposal.

The following clause must be prepended to the text of an Acknowledged 
Proposal:
Recognition for the inspiration of this Proposal is due to the 
following: [who]. 
where [who] is the name of any Entity, or list of names of Entities.

The Adopter of an Acknowledged Proposal is to divide any Points that 
would be awarded to the Player who proposed it evenly between the 
Player who proposed it and the acknowledged Entites. 

From oloros@l... Tue Jul 11 09:39:22 2000
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Date: Tue, 11 Jul 2000 16:21:08 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 2 - Rule-Changes
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From: "Oloros the Blue" <oloros@l...>

Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
'Proposal [n] - [name$]' where [n] is an integer one greater than the 
most recently posted Rule-Change on the VML, and [name$] is a Name of 
up 
to two words describing the Rule-Change. Following the post to the
VML, A message must be posted to the AML with the subject 
line 'Proposal [n]
Open for Voting'. The body of this message should be identical to the 
message
posted to the VML. 

Any Rule-Change can be Erased by the author of that Rule-change, if
the author posts a message to the AML with the subject 'Proposal [n]
is Erased'. An identical message must also be posted to the VML as a
reply to the Proposal being erased.

A Rule-Change shall be Voted upon if and only if it was Proposed in 
the manner described in this Rule and it has not been Erased.


From oloros@l... Tue Jul 11 09:39:35 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
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Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two and the rule-change has not been Erased.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST it as there are Votes FOR it.



From oloros@l... Tue Jul 11 09:59:01 2000
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Date: Tue, 11 Jul 2000 16:40:33 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 22 - Stairmaster
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From: "Oloros the Blue" <oloros@l...>

Rule 22. Stairmaster

The Ministry of Bureaucratic Exercise (Miniburex) is a monstrosity of 
a building that has a Floor that corresponds to each Rule of the 
SocialNomic Ruleset by Number. Each Floor has a Supervisor, who is 
the Player who proposed the most recent RuleChange that modified (or 
created) the Rule. Stairways connect adjacent Floors. Transport Tubes 
connect a FLoor to any other Floor explicitly mentioned by Number or 
Name in the text of the corresponding Rule.

The Directory of Miniburex is a listing of each Floor, the 
Supervisor, and any Occupants, as well as a list of the Players and 
their Runners.

Each Player sponsors and is represented by a Runner, which, if not 
fancifully named, shall be referred to as "[name]'s Runner", where 
[name] is the name of the Player. a Player may change their Runner's 
name no more than once per subgame of Stairmaster.

Twice during any Monday-Friday period, a Player may move a Runner by 
posting to the AML a message with subject line "Moving [who] to Floor 
[x]", where [who] is the name of the Runner, [x] is the Floor number 
of the Runner's destination, and the text is an updated Directory of 
Miniburex.

A Player may move their Runner by Stairway to either adjacent Floor. 
If the Player is the Supervisor of a Floor occupied by a Runner, they 
may move that Runner by Transport Tube to a connected Floor. If the 
Player is the Supervisor of the Floor occupied by their Runner, they 
may move their Runner by Transport Tube to any Floor that connects to 
their Runner's current Floor (which they own).

The repeal of a Rule for the SocialNomic Ruleset leaves the 
corresponding Floor of Miniburex abandoned without a Supervisor.

The subgame of Stairmaster begins with all Runners on Floor 0.



From oloros@l... Tue Jul 11 10:00:06 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 23 - Racing Forms
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From: "Oloros the Blue" <oloros@l...>

Rule 23. Racing Forms

Wagers may be placed by Players as to whose Runner will be first or 
second (or not first or not second) to the top of Miniburex in the 
subgame of Stairmaster. A Wager is a statement in the 
form "[challenger] wagers [n] [polygons] that [runner] [will|will 
not] be [first|second]", where [challenger] is the name of the Player 
proposing the Wager, [n] [polygons] is the amount and denomination of 
the Wager, [runner] is the name of the Runner, and [will|will not] 
and [first|second] denote the place of the Runner in the final 
standings.

Wagers should be posted to the AML in a message with subject 
line "Odds & Bets", with text of all Wagers, Proposed and Accepted.

A Wager is offered in the Wagers Proposed section of the "Odds & 
Bets" message. When accepted by another Player, it should be moved to 
the Wagers Accepted section of that message, with the 
phrase "(accepted by [who])" where [who] is the name of the accepting 
Player, appended.

Wagers are GameData.



From oloros@l... Tue Jul 11 12:35:55 2000
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Date: Tue, 11 Jul 2000 19:28:27 -0000
To: Socialnomic-RULES@egroups.com
Subject: Ruleset
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From: "Oloros the Blue" <oloros@l...>

SocialNomic Ruleset at time of posting

Rule 0. Definitions

Rule-Changes which amend or repeal this rule cannot be adopted unless
there are FOR votes equal to the number of Active Players

Mailing Lists: There are four Mailing lists that make up the game of
Socialnomic. Changes to the Mailing Lists can only be made when 
sanctioned by the Rules.

Voting Mailing List (VML): Socialnomic-VML@egroups.com This list is
limited to Actions that require Players to place a Vote. This
includes:
Proposals 
Accusations
Voting

Official Action mailing list(AML): Socialnomic-
AML@egroups.com 
This list is used only for official game actions which do not require
Players to place a Vote. This list is limited to:

Announcement of Proposals
Proposals 
Announcement of Accusations
Accusations 
Announcements of Adoption
GameData

Rules Mailing List(RML or RULES):Socialnomic-RULES@egroups.com
This list is limited to the posting of enacted and amended rules and
represents the current Ruleset.

Discussion mailing list(DML): Socialnomic-DML@egroups.com
This list is used for discussion and game related musings. Nothing
posted to the DML has any effect on the game. Examples include, but 
are not limited to: 
Discussions on proposals
General discussion about the game.

Player: A player is someone who is subscribed to the AML, the VML, 
RML, and the DML and who has posted a message to the AML stating 
their name as a Player, and declaring that they will abide by the 
Rules of Socialnomic

Active Player: A player is known as active if they have posted to the
DML during the previous 14 days.

In Stasis Player: A player is known as "In Stasis" if they have not
posted to the DML during the previous 14 days.

RuleSet or Rule-Set: The collection of all rules

RuleChange or Rule-Change: The enactment, repeal, and/or amendment of
one or more rules.

Escape-Hatch: The Players of Socialnomic reserve the right to, by
unanimous or near-unanimous informal decision, amend whatever parts of
the ruleset that, for whatever reason, make the Game unplayable. The
instant this Definition is repealed or modified, the Game restarts
using its starting Ruleset.

Rule 1. The Rules

All players must always abide by all the rules then in effect. These
rules are found in the archive of messages from the AML with the
subject line "Rule [n] [name$]", where n is the assigned number of 
the rule
and name$ is the Name of the rule.
If multiple messages exist with identical Subject lines, the most
recent posting (based on the Archive Date) is the rule in effect. If a
message with the subject line "Rule [n] Repealed" has an archive date
which is more recent than a message with the subject line "Rule [n] 
[name$]",
the original Rule is not in effect. 

Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
"Proposal [n] - [name$]" where [n] is an integer one greater than the 
most
recently posted Rule-Change on the VML, and [name$] is a Name of up 
to two
words describing the Rule-Change. Following the post to the
VML, A message must be posted to the AML with the subject
line "Proposal [n] Open for Voting". The body of this message should
be identical to the message posted to the VML.

Any Rule-Change can be Erased by the author of that Rule-change, if 
the author posts a message to the AML with the subject 'Proposal [n] 
is Erased'. An identical message must also be posted to the VML as a 
reply to the Proposal being erased.

A Rule-Change shall be Voted upon if and only if it was Proposed in 
the manner
described in this Rule. 


Rule 4. Eligible Voters

Every player is an eligible voter. Each eligible voter may
participate in every vote on rule-changes by posting a reply to the
applicable message on the VML. The body of the reply should be blank
and the Subject line unchanged except for the deletion of the Rule-
Change's
Name, and the addition of the Vote word, which should be entirely
capitalized.

An example of a proper Vote for a Proposal with subject line
"Proposal [n] - [name$]" would be "Re: Proposal [n] - VOTE", where 
VOTE is a
permissible Vote as described in Rule 5. 

Rule 5. Legal Votes

Each player has a maximum of one vote per proposal. Permissible
Votes are as follows:
FOR
AGAINST 

Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of 
Active Players divided by Two and the rule-change has not been Erased.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST it as there are Votes FOR it. 

Rule 7. Adoption Procedure

When a RuleChange can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of
all
Players.

3) For each Rule Enacted by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]", where [n] 
is an
integer one greater than the most recently posted Rule on the RML and
[name$] is the Name of the Rule-Change; unless the Rule-Change had no 
Name,
in which case the Adopter may choose a one or two word Name for the 
Rule;
or unless the Rulechange specified a Name for the rule in its text, in
which case that Name takes precedence. The body of this message must 
be the
text of the rule as specified by the Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]" where [n] is 
the
number and [name$] is the Name of the Rule amended. The body of this
message must be the amended text of the rule as specified by the
Rule-Change posted to
the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can never be Defeated. 

Rule 8. Defeat Procedure 

When a Rule-Change can be Defeated, any Player (known as the 
Rejecter) may defeat the proposal by taking the following steps: 

1) Post a Reply to the original RuleChange in the VML adding the 
phrase "- DEFEATED" to the subject line. The Body of the message 
should be empty. 

