GMs Note: I'll be handling the logistics of the game, though I won't actually be *playing*. I've positioned myself outside the rules for this purpose. Nomic is a game about technicalities, but for the sake of an entertaining game, if you spot any contradictions or feel that clarfications may be needed, *please* bring it to my attention early on! I've placed myself as Judge for the early stage of the game to handle disputes as to the existing ruleset. You can modify this rule if you really want, though.
BARDICHE is a meanie head who does not understand what a wall of text truly is.
Points!
1. AndrewRogue: -82
2. Carthrat: 136 (Partner: Corwin)
3. EvilTom: 125
4. Excal: 173 (Partner: QuietRain)
5. Jo'ou Ranbu: 150 (Partner: Laggy)
6. Sopko: 122 (Partner: SirAlex)
7. VerySlightlyMad: 27
Diplomacy!
AndrewRogue - Neutral to All
Carthrat - EvilTom (W), VerySlightlyMad (W) Excal (P), Jo'ou Ranbu (P)
EvilTom -Carthrat (W)
Excal - Carthrat (P), Jo'ou Ranbu (P), VerySlightlyMad (W)
Jo'ou Ranbu - Carthrat (P), Excal (P), VerySlightlyMad (W)
Sopko - Neutral to All
VerySlightlyMad -Carthrat (W), Excal (W), Jo'ou Ranbu (W)
This post will be edited whenever a change is incurred. Read it carefully!
The Rules!
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 (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Transmuted; then Amended see Rule 308.
106. All proposed rule-changes shall be posted at the start of the turn they are proposed on. If they are adopted, they shall guide play in the form in which they were voted on.
107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
111. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
112. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
113. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
114. 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.
115. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
Mutable Rules
201. Players will alternate in alphabetical order by the name they signed up for the game under. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
202. One turn consists of four parts in this order: (1) the player who's turn it is must propose one rule-change. (2) All players may discuss the rulechange if so desired. The proposer of the rule may amend his suggestion during this period. Part 2 may not take longer than 48 hours. (3) The proposed change is voted upon. (4) The player whose turn it is subtracts 291 from the ordinal number of their proposal and multiplies the result by the fraction of favorable votes it received, rounded to the nearest integer. They may then add this total to their score.
203.A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority. Amended, see 306.
204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each. Amended, see 309
205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
206. When a proposed rule-change is defeated, the player who proposed it loses 10 points. Amended; see rule 302.
207. Each player always has exactly one vote. Amended; see rule 310.
208. Players who do not vote in any given turn will lose 10 points.
209. The winner is the first player to achieve 100 (positive) points.
In mail and computer games, the winner is the first player to achieve 200 (positive) points.
210. At no time may there be more than 25 mutable rules.
211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question; during the first five turns, however, Carthrat will serve as judge for any disputes and cannot be overruled. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.
The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.
Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.
This rule takes precedence over every other rule determining the winner.
302. When a proposed rule-change is defeated, the player who proposed it loses 1 point for every negative vote they receive. Sunrise provision: this rule does not take effect until the commencement of proposal 308.
303. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.
306. A rule-change is adopted if and only there is a positive majority among the eligible voters. Amended, see 320.
308. While every player is an eligible voter, participation is made at the voter's discretion, but the voter will still be penalized for not voting. This ruling also establishes a 24-hour time limit for the voting phase - past that threshold, voting is closed off, and any non-voters will automatically labeled as abstaining. As a provision, a voter may send his verdict to the judge at any time in both phases of a turn until voting closes.
309. Any player (other than the player proposing the rule change) will recieve 10 points if they a) vote for a proposal that fails, or b) vote against a proposal that passes.
310. Every participant on the board has one vote. All of the penalties and bonuses associated with voting for purposes of playing the game will be reserved solely for those participants designated as players. Finally, the votes of players will count as three votes for determining if a measure shall pass, but will count as one vote for purposes of determining penalties and bonuses. Amended, see rule 311.
311. Every participant on the board has one vote. All of the penalties and bonuses associated with voting for purposes of playing the game will be reserved for any participants possessing the right to make proposals. Finally, the votes of players will count as three votes for determining if a measure shall pass, but will count as one vote for purposes of determining penalties and bonuses. Amended, see rule 315.
312. The non-player votes cannot overwhelm an 80% or higher player majority.
314: Carthrat is to be included in the game as a 7th player, in addition to his role as unofficial moderator.
315: Every player gains three votes every voting phase. Votes are expended during the voting phase as normal, however: A player may chose to use all, some, or none of his votes on a given proposal, with the weight of said votes tallied appropriately. A player who does not use a portion of his votes during any given turn may retain them for use in later turns. Any amount of votes can be spent, so long as the voter has possession of them, and there is no limit to the number of votes that can be held in stock.
