nomic
 
 
                       I. Immutable Rules
 
101. All players must always abide by all the rules then in effect,
     in the form in which they are then in effect.  The rules in
     the Initial Set are in effect whenever a game begins.  The
     Initial Set consists of Rules 101-116 (immutable) and 201-213
     (mutable).
102. Initially, rules in the 100's are immutable and rules in the
     200's are mutable.  Rules subsequently enacted or transmuted
     (i.e. changed from immutable to mutable or vice versa) may be
     immutable or mutable regardless of their numbers, and rules in
     the Initial Set may be transmuted regardless of their numbers.
103. A rule change is any of the following: (1) the enactment,
     repeal, or amendment of a mutable rule; (2) the enactment,
     repeal, or amendment of an amendment, or (3) the transmutation
     of an immutable rule into a mutable rule, or vice versa. 
     (Note: This definition implies that, at least initially, all
     new rules are mutable.  Immutable rules, as long as they are
     immutable, may not be amended or repealed.  No rule is
     absolutely immune to change.)
104. All rule changes proposed in the proper way shall be voted on. 
     They will be adopted if and only if they receive the required
     number of votes.
106. Any proposed rule change must be written down before it is
     voted on.  If adopted, it must guide play in the form in which
     it was voted on.
107. No rule change may take effect earlier than the moment of the
     completion of the vote that adopted it, even if its wording
     explicitly states otherwise.  No rule change may have
     retroactive application.
108. Each proposed rule change shall be given a rank-order number
     (ordinal number) for reference.  The numbers shall begin with
     301, and each rule change proposed in the proper way shall
     receive the next successive integer, whether or not the
     proposal is adopted.
109. Rule changes that transmute immutable rules into mutable rules
     may be adopted if and only if the vote is unanimous among the
     eligible voters.
110. Mutable rules that are inconsistent in any way with some
     immutable rule (except by proposing to transmute it) are
     wholly void and without effect.  They do not implicitly
     transmute immutable rules into mutable rules and at the same
     time amend them.  Rule changes that transmute immutable rules
     into mutable rules will be effective if and only if they
     explicitly state their transmuting effect.
111. If a rule change as proposed is unclear, ambiguous,
     paradoxical, of destructive of play, or if it arguably
     consists of two or more rule changes compounded or is an
     amendment that makes no difference, or if it is otherwise of
     questionable value, then the other players may suggest
     amendments or argue against the proposal before the vote.  A
     reasonable amount of time must be allowed for this debate. 
     The proponent decides the final form in which the proposal
     is to be voted on and decides the time to end debate and vote. 
     The only cure for a bad proposal is prevention: a negative
     vote.
112. The state of affairs that constitutes winning may not be
     changed from achieving n points to any other state of affairs. 
     However, the magnitude of n and the means of earning points
     may be changed, and rules that establish a winner when play
     cannot continue may be enacted and (while they are mutable) be
     amended or repealed.
113. A player always has the option to forfeit the game rather than
     continue to play or incur a game penalty.  No penalty worse
     than losing, in the judgement of the player to incur it, may
     be imposed.
114. There must always be at least one mutable rule.  The adoption
     of rule changes must never become completely impermissible.
115. Rule changes that affect rules needed to allow or apply rule
     changes are as permissible as other rule changes.  Even rule
     changes that amend or repeal their own authority are
     permissible.  No rule change or type of move is impermissible
     solely on account of the self-reference or self-application of
     a rule.
116. Whatever is not explicitly prohibited or regulated by a rule
     is permitted and unregulated, with the sole exception of
     changing the rules, which is permitted only when a rule or set
     of rules explicitly or implicitly permits it.
 