2) Post a message to the AML with the Subject line "Proposal [n] 
Defeated", where [n] is equal to the number assigned to the Rule- 
Change in question. The body of this message must list the Points of 
all Players. 

Once a message has been posted to the VML stating that a Rule-Change 
has been Defeated, that Rule-Change can never be Adopted.

Rule 9. Retrospection

No rule-change may take effect earlier than the moment of
adoption, even if its wording explicitly states otherwise. No rule-
change may have retroactive application. 

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers
the Defeat may award emself 2 Points.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

Rule 11. Rule Conflict 

If two or more 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.

Rule 12. Accusations

If players disagree about the legality of a move or the
interpretation or application of a rule (disputed action), then any
player may make an Accusation by posting a message to the AML with
the subject line beginning with "Accusation". The body of this
message must specify the accused player(s) and the action under
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to
each make statements to the DML regarding the action taken or their
interpretation of the rule in question. Other players are encouraged
to provide their opinions. During this time, the following things
may occur.

The Defendant()s may post a message to the AML with the subject
line "Guilty as Charged". The Defendant(s) immediately lose 10
points and the disputed action is retracted.

The Plaintiff may post a message to the AML with the subject
line "Accusation Retracted". The Plaintiff(s) immediately lose 5
points.

7 days following the posting of the initial message to the AML, the
Plaintiff may post the Accusation to the VML with the subject
line "Accusation [n]" where [n] is an integer one greater than the
most recently posted Accusation. For the purpose of voting, an
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points,
and the contested action taken is revoked.
If the Accusation is Defeated, then the Plaintiff loses 25 points.
The contest action is considered legal and binding. 

Rule 13. Social Standing

A Person is defined as any entity that is subscribed to the DML, and 
has
posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to 
as The
Debutante, and receives a Social Standing equal to one greater than 
that of
the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two 
Persons
would have identical Social Standings, the Social Standings of the 
Persons
are instead interchanged.

The Alpha Trendsetter may set the Negative In Word by posting a
message to the AML with the Subject Line "Negative In Word" and text
that gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Person who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Person who neglects to use a current In Word loses 1 Social
Standing.

A Person who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Person may
post a new appropriate In Word. The first Person to do so gains 3
Social Standing.

If two or more Persons are eligible as Trendsetters to set the same
In Word, the first one to post the new appropriate In Word gains 1
Social Standing.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social 
Standing
of all Persons, and the reasons for any changes since the previous 
such
message. 

Rule 14. Coinage

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the 
AML
with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon 

Rule 15. The TaxMan

There exists in Socialnomic a duty that must be performed in order to
maintain the economics of the society. This duty, known as Tax
Assessment, can only be performed 7 days or more after the last Tax
Assessment. Any Active Player, known as the Assessor, may make the Tax
Assessment by taking the following steps:

1) A post must be made to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Points 
for
all Players as of the time of the assessment.

2) Taxes are assessed on each Players, by removing any Points in
excess of 10.

3) A Post must then be made to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Points for all Players after taxes were assessed.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes. 

Rule 16. Free Trade

Any Player (the Merchant) may Offer a Trade to other Players by 
posting a
message to the AML with the subject line "Trade Offer [x]" where x is 
a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by 
replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the 
text
describing the Points and Coins of all Players subsequent to the 
Trade (the
Merchant loses, and the Customer gains, the amount offered and the 
Merchant
gains, and the Customer loses, the amount requested). If Taking an 
Offer
would result in the Merchant or the Customer having a negative amount 
of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again. 

Rule 17. Contingency Shrubbery

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x].

Rule 18. Social Engagements

In the highly evolved social milieu that is SocialNomic, there are 
many opportunities for society gatherings and fetes. While observers 
may dourly judge such events as exhibits of social privilege, the 
Attendees treat them with such grace as if they were elaborate 
affairs of state. 

Any Player who intends to throw a Party must pay Outlay in the amount 
required by the type of Party they intend to host, and then post an 
message to the AML with the Subject Line "Invitation for [date]", 
where [date] is at least 8 days after the date of posting, and the 
text includes the type of Party and an updated table of Coinage 
possessed by each Player. From this time the inviting Player may be 
referred to as a Host.

At any date up to 5 days prior to the Date of the Party, the Host may 
enhance the Type of Party, or Cancel it entirely. A nervous Host, 
meddling in the affairs of their caterer and designer, shall only be 
refunded the amount listed in the description of the Party, 
approximately half of their initial Outlay. A Host who changes the 
type of their Party should post a new invitation, as outlined above.

Any Person may send a private email to the Host (an RSVP) to the 
effect that they will be attending the Party. An RSVP may be made up 
to 3 days prior to the Date of the Party. 

A Person may withdraw a previously sent RSVP up to the day before the 
Date of the Party by sending a private email to the Host, or making a 
public declaration on the DML with subject line "Spurring [host] on 
[date]", where [host] is the name of the Host and [date] the date of 
the Party.

On the Date of the Party, the Host must post a message to the OAML 
with the Subject Line "Society Pages", and the text to include the 
type of Party thrown, the names of all Attendees (including the Host 
emself), and their updated Social Standing. 

Social Standing should be updated based on the number of Attendees, 
as follows:
If the number of Attendees is less than the minimum number required 
by the type of Party, the Host loses Social Standing equal to the 
amount listed as Advancement.
If the number of Attendees is equal to or greater than the minimum 
required, but not more than the maximum number allowed, the Party was 
the Place to Be Seen; the Host gains Social Standing equal to double 
the Advancement, each other Attendee gains the Advancement.
If the number of Attendees is greater than the maximum number 
allowed, the liquor ran out and catering was stingy with the food; 
the Host gains half the Advancement (round down), each other Attendee 
gains the Advancement.
Additionally:
Each Attendee gains 1 Social Standing for each Trendsetter who 
attended.
The Host loses 1 Social Standing for each Pariah who attended.

Rule 19. Midsummernight's Dream

Socially speaking, summer is that period of time between Memorial Day 
and Labor Day (for the purposes of SocialNomic, May 25 and September 
5). According to the clothing catalogs, the summer season is 
characterized by timelessly fashionable lightly colored linens and, 
for gentlemen, a predilection for seersucker suits. Summer socials 
and their parameters follow:

Shave Ice Party - Outlay 1 Triangle (3 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 13 Attendees, 
Advancement 1.

Wienie Roast - Outlay 1 Quadrangle (4 Points Refundable), Minimum 
Number Required 3 Attendees, Maximum Number Allowed 6 Attendees, 
Advancement 1.

Shrimp on the Barbie - Outlay 1 Pentagon (5 Points Refundable), 
Minimum Number Required 5 Attendees, Maximum Number Allowed 8 
Attendees, Advancement 2.

Cucumber Sandwiches - Outlay 1 Hexagon (6 Points Refundable), Minimum 
Number Required 4 Attendees, Maximum Number Allowed 9 Attendees, 
Advancement 2.

Texas Barbeque - Outlay 2 Triangles (6 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 12 Attendees, 
Advancement 3.

Clambake - Outlay 2 Quadrangles (8 Points Refundable), Minimum Number 
Required 6 Attendees, Maximum Number Allowed 10 Attendees, 
Advancement 4.

Swordfish and Grill - Outlay 2 Pentagons (10 Points Refundable), 
Minimum Number Required 7 Attendees, Maximum Number Allowed 14 
Attendees, Advancement 5.

Six Courses of Insects - Outlay 3 Quadrangles (12 Points Refundable), 
Minimum Number Required 4 Attendees, Maximum Number Allowed 6 
Attendees, Advancement 6.

Polynesian Luau - Outlay 3 Pentagons (15 Points Refundable), Minimum 
Number Required 9 Attendees, Maximum Number Allowed 16 Attendees, 
Advancement 8.

Rule 20. Black Tie Affairs

The Adoption of this Proposal is contingent upon the Adoption of 
Proposal 40.
Enact a Rule, titled "Black Tie Affairs", with text as follows:

There are some few social functions that weather the tempests of 
fashion with such grace that they may be rightly termed eternal. 
These occasions are known as Black Tie Affairs, and require of their 
Attendees a concession to formal dress. 

Each season, each Player must declare themselves "male" or "female", 
with regards to formal dress. 

A Declared Male may spend 3 Hexagons to purchase a Tuxedo or White 
Dinner Jacket. If the Declared Male purchased formal wear in the 
previous season, "he" may spend 2 Hexagons to let the girth out on 
the pants and coat. This should be done by posting a message to the 
AML with the subject line of "Purchasing Formal Wear", with text that 
describes the item purchased, a listing of other Players who 
currently possess formal wear and the type, and an updated table of 
Coinage. A White Dinner Jacket is required for Black Tie Affairs that 
take place during the summer season, as defined in the Rule "Social 
Engagements", a Tuxedo must be worn in other seasons.

A Declared Female must spend 1 Hexagon prior to each Black Tie Affair 
to purchase evening wear in the appropriate fashion. This should be 
done by posting a message to the AML with the subject line 
of "Purchasing Formal Wear", with text that describes the item 
purchased, a listing of other Players who currently possess formal 
wear and the type, and an updated table of Coinage.

Any Person who is not a Player may attend any Black Tie Affair, the 
particular formal wear of their culture adequately, if colorfully, 
substituting for the dictates of formality.

The parameters of Black Tie Affairs follow:

Wine & Cheese - Outlay 2 Hexagons (12 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 12 Attendees, 
Advancement 7.

Champagne & Caviar - Outlay 3 Hexagons (18 Points Refundable), 
Minimum Number Required 4 Attendees, Maximum Number Allowed 12 
Attendees, Advancement 10.