A player cannot vote in multiple ways in any given turn; each vote must be for the same purpose (so you cannot vote both yea and nay in one turn.) No matter how many votes a player casts, when determining penalties and bonuses, the player counts as only having cast one vote.
Every non-player participant on the board gains one vote each turn, which may not be retained or saved; it must be used the same turn it is gained (or not used at all, in which case it expires); non-players count as eligible voters for the purpose of determining whether or not a proposal passes (ala rule 306), but they do not have to vote (ala rule 303). All the penalties and bonuses associated with voting for the purposes of playing the game will be reserved for players.
Rule 318: The points awarded to players in the fashion described by rule 309 will have the added mechanic:
The players now have the option to guess the way the mobb will vote (based on majority). If the players who choose to guess do so correctly, they will gain a bonus of 1 point per every mobb member that voted the way they guessed, capping off at +5. If they guess incorrectly, they will suffer a -1 point penalty per person who voted the opposite way to the one they guessed, capping off at -5. The choice to guess must be expressed during the voting phase.
Rule 319: Each player may pick a non-player partner. That partner gets control over one of the player's votes. The partner's vote is counted towards the player vote total. The player has the option of changing partners at the beginning of every turn, but cannot choose another partner for two turns after that. Any unused votes by the non-player will be credited towards the player's accrued votes. One may choose to cease having a partner at the cost of five points.
1) An eligible non-player partner is one that has voted in the mob in a turn previous to the player's choosing them as their partner.
2) If the non-player does not vote for four consecutive turns, the player is penalized twenty points.
3) If the player retains the same partner for four consecutive turns, he gains twenty points.
4) Non-players chosen as partners retain their Mob vote.
320. A rule-change is adopted if there is a positive majority among the eligible voters. A rule-change is not adopted if there is a majority negative vote. However, if there is a tie vote for whatever reason, the player proposing the vote and a negative voter, who shall be the first negative voter who follows the proposer in turn sequence, must compete head-to-head in a competition that is decided by consensus of the mob. Amended, see rule 325.
Mob consensus is defined as the first idea for competition that three members of the mob can agree on.
If the rule-change proposer wins, then the rule is adopted. If his opponent wins, then the rule counts as a failure and all negative voters gain five points.
Proposal 321: Bardiche should officially be labeled a meanie head who does not understand what a wall of text truly is for the remainder of the game. ;_;
BARDICHE is a meanie head who does not understand what a wall of text truly is for the remainder of the game. ;_;
322. All players shall now possess the option of entering into a state of peace, neutrality or war with another player. All players shall also be considered as starting in a state of neutrality at the time this law is passed. Advancing from war to either neutrality or peace, or from neutrality to peace, requires one player to propose the offer in the format ##Advance to (Peace/Neutrality) With:: [player name], and for the other player to confirm with Accepting (Peace/Neutrality) with:: [player name]. All movement from peace to either neutrality or war, or from neutrality to war, requires only one member to state in post ##Declaring (Neutrality/War) With:: to lower the relationship to the stated level. All changes in relationship statuses may occur during both proposal discussion and voting stages.
a) Peace. This relationship grants a +5 point bonus to two people in the relationship if their votes on a proposal are the same, and a -5 point penalty if their votes conflict. These point bonuses stack with other peace bonuses (so three people voting together under Peace will get +10 points). This does not count the number of votes, simply the affirmative/negative value of the votes.
b) Neutrality. This relationship has no point modifiers.
c) War. This relationship grants a +5 point bonus to two people in the relationship if their votes on a proposal are different, and a -5 point penalty if their votes are the same. These point bonuses stack with other war bonuses (so one person voting against three others he is at War with will get +15 points). This does not count the number of votes, simply the affirmative/negative value of the votes.
323. Following each voting phase, a non-player (hereby referred to as the Mobb Proposer) that voted that phase is randomly selected via Hatbot. During the subsequent discussion phase, the Mobb Proposer is allowed the option of making a proposal (separate and independent of the one that the current player is proposing). This proposal is then voted on like any other during the next voting phase.
The voting for the Mobb Proposer's proposal differs from norm in the following ways. Every eligible voter gets an additional vote to be used exclusively for this proposal - player's votes as counted with three times the normal weight. Rule 315 does not apply (players cannot choose to split up your votes or stockpile votes). Other rules associated with voting still apply so long as they are applicable (score-related voting rules cannot be applied to non-players, for instance).
324: During the Voting Phase, a player may send the (unofficial) Game Moderator a single PM, seperate from their vote PM to exchange Points with another player. The player must declare the amount of Points he wants to exchange, and to which Player. A player may never trade more Points than he currently possesses, and cannot trade Points if they have a negative amount of Points. If a player would be declared the victor through Point exchange, then the exchange is void.