                        II. Mutable Rules
 
105. An eligible voter is any player who votes within 72 hours of the 
     call of the vote.  A minimum of 3/4 of the players on the up to date 
     nomic list must vote within this time period or the proposal fails. 
201. Players shall alternate in the order specified in the "players"
     file in the nomic account on Herman, taking one whole turn apiece.  
     Turns may not be skipped or passed, and parts of turns may not be 
     omitted.  All players begin with zero points.  Scores are maintained 
     in the file "scores".
202. One turn consists of two parts, in this order: (1) proposing
     one rule change by mailing it to all the players and having it 
     voted on, and (2) the moderator, jcaristi, throwing one die (d6) 
     once and adding the number of points on its face to the proposer's
     score.
203. A rule change is adopted if and only if the vote is a 2/3 majority 
     among the eligible players.  All fractions covered by this rule are 
     minimum requirements.  ie. 6 of 8 is 3/4 and 6 of 8 is 2/3.  5 of 8 
     would not be sufficient.
204. If a rule change can be adopted without unanimity, the
     players who vote against a winning proposal shall receive 3 
     points apiece.  If a rule change can be adopted without unanimity, but
     is adopted by an unanimous vote of all eligible voters, then the
     players who voted for the winning proposal each gain 2 points.  Finally,
     if a rule change can be adopted without unanimity but is approved 
     unanimously, the player who proposed the winning proposal gains an extra
     4 points.
205. An adopted rule change takes full effect at the end of the turn
     containing the vote that adopted it.
206. When a proposed rule change is defeated by a 2/3 majority of the 
     eligible voters, the player who proposed it loses 7 points.
207. Each player always has exactly one vote.
208. The winner is the first player to achieve 100 (positive)
     points.
209. At no time may there be more than 25 mutable rules.
210. Players who have consulted on rule changes prior to submitting them
     must reveal (at the time of submission) the nature of such discussions 
     (and the expected outcome of the rule's adoption) as they pertain to 
     the following: (1) Play of the game or (2) Anticipated future rule
     changes.
     Those formally accused and found in violation of this rule are subject
     to a minimum penalty of one lost turn.  Other penalties are to be 
     decided in accordance with the rules in effect at the time the 
     violation allegedly occurred.  Point bonuses or penalties for the
     accuser(s) are to be decided in the same fashion.
211. If two or more mutable rules conflict with one another, or if
     two or more immutable rules conflict with one another, then
     the rule with the lowest ordinal number takes precedence.
          If at least one of the rules in conflict explicitly says
     of itself that it defers to another rule (or type of rule) or
     takes precedence over another rule (or type of rule), then
     such provisions shall supersede the numerical method for
     determining precedence.
          If two or more rules claim to take precedence over one
     another or to defer to one another, then the numerical method
     must again govern.
212. If any player, hereafter called the "accuser", questions the legality 
     of a single player's action, hereafter called the "defendant", in 
     regard to interpretation or application of the rules, then the 
     accuser may invoke judgement.
     When judgement is invoked this sequence must be followed:
        1. All other play is suspended.
        2. The question shall be decided by a third player, the "judge",
           determined by whomever's score mod 10 most closely equals
           the sum of accuser's and defendant's scores, mod 10 (after
           summation).  Any ties are decided by the defendant.
        3. The judge shall decide if, in his/her best interpretation of the
           rules, the defendant's action was LEGAL, NOT LEGAL, or
           INDETERMINANT.
        4. A unanimous vote, within 48 hours, of the remaining players
           may change the decision.
        5. If judged LEGAL play shall proceed immediately.
        6. If judged NOT LEGAL, any effects of the action on the rules,
           players, or scores files shall be undone.  Play shall continue
           as though the defendant had completed an appropriate action.
        7. If judged INDETERMINANT refer to rule 213.
     An appropriate action may be the process of a rule change and like 
     proceedings.
     New judges are not bound by the decisions of old judges.  Judges may 
     settle only that question with which the accuser currently takes 
     issue.  All decisions by judges shall be common morality, common 
     logic, and within the spirit of the game.  No appeal beyond that of 
     step 4 may be tried in any form.
213. If the rules are changed so that further play is impossible,
     or if the legality of a move is impossible to determine with
     finality, or if by the judge's best reasoning, not overruled,
     a move appears equally legal and illegal, then the first
     player who is unable to complete a turn is the winner.
          This rule takes precedence over every other rule
     determining the winner.
313. If a player fails to submit a preliminary proposal within 72 hours
     of the call for their proposal, then that player forfeits their
     opportunity to propose rule changes and play continues as prescribed.
     No scores change as a result of this lost opportunity.
     If a player loses their opportunity (as above) three times in a row,
     then that player's name shall be removed from the player's file.
315. If seven consecutive votes on separate proposals, each from a separate
     player, fail to pass, the eighth proposal offered will be accepted 
     without a vote from the other players.
     This proposal cannot contain any clause which would terminate the game 
     before the next proposal can be considered and accepted.
317. All rule proposals must be 100 words or less.  Any attempt to modify an
     existing rule may not increase the number of words present in said rule.
323. Any player in the "players" file may call for the vote on the proposed 
     rule at any time during the course of the turn.  A second on the call by 
     any other player in the "players" file within 24 hours will then signify 
     that the proposal as it stood prior to the call shall be voted on.  The 
     player whose turn it is may still call for his/her own vote at any time 
     seen fit by that player without the need for a second.
325. When a call for a vote leads to a vote that was not initiated by the
     proposal's author, but the resulting vote passes the proposal, the
     player who seconded the call receives 3 points.  When a call for a vote
     leads to a vote that was not initiated by the proposal's author, and the
     resulting vote does not pass the proposal, but the votes against the
     proposal are less than 1/2 of the voting players, the player who seconded
     the call loses 4 points.
329. Asparagus is the official vegetable of the game until such time as the 
     Federal Government of the United States of America deems this plant to be 
     a controlled substance.  At that time all regular play must cease and a 
     special session of the One True Nomic must be held to determine a new 
     official vegetable.
332. A person may be added to the players list and scores file at anytime with
     the majority consent of the players.  A player can be removed at any time
     he/she wishes.  A player may be placed on inactive status at his/her own
     request.  An inactive player remains on the players list/scores file but
     cannot vote, offer proposals, or affect any changes to the score.  An
     inactive player is not counted toward any vote totals or time limits
     between turns.  The player is reactivated with majority consent of the
     active players at any time.