Rule 21. Just Deserts

A Player may offer that some credit for a proposed Rule-Change be due 
to the offices of another Entity. Such a proposal is known as an 
Acknowledged Proposal.

The following clause must be prepended to the text of an Acknowledged 
Proposal:
Recognition for the inspiration of this Proposal is due to the 
following: [who]. 
where [who] is the name of any Entity, or list of names of Entities.

The Adopter of an Acknowledged Proposal is to divide any Points that 
would be awarded to the Player who proposed it evenly between the 
Player who proposed it and the acknowledged Entites. 

Rule 22. Stairmaster

The Ministry of Bureaucratic Exercise (Miniburex) is a monstrosity of 
a building that has a Floor that corresponds to each Rule of the 
SocialNomic Ruleset by Number. Each Floor has a Supervisor, who is 
the Player who proposed the most recent RuleChange that modified (or 
created) the Rule. Stairways connect adjacent Floors. Transport Tubes 
connect a FLoor to any other Floor explicitly mentioned by Number or 
Name in the text of the corresponding Rule.

The Directory of Miniburex is a listing of each Floor, the 
Supervisor, and any Occupants, as well as a list of the Players and 
their Runners.

Each Player sponsors and is represented by a Runner, which, if not 
fancifully named, shall be referred to as "[name]'s Runner", where 
[name] is the name of the Player. a Player may change their Runner's 
name no more than once per subgame of Stairmaster.

Twice during any Monday-Friday period, a Player may move a Runner by 
posting to the AML a message with subject line "Moving [who] to Floor 
[x]", where [who] is the name of the Runner, [x] is the Floor number 
of the Runner's destination, and the text is an updated Directory of 
Miniburex.

A Player may move their Runner by Stairway to either adjacent Floor. 
If the Player is the Supervisor of a Floor occupied by a Runner, they 
may move that Runner by Transport Tube to a connected Floor. If the 
Player is the Supervisor of the Floor occupied by their Runner, they 
may move their Runner by Transport Tube to any Floor that connects to 
their Runner's current Floor (which they own).

The repeal of a Rule for the SocialNomic Ruleset leaves the 
corresponding Floor of Miniburex abandoned without a Supervisor.

The subgame of Stairmaster begins with all Runners on Floor 0. 

Rule 23. Racing Forms

Wagers may be placed by Players as to whose Runner will be first or 
second (or not first or not second) to the top of Miniburex in the 
subgame of Stairmaster. A Wager is a statement in the 
form "[challenger] wagers [n] [polygons] that [runner] [will|will 
not] be [first|second]", where [challenger] is the name of the Player 
proposing the Wager, [n] [polygons] is the amount and denomination of 
the Wager, [runner] is the name of the Runner, and [will|will not] 
and [first|second] denote the place of the Runner in the final 
standings.

Wagers should be posted to the AML in a message with subject 
line "Odds & Bets", with text of all Wagers, Proposed and Accepted.

A Wager is offered in the Wagers Proposed section of the "Odds & 
Bets" message. When accepted by another Player, it should be moved to 
the Wagers Accepted section of that message, with the 
phrase "(accepted by [who])" where [who] is the name of the accepting 
Player, appended.

Wagers are GameData. 





From s3036845@s... Wed Jul 12 22:06:33 2000
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Date: Thu, 13 Jul 2000 15:06:25 +1000 (EST)
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 15 - The TaxMan
From: Gallivanting Tripper <s3036845@s...>

Rule 15. The TaxMan

There exists in Socialnomic a duty that must be performed in order to
maintain the economics of the society. This duty, known as Tax and Social
Security Assessment (TaSSA), can only be performed 7 days or more after the
last TaSSA. Any Active Player, known as the Assessor, may make the TaSSA by
taking the following steps:

1) The Assessor must post to the AML with the subject line "The Tax man
Cometh". The body of this post must contain a summary of the Game Data for
all Players as of the time of the assessment.

2) Taxes are assessed on all Players, by removing any Points in
excess of 10. Players who lose Points as a result each gain 1 Social Standing.

3) Social Security is doled out to all Players, by resetting all negative
Points to zero. Players who gain Points as a result each lose 1 Social
Standing.

4) The Assessor then gains 5 Points for his hard work in assessing
the taxes.

5) The Assessor must then post to the AML with the subject line "The
Populace Rejoices". The body of this post must contain a summary of
Game Data for all Players after taxes were assessed.



From s3036845@s... Fri Jul 14 00:17:29 2000
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Date: Fri, 14 Jul 2000 17:24:18 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 10 - Points
From: Gallivanting Tripper <s3036845@s...>

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Player who administers
the Defeat may award emself 2 Points.

When a proposed RuleChange is Adopted or Defeated, any Player who has
not Voted on it shall be fined one Point by the Adopter or Rejecter.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.



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From s3036845@s... Mon Jul 17 19:17:13 2000
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Date: Tue, 18 Jul 2000 12:24:02 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 18 - Social Engagements
From: Gallivanting Tripper <s3036845@s...>

In the highly evolved social milieu that is SocialNomic, there are
many opportunities for society gatherings and fetes. While observers
may dourly judge such events as exhibits of social privilege, the
Attendees treat them with such grace as if they were elaborate affairs
of state.

Any Player who intends to throw a Party must pay Outlay in the amount
required by the type of Party they intend to host, and then post an
message to the AML with the Subject Line "Invitation for [date]",
where [date] is at least 8 days after the date of posting, and the
text includes the type of Party and an updated table of Coinage
possessed by each Player. From this time the inviting Player may be
referred to as a Host.

At any date up to 5 days prior to the Date of the Party, the Host may
enhance the Type of Party, or Cancel it entirely. A nervous Host,
meddling in the affairs of their caterer and designer, shall only be
refunded the amount listed in the description of the Party,
approximately half of their initial Outlay. A Host who changes the
type of their Party should post a new invitation, as outlined above.

Any Person may send a private email to the Host (an RSVP) to the
effect that they will be attending the Party. An RSVP may be made up to
3 days prior to the Date of the Party.

A Person may withdraw a previously sent RSVP up to the day before the
Date of the Party by sending a private email to the Host, or making a
public declaration on the DML with subject line "Spurring [host] on
[date]", where [host] is the name of the Host and [date] the date of
the Party.

On the Date of the Party, the Host must post a message to the OAML
with the Subject Line "Society Pages", and the text to include the type
of Party thrown, the names of all Attendees (including the Host
emself), and their updated Social Standing.

Social Standing should be updated based on the number of Attendees,
as follows:

If the number of Attendees is less than the minimum number required by
the type of Party, the Host loses Social Standing equal to the amount
listed as Advancement.

If the number of Attendees is equal to or greater than the minimum
required, but not more than the maximum number allowed, the Party was
the Place to Be Seen; the Host gains Social Standing equal to double
the Advancement, each other Attendee gains the Advancement.

If the number of Attendees is greater than the maximum number allowed,
the liquor ran out and catering was stingy with the food; the Host
gains half the Advancement (round down), each other Attendee gains
the Advancement.

Additionally:
Each Attendee gains 1 Social Standing for each Trendsetter who attended.
The Host loses 1 Social Standing for each Pariah who attended.

A Person may only attend one Party on any given Date. If a Person has
RSVPed two or more Parties on the same Date, that Person is considered to
have Attended none of those Parties.



From s3036845@s... Mon Jul 17 23:44:58 2000
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Date: Tue, 18 Jul 2000 16:51:47 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 24 - Institutions
From: Gallivanting Tripper <s3036845@s...>

Rule 24. Institutions

There exist within Socialnomic Institutions necessary for the proper
functioning of a highly developed society. These Institutions have the
following properties.

1. Lifetime.

The Institutions may have a Lifetime of permanent, semi-permanent or
temporary. The start and ending date of a temporary Institution must be
specified when it is created. A semi-permanent
Institutions must have a set of condition(s) that are to be met for the
Institution to be abandoned. Permanent Institutions exist until until
they fail a Vote of Abandonment (VOA).

2. Economics.

All Institutions automatically accept any transference of currency or other
holdings to them. The description of each Institution must specify the
conditions for any transference of currency or other holdings to Players or to
other Institutions.

3. Description.

Each Institution must have a lyrical description of it's purpose, activities
and actions. Players are encouraged to be creative.

4. Limitations.

Each Player may create a permanent Institution. If the Permanent
Institution is abandoned, then the Player must wait
one month after the abandonenment before creating a new permanent
Institution.

Each Player may create a semi-permanent Institutions, subject to the
limitation that they are the Founder of no more than two
unabandoned semi-permanent Institutions.

Any Player may create a temporary Institution, so long as there are N or less
unabandoned temporary Institutions, where N is the
number of Players.

5. Creation

When a Player creates an Institution, they are known as the Founder of that
Institution. The Founder must post a message to the AML with the subject
line "[Founders name] Creates a [lifespan] Institution." For example,
"Xylen Creates a temporary Institution". The body of the message must
contain a description, subject to point two above. This descriptions
must also include conditions for transference of currency or other holdings.
Additionally, if the Institution is semi-permanent, or temporary, the
conditions or dates of existence must be given.

6. Abandonment

For temporary or semi-permanent Institutions, when the conditions given in the
description of an Institution are met, the Institution ceases to
exist. Any currencies or other holdings held by the Institution at the time it
is abandoned disappear.

Any Player may post a message to the VML calling for a (VOA) of a
Permanent Institution. The subject line of the message shall be "[name
of Institution] shall be Abandoned". If the VOA receives a number of votes
FOR greater than 66% of Active Players, then the Institution is abandoned. Any
currencies or other holdings held by the Institution disappear.




From s3036845@s... Mon Jul 17 23:47:45 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 25 - Welfare State
From: Gallivanting Tripper <s3036845@s...>

Rule 25. Welfare State

There exists a Permanent Institution known as The State. If Institutions
are not defined, The State may possess Points, and is considered a Player
for purposes of publication of Game Data.

All Points collected as Taxes are automatically transferred to The State.

When a new Player swears Alleigance to SocialNomic, The State shall
automatically transfer half (rounded down) of its Points to that Player.



From s3036845@s... Mon Jul 17 23:48:31 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 14 - Coinage
From: Gallivanting Tripper <s3036845@s...>

Rule 14. Coinage

Points are the fundamental system of currency in Socialnomic.

There exist a form of coins called 2-D.

There exists several denominations of 2-D coins. Costs for conversions
to other denominations is given in the table below.

A Player may convert Points to 2-D coins by posting a message to the AML
with the subject line "Conversion to 2-D" and the text of the message
describing:
* the nature of the Conversion
* the updated points and 2-D coins of all Players

Once a Point has been converted into a coin, it cannot be converted
into a different denomination except as specified by the Rules.

2-D coin cost table
++++++++++++++++++++

3 Points can be exchanged for 1 Triangle
4 Points can be exchanged for 1 Quadrangle
5 Points can be exchanged for 1 Pentagon
6 Points can be exchanged for 1 Hexagon

2 Triangles can be exchanged for 1 Quadrangle
3 Triangles can be exchanged for 1 Pentagon
4 Triangles can be exchanged for 1 Hexagon

The State imposes a Conversion Tax of 1 Point, levied from the Converting
Player after each Conversion.

If a Conversion would leave a Player with negative Points (after Tax) that
Conversion may not take place.



From s3036845@s... Mon Jul 17 23:49:10 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 16 - Free Trade
From: Gallivanting Tripper <s3036845@s...>

Rule 16. Free Trade

Any Player (the Merchant) may Offer a Trade to other Players by posting a
message to the AML with the subject line "Trade Offer [x]" where x is a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the text
describing the Points and Coins of all Players subsequent to the Trade (the
Merchant loses, and the Customer gains, the amount offered and the Merchant
gains, and the Customer loses, the amount requested). If Taking an Offer
would result in the Merchant or the Customer having a negative amount of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again.

The State imposes a Trade Tax of 1 Point, levied from both the Merchant and
the Customer after each Trade.



From s3036845@s... Mon Jul 17 23:53:35 2000
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Date: Tue, 18 Jul 2000 17:00:29 +1000
To: Socialnomic-RULES@egroups.com
Subject: Rule 18 - Social Engagements
From: Gallivanting Tripper <s3036845@s...>

In the highly evolved social milieu that is SocialNomic, there are
many opportunities for society gatherings and fetes. While observers
may dourly judge such events as exhibits of social privilege, the
Attendees treat them with such grace as if they were elaborate affairs
of state.

Any Player who intends to throw a Party must pay Outlay in the amount
required by the type of Party they intend to host, and then post an
message to the AML with the Subject Line "Invitation for [date]",
where [date] is at least 8 days after the date of posting, and the
text includes the type of Party and an updated table of Coinage
possessed by each Player. From this time the inviting Player may be
referred to as a Host.

At any date up to 5 days prior to the Date of the Party, the Host may
enhance the Type of Party, or Cancel it entirely. A nervous Host,
meddling in the affairs of their caterer and designer, shall only be
refunded the amount listed in the description of the Party,
approximately half of their initial Outlay. A Host who changes the
type of their Party should post a new invitation, as outlined above.

Any Person may send a private email to the Host (an RSVP) to the
effect that they will be attending the Party. An RSVP may be made up to
3 days prior to the Date of the Party.

A Person may withdraw a previously sent RSVP up to the day before the
Date of the Party by sending a private email to the Host, or making a
public declaration on the DML with subject line "Spurring [host] on
[date]", where [host] is the name of the Host and [date] the date of
the Party.

On the Date of the Party, the Host must post a message to the AML
with the Subject Line "Society Pages", and the text to include the type
of Party thrown, the names of all Attendees (including the Host
emself), and their updated Social Standing.

Social Standing should be updated based on the number of Attendees,
as follows:

If the number of Attendees is less than the minimum number required by
the type of Party, the Host loses Social Standing equal to the amount
listed as Advancement.

If the number of Attendees is equal to or greater than the minimum
required, but not more than the maximum number allowed, the Party was
the Place to Be Seen; the Host gains Social Standing equal to double
the Advancement, each other Attendee gains the Advancement.

If the number of Attendees is greater than the maximum number allowed,
the liquor ran out and catering was stingy with the food; the Host
gains half the Advancement (round down), each other Attendee gains
the Advancement.

Additionally:
Each Attendee gains 1 Social Standing for each Trendsetter who attended.
The Host loses 1 Social Standing for each Pariah who attended.

A Person may only attend one Party on any given Date. If a Person has
RSVPed two or more Parties on the same Date, that Person is considered to
have Attended none of those Parties.






From hrholmes@m... Fri Jul 21 08:15:31 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 17 - Contingent Shrubbery
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From: "Doctroid " <hrholmes@m...>

Rule 17. Contingent Shrubbery

A Player may designate that a proposed Rule-Change only take effect
if a stated other proposed Rule-Change is Adopted or Defeated. Such a
proposal is known as a Contingent Proposal.

A Contingent Proposal adds its contingencies to the conditions under
which it can be adopted, in Rule 6.

The following clause must be prepended to the text of a Contingent
Proposal:
The Adoption of this Proposal is contingent upon the
[Adoption|Defeat] of Proposal(s) [x]."



From hrholmes@m... Fri Jul 21 08:17:39 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 2 - Rule-Changes
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From: "Doctroid " <hrholmes@m...>

Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
'Proposal [n] - [name$]' where [n] is an integer one greater than the
most recently posted Rule-Change on the VML, and [name$] is a Name of
up to two words describing the Rule-Change. Following the post to the
VML, A message must be posted to the AML with the subject line
'Proposal [n] Open for Voting'. The body of this message should be
identical to the message posted to the VML.

Any Rule-Change can be Retracted by the author of that Rule-change, if
the author posts a message to the AML with the subject 'Proposal [n]
is Retracted'. An identical message must also be posted to the VML as
a
reply to the Proposal being Retracted.

A Rule-Change shall be Voted upon if and only if it was Proposed in 
the manner described in this Rule and it has not been Retracted.




From hrholmes@m... Tue Jul 25 10:47:49 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 26 - My Jewels!
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From: "Doctroid " <hrholmes@m...>

There exist a form of Coins known as 3-D, or Jewels. A Player may
convert
2-D Coins into Jewels by posting a message to the AML with the subject
line
"Conversion to 3-D" and the text of the message describing:
* The nature of the Conversion
* The updated Points and Coins of all Players

2-D Coins can be Converted to Jewels according to the following table.
Jewels may not be Converted to 2-D Coins.

3-D Coin cost table:
-----------------------

4 Triangles can be Converted to a Tetrahedron
8 Triangles can be Converted to a Octahedron
20 Triangles can be Converted to an Icosahedron
6 Quadrangles can be Converted to a Cube
24 Quadrangles can be Converted to a Tesseract
12 Pentagons can be Converted to a Dodecahedron


A Declared Female attending a Black Tie Affair gains additional Social
Standing according to the type and number of Jewels she posesses:

1 Social Standing for each Tetrahedron
2 Social Standing for each Octahedron
3 Social Standing for each Cube
8 Social Standing for each Icosahedron
10 Social Standing for each Dodecahedron
15 Social Standing for each Tesseract




From hrholmes@m... Tue Jul 25 10:57:06 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 20 - Black Tie Affairs
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From: "Doctroid " <hrholmes@m...>

There are some few social functions that weather the tempests of 
fashion with such grace that they may be rightly termed eternal. 
These occasions are known as Black Tie Affairs, and require of their 
Attendees a concession to formal dress. 

Once per Season, each Player must declare themselves "Male" or
"Female" with regards to formal dress, before being able to attend
Black
Tie Affairs. Such a declaration takes the form of a message to the
AML
with the subject line "Declaring [MALE|FEMALE]"

A Declared Male may spend 3 Hexagons to purchase a Tuxedo or White 
Dinner Jacket. If the Declared Male purchased formal wear in the 
previous season, "he" may spend 2 Hexagons to let the girth out on 
the pants and coat. This should be done by posting a message to the 
AML with the subject line of "Purchasing Formal Wear", with text that 
describes the item purchased, a listing of other Players who 
currently possess formal wear and the type, and an updated table of 
Coinage. A White Dinner Jacket is required for Black Tie Affairs that 
take place during the summer season, as defined in the Rule "Social 
Engagements", a Tuxedo must be worn in other seasons.

A Declared Female must spend 1 Hexagon prior to each Black Tie Affair 
to purchase evening wear in the appropriate fashion. This should be 
done by posting a message to the AML with the subject line of 
"Purchasing Formal Wear", with text that describes the item 
purchased, 
a listing of other Players who currently possess formal wear and the 
type, and an updated table of Coinage.

Any Person who is not a Player may attend any Black Tie Affair, the 
particular formal wear of their culture adequately, if colorfully, 
substituting for the dictates of formality.

The parameters of Black Tie Affairs follow:

Wine & Cheese - Outlay 2 Hexagons (12 Points Refundable), Minimum 
Number Required 6 Attendees, Maximum Number Allowed 12 Attendees, 
Advancement 7.

Champagne & Caviar - Outlay 3 Hexagons (18 Points Refundable), 
Minimum Number Required 4 Attendees, Maximum Number Allowed 12 
Attendees, Advancement 10.

A Person may, when RSVPing a Black Tie Affair, specify that they wish
to
take another Person as their Partner. If the specified Person
reciprocates, the two Person are said to be Partners. If the
specified
Person does not reciprocate, the first Person is said to have been
Snubbed.

Persons involved in Partnerships gain and lose Social Standing as
follows:

If a Declared Male is Snubbed, they lose 1 Social Standing
If a Declared Female is Snubbed, they lose 2 Social Standing
If any other Person is Snubbed, they lose no Social Standing

If two non-Player Persons are Partners, they each gain 1 Social
Standing
If a Player and a non-Player Person are Partners, the Person gains 2
Social
Standing
If a Declared Male and a Declared Female are Partners, the Female
gains 1
Social Standing, and the Male gains 2 Social Standing plus the amount
determined by the Female's Jewels, if applicable.
If a two Declared Males or two Declared Females are Partners, they
each
gain 2 Social Standing.




From s3036845@s... Tue Jul 25 23:26:56 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 26 - My Jewels!
From: Gallivanting Tripper <s3036845@s...>

There exist a form of Coins known as 3-D, or Jewels. A Player may
convert
2-D Coins into Jewels by posting a message to the AML with the subject
line
"Conversion to 3-D" and the text of the message describing:
* The nature of the Conversion
* The updated Points and Coins of all Players

2-D Coins can be Converted to Jewels according to the following table.
Jewels may not be Converted to 2-D Coins.

3-D Coin cost table:
-----------------------

4 Triangles can be Converted to a Tetrahedron
8 Triangles can be Converted to a Octahedron
20 Triangles can be Converted to an Icosahedron
6 Quadrangles can be Converted to a Cube
12 Pentagons can be Converted to a Dodecahedron


A Declared Female attending a Black Tie Affair gains additional Social
Standing according to the type and number of Jewels she posesses:

1 Social Standing for each Tetrahedron
2 Social Standing for each Octahedron
3 Social Standing for each Cube
8 Social Standing for each Icosahedron
10 Social Standing for each Dodecahedron




From s3036845@s... Wed Jul 26 20:21:29 2000
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Date: Thu, 27 Jul 2000 13:28:40 +1000
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 27 - Behavior
From: Gallivanting Tripper <s3036845@s...>

Any Person who has RSVP'd for a Party may send the host a private e-
mail detailing their actions during the party. This e-mail should be
concise, roughly a paragraph in length.

The private e-mail should have a subject following this format

[playername]'s Actions at [partytype] [partydate]

The Host is responsible for pasting the contents of the Behavior
email verbatim into the "Society Pages" posting which is detailed in
Rule 18.




From hrholmes@m... Thu Jul 27 08:56:00 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 28 - Admin Rewarded
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From: "Doctroid " <hrholmes@m...>

Rule 28. Admin Rewarded

The following Administration tasks may be undertaken by any player of 
SocialNomic. Upon Completion of the task, the player may award 
themselves one of the following:

5 points
increase of 1 to social status

The award must be detailed in a message to the AML. A player may 
collect an award only if they have not collected a reward for that 
task in the previous 30 days.

List of Tasks:

Any player may post a compilation of the Rules in effect (as dictated 
by Rule 1) to the AML. This compilation should have the 
subject "SocialNomic Rule Compendium [date]" where [date] is the 
date compiled.



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To: Socialnomic-RULES@egroups.com
Subject: Rule 2 - Rule-Changes
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From: "Doctroid " <hrholmes@m...>

Rule 2. Rule-Changes

All players may post a Rule-Change to the VML with the subject line
'Proposal [n] - [name$]' where [n] is an integer one greater than the
most recently posted Rule-Change on the VML, and [name$] is a Name of
up to two words describing the Rule-Change. 

Any Rule-Change can be Retracted by the author of that Rule-change, if
the author posts a message to the AML with the subject 'Proposal [n]
is Retracted'. An identical message must also be posted to the VML as
a
reply to the Proposal being Retracted.

A Rule-Change shall be Voted upon if and only if it was Proposed in 
the manner described in this Rule and it has not been Retracted.



From topheavy@s... Mon Jul 31 16:06:15 2000
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Subject: Rule 29 - Richer Poorer
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Every player is ranked according to their Wealth, which is an integer.

A player's Wealth is equal to the total number of coins that player 
possess. The type of coin does not matter. Points do not influence 
a player's Wealth.

The Player with the highest Wealth is known as the CEO.
The Player with the lowest Wealth is known as the Pauper.
A player with a Wealth of Zero is known as a Rebel.
All other players are known as Middle Class.


From topheavy@s... Mon Jul 31 16:09:54 2000
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Subject: Rule 29 - Richer Poorer
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Every player is ranked according to their Wealth, which is an integer.

A player's Wealth is equal to the total number of coins that player 
possess. The type of coin does not matter. Points do not influence 
a player's Wealth.

The Player with the highest Wealth is known as the CEO.
The Player with the lowest Wealth is known as the Pauper.
A player with a Wealth of Zero is known as a Rebel.
All other players are known as Middle Class. 


The pauper is considered to have 10 less points than they actually do 
for the purpose of Rule 15 - The Tax Man.

The CEO is considered to have 10 more points than they actually do 
for the purpose of Rule 15 - The Tax Man.

Any Rebels cannot have their total Points altered by Rule 15 - The 
Tax Man.

The CEO counts as two Attendees for Parties (Rule 18)



From topheavy@s... Mon Jul 31 16:19:11 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 27 - Behavior
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Any Person who has RSVP'd for a Party may send the host a private e-
mail detailing their actions during the party. This e-mail should be
concise, roughly a paragraph in length.

The private e-mail should have a subject following this format

[playername]'s Actions at [partytype] [partydate]

The Host is responsible for pasting the contents of the Behavior
email verbatim into the "Society Pages" posting which is detailed in
Rule 18. 

Some Actions have Consequences, which can be both good and/or bad.

Following an Event, any Player who attended the event may post a 
message to the VML with the Subject line

Consequence [n] - [Partyname] [PartyDate]

Where [n] is a number one higher than the last consequence of the 
party specified.

The body of the message should detail the consequences of the 
Behavior of one or more people at the party specified.

The Consequence is then voted on and Adopted or Defeated in a manner 
identical to Rule-Changes, with the following changes.

Players are only Eligible Voters if they attended the Event.

Players may gain points for Adopting or Defeating the Consequence, 
but not for Proposing it, or Voting AGAINST it.

When a Consequence is Adopted, a message is posted to the VML as 
normal, and then a message is posted to the AML detailing the effects 
of the Consequence Adopted, as well as including the table of 
Points/Coins. There is no post made to the RML 


From s3036845@s... Mon Jul 31 22:19:38 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 25 - Welfare State
From: Gallivanting Tripper <s3036845@s...>

Rule 25. Welfare State

There exists a Permanent Institution known as The State. If Institutions
are not defined, The State may possess Points, and is considered a Player
for purposes of publication of Game Data.

All Points collected as Taxes are automatically transferred to The State.

When a new Player swears Allegiance to SocialNomic, The State shall
automatically transfer half (rounded down) of its Points to that Player.



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From s3036845@s... Mon Jul 31 22:19:38 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 26 - My Jewels!
From: Gallivanting Tripper <s3036845@s...>

There exist a form of Coins known as 3-D, or Jewels. A Player may
convert
2-D Coins into Jewels by posting a message to the AML with the subject
line
"Conversion to 3-D" and the text of the message describing:
* The nature of the Conversion
* The updated Points and Coins of all Players

2-D Coins can be Converted to Jewels according to the following table.
Jewels may not be Converted to 2-D Coins.

3-D Coin cost table:
-----------------------

4 Triangles can be Converted to a Tetrahedron
8 Triangles can be Converted to a Octahedron
20 Triangles can be Converted to an Icosahedron
6 Quadrangles can be Converted to a Cube
12 Pentagons can be Converted to a Dodecahedron


A Declared Female attending a Black Tie Affair gains additional Social
Standing according to the type and number of Jewels she possesses:

1 Social Standing for each Tetrahedron
2 Social Standing for each Octahedron
3 Social Standing for each Cube
8 Social Standing for each Icosahedron
10 Social Standing for each Dodecahedron




To unsubscribe from this group, send an email to:
Socialnomic-RULES-unsubscribe@egroups.com



From s3036845@s... Mon Jul 31 22:19:44 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 24 - Institutions
From: Gallivanting Tripper <s3036845@s...>

Rule 24. Institutions

There exist within Socialnomic Institutions necessary for the proper
functioning of a highly developed society. These Institutions have the
following properties.

1. Lifetime.

The Institutions may have a Lifetime of permanent, semi-permanent or
temporary. The start and ending date of a temporary Institution must be
specified when it is created. A semi-permanent
Institutions must have a set of condition(s) that are to be met for the
Institution to be abandoned. Permanent Institutions exist until
they fail a Vote of Abandonment (VOA).

2. Economics.

All Institutions automatically accept any transference of currency or other
holdings to them. The description of each Institution must specify the
conditions for any transference of currency or other holdings to Players or to
other Institutions.

3. Description.

Each Institution must have a lyrical description of it's purpose, activities
and actions. Players are encouraged to be creative.

4. Limitations.

Each Player may create a permanent Institution. If the Permanent
Institution is abandoned, then the Player must wait
one month after the abandonment before creating a new permanent
Institution.

Each Player may create a semi-permanent Institutions, subject to the
limitation that they are the Founder of no more than two
unabandoned semi-permanent Institutions.

Any Player may create a temporary Institution, so long as there are N or less
unabandoned temporary Institutions, where N is the
number of Players.

5. Creation

When a Player creates an Institution, they are known as the Founder of that
Institution. The Founder must post a message to the AML with the subject
line "[Founders name] Creates a [lifespan] Institution." For example,
"Xylen Creates a temporary Institution". The body of the message must
contain a description, subject to point two above. This descriptions
must also include conditions for transference of currency or other holdings.
Additionally, if the Institution is semi-permanent, or temporary, the
conditions or dates of existence must be given.

6. Abandonment

For temporary or semi-permanent Institutions, when the conditions given in the
description of an Institution are met, the Institution ceases to
exist. Any currencies or other holdings held by the Institution at the time it
is abandoned disappear.

Any Player may post a message to the VML calling for a (VOA) of a
Permanent Institution. The subject line of the message shall be "[name
of Institution] shall be Abandoned". If the VOA receives a number of votes
FOR greater than 66% of Active Players, then the Institution is abandoned. Any
currencies or other holdings held by the Institution disappear.





From topheavy@s... Wed Aug 02 10:01:58 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 1 - The Rules
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Rule 1. The Rules

All players must always abide by all the rules then in effect. These
rules are found in the archive of messages from the RML with the
subject line "Rule [n] [name$]", where n is the assigned number of 
the rule and name$ is the Name of the rule.

If multiple messages exist with identical Subject lines, the most
recent posting (based on the Archive Date) is the rule in effect. If a
message with the subject line "Rule [n] Repealed" has an archive date
which is more recent than a message with the subject line "Rule [n] 
[name$]", the original Rule is not in effect. 


From hrholmes@m... Wed Aug 09 07:21:20 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 30 - Injunctions
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From: "Doctroid " <hrholmes@m...>

Rule 30. Injunctions

A Player who has made an Accusation against an Action may strengthen
that Accusation by the use of an Injunction. An Action that is the
subject of an Injuction is considered to not have occurred.

To make an injunction, a Player must perform the following actions:

* Post a reply to the message in question, with the subject line "Re:
INJUNCTION - [subject]" where [subject] is the subject line of the
message.

* Pledge a Security Deposit of any number of Hexagons (greater than
one)

* Post a reply to the Accusation with the subject line "Re:
INJUNCTION" and text detailing the game data as if the Action under
Injunction had not occurred, and listing the amount of the Security
Deposit.

A Player who is the subject of an Injunction may post the respective
Accusation to the VML for voting as described in Rule 12 at any time,
even before the week described in Rule 12 has passed.

If the Accusation of an Injuction fails, the Accusing Player loses
the Hexagons given in the Security Deposit, and all messages of
Injunction are to be deleted.



From hrholmes@m... Wed Aug 09 07:29:25 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 28 - Admin Rewarded
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From: "Doctroid " <hrholmes@m...>

Rule 28. Admin Rewarded

The following Administration tasks may be undertaken by any player of 
SocialNomic. Upon Completion of the task, the player may award 
themselves one of the following:

5 points
increase of 1 to social status

The award must be detailed in a message to the AML. A player may
collect an award only if they have not collected a reward for that
task in the previous 30 days. A player may collect an award only if
no one has collected a reward for that task in the previous 6 days

List of Tasks:

Any player may post a compilation of the Rules in effect (as dictated 
by Rule 1) to the AML. This compilation should have the 
subject "SocialNomic Rule Compendium [date]" where [date] is the 
date compiled.




From s3036845@s... Mon Aug 21 23:40:16 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 16 - Free Trade
From: Gallivanting Tripper <s3036845@s...>

Rule 16. Free Trade

Any Player (the Merchant) may Offer a Trade to other Players by posting a
message to the AML with the subject line "Trade Offer [x]" where x is a
unique identifier and the text containing the following information
* The Players who are permitted to respond to the Offer
* The amount offered to Trade
* The amount requested for the Trade

An example of a Trade Offer would be:
"I Offer Oloros 10 Points in Exchange for 4 Squares"

Any Player permitted to do so (the Customer) may Take the Offer by replying
to the AML with the subject line "Re: Taking Trade Offer [x]" and the text
describing the Points and Coins of all Players subsequent to the Trade (the
Merchant loses, and the Customer gains, the amount offered and the Merchant
gains, and the Customer loses, the amount requested). If Taking an Offer
would result in the Merchant or the Customer having a negative amount of
either Points or Coins, the Customer may not Take that Offer.

Once an Offer has been Taken, it may not be Taken again.

The State imposes a Trade Tax of 1 Point, levied from both the Merchant and
the Customer after each Trade. Trades to, from and between Institutions
are exempt from Trade Tax.



From hrholmes@m... Wed Aug 23 12:09:50 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
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From: "Doctroid " <hrholmes@m...>

Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR the rule-change is greater than the number of
Active Players divided by Two and the rule-change has not been
Retracted.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST the rule change is greater than or equal
to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST it as there are Votes FOR it.



From hrholmes@m... Wed Aug 23 12:10:02 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 10 - Points
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From: "Doctroid " <hrholmes@m...>

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Rejecter may award emself
2 Points.

When a proposed RuleChange is Adopted or Defeated, any Player who has
not Voted on it shall be fined one Point by the Adopter or Rejecter.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.



From hrholmes@m... Wed Aug 23 12:15:27 2000
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Subject: Rule 31 - Social Seasons
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From: "Doctroid " <hrholmes@m...>

Rule 31. Social Seasons

To preserve the sanity of the Social Milieu of SocialNomic, the
various Seasons of social events is delimited as follows. 

Summer - May 25 to september 5

Fall - September 6 to November 30

Grand Holidays - December 1 to January 31 - All parties are Black Tie
Affairs

Late Winter - February 1 to March 14 - The first party must be a Black
Tie Affair

Spring - March 15 to May 24 - No Party may be a Black Tie Affair



From hrholmes@m... Thu Aug 24 09:06:46 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 32 - Guillotine
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From: "Doctroid " <hrholmes@m...>

Rule 32. Guillotine

No more than once every 30 days, any Pariah may call themselves the
Executioner and unleash the fury of the Guillotine. The Executioner
will post a message to the AML with the subject line of 'The
Guillotine Falls'. The body of the message will include the new Social
Standing of all Players. This new Social Standing will be calculated
in the following order:

1) Any Player with a Social Standing greater than 10, shall have their
Social Standing reduced to one tenth of the original Standing with all
fractions rounded up to the next nearest integer. (i.e. A Standing of
84 will become 9, and a Standing of 59 will become 6)

2) The Trend setter will gain two points of Social Standing.

3) The Almost Trend setter will gain one point of Social Standing.

4) The Executioner will have their Social Standing set to zero.



From hrholmes@m... Thu Aug 24 09:10:55 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 33 - In Words
Message-ID: <8o3heb+i98f@e...>
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From: "Doctroid " <hrholmes@m...>

Rule 33. In Words

The Alpha Trendsetter may set the Negative In Word by posting amessage
to the AML with the Subject Line "Negative In Word" and text that
gives the word and examples of its use.

The Almost Trendsetter may set the Positive In Word by posting a
message to the AML with the Subject Line "Positive In Word" and text
that gives the word and examples of its use.

Any Person who posts a comment to the DML that references a Proposal
currently Open for Voting must use the appropriate In Word to
summarize their opinion.

A Person who neglects to use a current In Word loses 1 Social
Standing.

A Person who instead uses an inappropriate In Word loses and
additional 1 Social Standing.

An In Word may not be changed until 10 days have passed since it was
posted, unless the Trendsetter has changed, in which case the new
Trendsetter may immediately post their new appropriate In Word.

If 15 days have passed since a new In Word has been posted, the
irresponsible Trendsetter loses 2 Social Standing and any Person may
post a new appropriate In Word. The first Person to do so gains 3
Social Standing.

If two or more Persons are eligible as Trendsetters to set the same In
Word, the first one to post the new appropriate In Word gains 1 Social
Standing.



From hrholmes@m... Thu Aug 24 09:13:05 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 13 - Social Standing
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From: "Doctroid " <hrholmes@m...>

Rule 13. Social Standing

A Person is defined as any entity that is subscribed to the DML, and
has posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as
The Debutante, and receives a Social Standing equal to one greater
than that of the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two
Persons would have identical Social Standings, the Social Standings of
the Persons are instead interchanged.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social
Standing
of all Persons, and the reasons for any changes since the previous
such
message.



From rsholmes@m... Mon Aug 28 07:37:57 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 32 - Guillotine
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From: "Doctroid " <rsholmes@m...>

Rule 32. Guillotine

No more than once every 30 days, any Pariah may call themselves the
Executioner and unleash the fury of the Guillotine. The Executioner
will post a message to the AML with the subject line of 'The
Guillotine Falls'. The body of the message will include the new Social
Standing of all Players. This new Social Standing will be calculated
in the following order:

1) Any Player with a Social Standing greater than 10, shall have their
Social Standing reduced to one tenth of the original Standing with all
fractions rounded up to the next nearest integer. (i.e. A Standing of
84 will become 9, and a Standing of 59 will become 6)

2) The Alpha Trendsetter will gain 2 Social Standing.

3) The Almost Trendsetter will gain 1 Social Standing.

4) The Executioner will have their Social Standing set to zero.



From rsholmes@m... Mon Aug 28 07:51:18 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 34 - Eat Your Vegetables
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From: "Doctroid " <rsholmes@m...>

Rule 34. Eat Your Vegetables

If any proposed RuleChange containing either the word "gratuitous" or 
the word "broccoli" is Adopted, the Player who Proposed it shall be 
rewarded a 5 Point bonus. If it fails, the Player who Proposed it 
shall be fined 5 additional Points.



From s3036845@s... Tue Aug 29 21:11:42 2000
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To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: [Socialnomic-RULES] Rule 25 - Welfare State
From: Gallivanting Tripper <s3036845@s...>

Rule 25. Welfare State

There exists a Permanent Institution known as The State. If Institutions
are not defined, The State may possess Points, and is considered a Player
for purposes of publication of Game Data.

All Points collected as Taxes are automatically transferred to The State.

When a new Player swears Allegiance to SocialNomic, The State shall
automatically transfer half (rounded down) of its Points to that Player.

When a Permanent Institution is created, its Creator may apply for a
Start-Up Grant of up to one-quarter (rounded down) of the State's
current Points, by stating the amount of the Grant in the message
creating the Institution. These Points are transferred from the
State to the new Institution.

The Creator of an existing Permanent Institution may apply for an
Operating Grant to cover the running costs of the Institution. This
Grant may be any amount up to 10% (rounded up) of that Institution's
Start-Up Grant. To apply for an Operating Grant, a Player must send
a message to the AML with the subject line "Operating Grant for
[Institution]" and the body detailing the size of the Grant, and
updated game data reflecting the transfer of the Grant from the State
to the Institution. A Player may only apply for an Operating Grant if they
have not done so in the last 7 days.

If a Permanent Insitution is Abandoned, its Creator loses an amount
of Points equal to the Institution's Start-Up Grant.



From oloros@l... Sat Sep 02 11:02:08 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 22 - Stairmaster
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From: "Oloros the Blue" <oloros@l...>


Rule 22. Stairmaster

The Ministry of Bureaucratic Exercise (Miniburex) is a monstrosity of 
a building that has a Floor that corresponds to each Rule of the 
SocialNomic Ruleset by Number. Each Floor has a Supervisor, who is 
the Player who proposed the most recent RuleChange that modified (or 
created) the Rule. Stairways connect adjacent Floors. Transport Tubes 
connect a FLoor to any other Floor explicitly mentioned by Number or 
Name in the text of the corresponding Rule.

The Directory of Miniburex is a listing of each Floor, the 
Supervisor, and any Occupants, as well as a list of the Players and 
their Runners.

Each Player sponsors and is represented by a Runner, which, if not 
fancifully named, shall be referred to as "[name]'s Runner", where 
[name] is the name of the Player. a Player may change their Runner's 
name no more than once per subgame of Stairmaster.

"Twice during any Monday-Friday period, a Player may move a Runner by 
posting to the AML a message with subject line "Moving [who] to Floor 
[x]", where [who] is the name of the Runner, [x] is the Floor number 
of the Runner's destination, and the text is an updated Directory of 
Miniburex.

A Player may move Runners as follows: 
- Move that Player's Runner by Stairway to either adjacent Floor. 
- Move that Player's Runner from a Floor Supervised by that Player to 
any other Floor, if a Transit Tube connects the two floors in either 
direction. 
- Move any Runner from a Floor Supervised by that Player to any other 
Floor, if a Transit Tube connects the two floors in that direction. 

The repeal of a Rule for the SocialNomic Ruleset leaves the 
corresponding Floor of Miniburex abandoned without a Supervisor.

The subgame of Stairmaster begins with all Runners on Floor 0.
--- End forwarded message ---



From oloros@l... Sat Sep 02 11:05:08 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 10 - Points
Message-ID: <8orfgf+bmrq@e...>
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From: "Oloros the Blue" <oloros@l...>

Rule 10. Points

Points are Gamedata.

When a Player enters the game, they have 0 Points.

Points can only be gained or lost as specified in the Ruleset.

When a proposed Rule-change is Adopted, the Player who proposed it
gains 10 Points, and all Players who voted AGAINST it receive 10
Points.

When a proposed Rule-change is Defeated, the Player who proposed it
loses 10 Points.

When a proposed Rule-Change is Adopted, the Adopter may award emself
3 Points.

When a proposed Rule-Change is Defeated, the Rejecter may award emself
2 Points.

When a proposed RuleChange is Adopted or Defeated, any Player who has
not Voted on it shall be fined one Point by the Adopter or Rejecter.

If a Player would gain more than 13 points for the Defeat or Adoption
of a Proposal, the points that player recieves is reduced to 13.

When a proposed Rule-Change which has one or more votes AGAINST it is 
Retracted, the Player who Proposed it loses 5 Points. The body of 
the message to the AML signifying such a Retraction must list the 
Points of all Players.




From oloros@l... Sat Sep 02 11:07:31 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 35 - The Razor's Edge 
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From: "Oloros the Blue" <oloros@l...>

A Player who does not attend any three consecutive Social Engagements 
in a single Season shall have their Social Standing exchanged with 
that of the Pariah, or, if there is no current Pariah, have their 
Social Standing set to -2.


From oloros@l... Sat Sep 02 11:09:31 2000
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To: Socialnomic-RULES@egroups.com
Subject: Re: Rule 34 - REPEALED
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From: "Oloros the Blue" <oloros@l...>




From oloros@l... Sat Sep 02 11:12:44 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 36 - Recruitment Bonus
Message-ID: <8orfum+4io5@e...>
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From: "Oloros the Blue" <oloros@l...>


It being vital to the Health and Development of Everynomic to acquire 
a sufficiency and activity of Players, and it being recognized that 
not only the More the Merrier, but also that Misery loves Company 
(whomever they are), every Active Player of SocialNomic is encouraged 
to seek out and recruit others who might contribute to the greater 
divertissement of SocialNomic. 

A Contact is a Non-Person to whom it has been suggested by an Active 
Player that he or she consider joining SocialNomic. The Active Player 
who makes such suggestion shall be known as a Witness.

The names of Contacts, and the date of contact, shall be added by the 
Witness to a message on the AML, with title "Contacts List".

Should a new Person join SocialNomic and verify that he or she was 
previously contacted by a Witness, the Witness may accept an award of 
3 Points, and award the new Person 2 Social Standing. 

Should a new Player join SocialNomic and verify that he or she was 
previously contacted by a Witness, the Witness may accept an award of 
6 Points.

A Witness may accept only a single award resulting from the joining 
of SocialNomic by a particular Person or Player.



From mctupper@h... Tue Sep 05 18:26:11 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 5 - Legal Votes
Date: Tue, 5 Sep 2000 19:22:31 -0600
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From: Xylen <mctupper@h...>

Rule 5. Legal Votes
Each player has a maximum of one vote per proposal. Permissible Votes 
are as follows:
FOR
AGAINST
PASSIVE

From mctupper@h... Tue Sep 05 18:28:43 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
Date: Tue, 5 Sep 2000 19:23:50 -0600
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From: Xylen <mctupper@h...>

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR plus the number of Votes PASSIVE for the
rule-change is greater than the number of Active Players divided by Two
and the rule-change has not been Retracted.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST plus the number of Votes PASSIVE for the
rule change is greater than or equal to the number of Active Players
divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST as there are Votes FOR it.

From s3036845@s... Wed Sep 06 19:00:43 2000
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To: Socialnomic-RULES@egroups.com
Subject: Rule 37 - Centurian of SocialNomic
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From: "Gallivanting Tripper" <s3036845@s...>

Rule 37 - Centurian of SocialNomic

The Player who has submitted the most current RuleChange given a 
Proposal Number evenly divisible by 100 shall be allowed to use the 
title "Centurian of SocialNomic" in any posting to the mailing lists 
or correspondence between Players. That Player may also be referred 
to by that title in any Proposal or Rule.

For the purposes of this rule, proposals are considered to have a 
number 6 less than their actual number. 


From s3036845@s... Wed Sep 06 19:03:23 2000
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Date: Thu, 07 Sep 2000 02:03:19 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 13 - Social Standing
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From: "Gallivanting Tripper" <s3036845@s...>

Rule 13. Social Standing

A Person is defined as any entity that is subscribed to the DML, and
has posted to the DML.

The Social Standing of all Persons is Gamedata.

The Person with the highest Social Standing may be referred to as the
Alpha Trendsetter.

The Person with the second highest Social Standing may be referred to
as the Almost Trendsetter.

Any Person with negative Social Standing may be referred to as a
Pariah.

Upon making their first posting to the DML, a Person is referred to as
The Debutante, and receives a Social Standing equal to one greater
than that of the Person with the highest Social Standing.

If, as a result of a Person gaining or losing Social Standing, two
Persons would have identical Social Standings, the Social Standings of
the Persons are instead interchanged.

At any time, any Person may post a message to the AML with the Subject
"Social Standing" and the body of the message listing the Social
Standing of all Persons, and the reasons for any changes since the 
previous such message. 

The Player who is the current Centurian of SocialNomic is given an 
additional 2 Social Standing beyond that of his or her actual Social 
Standing. This should be listed as +2 in the table of Social Standing 
whenever such table is posted. 


From rsholmes@m... Thu Sep 07 07:41:33 2000
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Date: Thu, 07 Sep 2000 14:41:25 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 12 - Accusations
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From: "Doctroid " <rsholmes@m...>

Rule 12. Accusations

All messages posted to the VML, AML or RML are Legal if and only if
they
are posted as explicitly specified in the Rules. All other messages
posted
to the VML, AML or RML are Illegal.

An Action is defined as the posting of a message to, or deletion of a
message from, the VML, AML or RML. It is Illegal to post an Illegal
message, or to delete a Legal message.

If players disagree about the legality of an Action, then any
player may make an Accusation by posting a message to the AML with
the subject line beginning with "Accusation". The body of this
message must specify the accused player(s) and the action under
dispute.

For the 7 days following this posting, the accused player(s)
(Defendant) and the accusing player(s)(Plaintiff) are encouraged to
each make statements to the DML regarding the action taken. Other
players
are encouraged to provide their opinions. During this time, the
following
things
may occur.

The Defendant(s) may post a message to the AML with the subject 
line "Guilty as Charged". The Defendant(s) immediately lose 10 Points 
and the disputed action is revoked. The body of the "Guilty as 
Charged" message must list the Total Points of all Players and 
reflect this penalty.

The Plaintiff may post a message to the AML with the subject 
line "Accusation Retracted". The Plaintiff(s) immediately lose 5 
Points. The body of the "Accusation Retracted" message must list the 
Total Points of all Players and reflect this penalty.

7 days following the posting of the initial message to the AML, the
Plaintiff may post the Accusation to the VML with the subject
line "Accusation [n]" where [n] is an integer one greater than the
most recently posted Accusation. For the purpose of voting, an
accusation is treated identically to a Rule-Change.

If the Accusation is Adopted, then the Defendant loses 25 points,
and the contested action taken is revoked as above.
If the Accusation is Defeated, then the Plaintiff loses 25 points.
The contested action is considered legal and binding.

When an Action is Revoked, the following events occur:
* If the Action was a deletion, the deleted message must be reposted
* If the Action was a posting, the message must be deleted
* If Gamedata has changed since the Accusation was made, the Player
who
made the Accusation must post a message to the AML with the subject
line
"Consequences of Accusation" and with its text describing the Gamedata
as
if the Revoked action had not occurred. This message then becomes the
current state of the Gamedata.



From rsholmes@m... Thu Sep 07 07:58:37 2000
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Date: Thu, 07 Sep 2000 14:58:36 -0000
To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
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From: "Doctroid " <rsholmes@m...>

Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR plus the number of Votes PASSIVE for the rule-
change is greater than the number of Active Players divided by Two;
the number of Votes FOR is greater than the number of Votes AGAINST; 
and the rule-change has not been Retracted.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST plus the number of Votes PASSIVE for the 
rule change is greater than or equal to the number of Active Players 
divided by Two; and the number of votes AGAINST is greater than or
equal to the number of Votes FOR.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST as there are Votes FOR it.



From s3036845@s... Fri Sep 08 16:59:05 2000
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Date: Sat, 9 Sep 2000 11:08:56 +1100
To: Socialnomic-RULES@egroups.com
Subject: Rule 7 - Adoption Procedure
From: Gallivanting Tripper <s3036845@s...>

Rule 7. Adoption Procedure

When a Rule-Change can be Adopted, any player (known as the Adopter)
may adopt the proposal by taking the following steps, in order:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- ADOPTED" to the subject line. The Body of the message should
be empty.

2) Post a message to the AML with the subject line "Proposal [n]
ADOPTED" where [n] is equal to the number assigned to the Rule-Change
in question. The body of this message must list the Total Points of
all
Players.

3) For each Rule Enacted by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]", where [n] is an
integer one greater than the most recently posted Rule on the RML and
[name$] is the Name of the Rule-Change; unless the Rule-Change had no Name,
in which case the Adopter may choose a one or two word Name for the Rule;
or unless the Rulechange specified a Name for the rule in its text, in
which case that Name takes precedence. The body of this message must be the
text of the rule as specified by the Rule-Change posted to the VML.

4) For each Rule Repealed by the Rule-Change, the Adopter must Reply
to the most recent version of the Rule repealed on the RML add the
phrase "REPEALED". The body of that message must be blank. (Example,
subject line is "Re: Rule 0 REPEALED")

5) For each Rule Amended by the Rule-Change, the Adopter must post a
message to the RML with the subject "Rule [n] - [name$]" where [n] is the
number and [name$] is the Name of the Rule amended. The body of this
message must be the amended text of the rule as specified by the
Rule-Change posted to
the VML.

Once a message has been posted to the VML stating that a Rule-Change
has been Adopted, that Rule-Change can no longer be Adopted or Defeated.



From s3036845@s... Fri Sep 08 16:59:43 2000
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Date: Sat, 9 Sep 2000 11:09:35 +1100
To: Socialnomic-RULES@egroups.com
Subject: Rule 8 - Defeat Procedure
From: Gallivanting Tripper <s3036845@s...>

Rule 8. Defeat Procedure
When a Rule-Change can be Defeated, any Player (known as the Rejecter) may
defeat the proposal by taking the following steps, in order:

1) Post a Reply to the original RuleChange in the VML adding the
phrase "- DEFEATED" to the subject line. The Body of the message
should be empty.

2) Post a message to the AML with the Subject line "Proposal [n]
Defeated", where [n] is equal to the number assigned to the Rule-
Change in question. The body of this message must list the Points of all
Players.

Once a message has been posted to the VML stating that a Rule-Change
has been Defeated, that Rule-Change can no longer be Adopted or Defeated.



From s3036845@s... Mon Sep 11 14:35:43 2000
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Date: Tue, 12 Sep 2000 08:44:14 +1100
To: Socialnomic-RULES@egroups.com
Subject: Rule 6 - Adoption/Defeat
From: Gallivanting Tripper <s3036845@s...>

Rule 6. Adoption/Defeat

If a Rule-Change is adopted, it shall guide play in the form in which
it was posted to the VML.

A PASSIVE vote counts as a vote FOR if the number of FOR votes is
greater than the number of AGAINST votes.

A PASSIVE vote counts as a vote AGAINST if the number of AGAINST
votes is equal to or greater than the number of FOR votes.


A Rule-change can be Adopted if it satisfies one of the following
conditions:

The number of Votes FOR for the rule-change is greater than the
number of Active Players divided by Two, and the rule-change has not
been Retracted.

A Rule change can be Defeated if it satisfies one of the following
conditions:

The number of Votes AGAINST for the rule change is greater than or
equal to the number of Active Players divided by Two.

The Player who proposed the Rulechange has Voted AGAINST, and there
are as many Votes AGAINST as there are Votes FOR it.



From s3036845@s... Mon Sep 11 14:45:42 2000
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Date: Tue, 12 Sep 2000 08:49:14 +1100
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 38 - Justice Department
From: Gallivanting Tripper <s3036845@s...>

Ruel 38. Justice Department

There exists a Permanent Institution known as The Department of
Justice (DoJ). The Department of Justice may possess Points, and is
considered a Player for purposes of publication of Game Data.

All Points lost by Players as a result of Accusations under Rule 12
are automatically transferred to the Department of Justice.



From s3036845@s... Mon Oct 02 17:39:52 2000
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Date: Tue, 3 Oct 2000 11:51:04 +0100
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 40 - The Last Days
From: Gallivanting Tripper <s3036845@s...>

In order to prevent Corruption, the following restriction comes into force
during the last days.

Players may not make transfers of Points or coins to Institutions that are
not specifically authorised by the Charter of the Institution, or the Rules
if the Institution was created by a Rule.



From s3036845@s... Mon Oct 02 17:40:35 2000
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Date: Tue, 3 Oct 2000 11:51:41 +0100
To: SocialNomic Rules archive <Socialnomic-RULES@egroups.com>
Subject: Rule 39 - Judgement Day
From: Gallivanting Tripper <s3036845@s...>

A great Cataclysm approaches, when all Players and their Worldly Goods are
held to reckoning. During the Apocalypse, the following events will occor,
in order.

* All Institutions that were created by a Player transfers all their Points
and Coins to the Player that created them
* All Jewels possessed by Players melt down into their component 2-D coins,
in the opposite manner to that described in Rule 26
* All 2-D coins possessed by Players melt down into their component Points,
in the opposite manner to that described in Rule 14
* The State and the DoJ transfer their Points to Players in the following
manner:
-> 1/2 of their Points to the Player with the least Points
-> 1/2 of the remainder to the Player with the second-lowest Points
-> and so on.
* At the end of the Judgement, the Player with the highest Points is known
as the Alpha, and the Player with the lowest Points is known as the Omega.
If two or more Players are tied for either Title, the Player with the most
ADOPTED Proposals takes the title. If the tie is not broken, the Player
with the longest membership of SocialNomic takes the title.

Judgement Day is the 5th of October 2000. At any time after 1200 GMT on
that date, one Player may make a post the to AML with the subject line
"Judgement Day" and the text describing the effects of the Judgement.


* The duties of the Alpha are as follows:
-> To compile a History of SocialNomic, and distribute it to as
many active Nomics as possible, and the Nomic Bulletin Board
-> To interview existing Players of SocialNomic about the pros and
cons of this style of Nomic
-> To interview Players of other Nomic about the pros and cons of
this style of Nomic, and
-> Submit a conclusion to the Omega
* The priveliges of the Omega are to restart the game as follows:
-> After reading the conclusions of the Alpha, to repeal and/or
amend as many Rules of SocialNomic as they see fit by making the appropiate
posts to the RML
-> To amend Game Data as they see fit by making a post to the AML



From deya_tripod@y... Wed Jul 04 06:42:44 2001
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From: Deya Max <deya_tripod@y...>


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