Once exchanged, the specified amount of Points is deducted from the player what sent the PM, and added to the Points pool of the player specified in the PM.
325: A rule-change is adopted if and only if there is a positive majority among the eligible voters. If, and only if, a vote requires unanimity, then the following two rules apply. a) All bonus or penalties for voting for or against a proposal are nullified with the exception of those pertaining to the person making the proposal. b) Though players are unaffected, there will be a single non-player vote. This vote will be cast in accordance to the majority of the non-player votes cast on the motion in question.
328. If a player needs to be absent for any length of time for any reason, they may designate their partner to play in their place. They must notify the other players on the board for this to take effect. Any player's turns where they have not posted a resolution within 24 hours of the beginning of the round, their turn is considered skipped at no penalty other than the loss of the turn.
At any time, the moderator may designate a temporary moderator to handle affairs while he is incapacitated. In the case that the moderator disappears for a length of two days without posting, the players may elect another player or non-player to fill in as moderator with a vote of simple majority. The vote requires three players to motion for it to begin once the aforementioned time period has passed. This vote takes place immediately and publically as soon as the conditions are reached, and lasts 12 hours. At which point the results are taken as is. Should the moderator return during that time, the vote is immediately nulled.
Rejected Proposals
301. During the turn resolution stated in Mutable Rule 202, all text following (4) is instead replaced by the following: If the new rule is passed by a favorable majority, the player whose turn it is may add 15 points to their score.
304. Change Rule 105 to state the following: "While every player is an eligible voter, participation is made at the voter's discretion, but the voter will still be penalized for not voting. This ruling also establishes a 24-hour time limit for the voting phase - past that threshold, voting is closed off, and any non-voters will automatically labeled as abstaining. As a provision, a voter may send his verdict to the judge at any time in both phases of a turn until voting closes."
313. Mob members that vote, that also voted in the majority of votes where the mob was eligible to vote, will receive 6.749 points.
316. Addition to voting phase: the player proposing the rule (proposing player) change secretly picks a 'tactic' of either scissors, paper or rock. This choice is to be submitted to the game moderator along with the vote, and not read by the moderator until tallying. When a voter makes a vote during the voting phase, they may assign either scissors, paper or rock to that vote.
If the voter defeats the proposal's alignment, their vote is tripled. If there is a draw, the vote proceeds as normal. If the voter is defeated by the proposal, the voter's vote fails entirely and is not counted. A fail carries all the regular penalties for failing to vote in any given round.
A voter may choose not to play the tactic, and this rule does not apply to them.
Every time the proposing player defeats a vote, the proposal player gains 2 points (per vote defeated). For example, if a proposing player chooses scissors and a voter votes 3 times paper, the proposer gains 6 points.
If a voter is able to submit more than one vote, they may submit them under any tactic. For example, a player with three votes can submit one vote scissors, one paper and one rock.
The proposing player cannot state or hint what tactic he's using to others, at pain of instantly losing the game.
All participants are subject to this rule.
The proposal player may not play tactics against himself.
317. a) Players will alternate in alphabetical order by the name they signed up for the game under. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points, new players start with points equal to the player furthest from the winning condition. "Player" is a term that will be specifically applied to anyone who is registered as a participant in this game, accrueing all of the rights and obligations accorded to someone in such a position. "Non-Player" is any registered forum account that is not listed as a "Player" in the first page of this game.
b) Non-Players may make proposals to the Moderator, who will then post these proposals when the Voting Phase begins. "Non-Players" each have one Proposal Vote to be used specifically to decide which Proposal they wish to put forward. In the case of a tie, the Moderator will pick the winner. The winning proposal will be unveiled when the next player Proposal is entered, and it will run side by side with the player proposal, with both being voted on. If no proposals are put forward, then no Non-Player proposal will run alongside the Player proposal. Also, when the voting phase is completed, all proposals are taken off the board and must be resubmitted if still wanted. In any round where a second proposal is in effect, all eligable voters receive one additional vote that they may use as they wish. This vote counts as one vote for both voting weight and scoring purposes. Additional votes gained by other laws may be attached to this vote, but if so, as considered to count only as added weight, and will not count as additional votes for scoring purposes.
c) Non-Player Proposals will start at 401 and are bound by all of the rules and laws which effect Player proposals. As well, the person whose proposal is picked will gain Mobb Points equal to their proposal number minus 391, multiplied by the percentage of votes in favour of their proposal with -1 Mobb Point for each vote against. Due to the group nature of the Commons, any Non-Player who votes against the winning proposal will gain 3 Mobb Points, while any Non-Player who votes for the winning Proposal will gain 10% of the Mobb Points gained by the person who made the winning proposal.
d) Non-Players may win the game in the following manner. In all of these cases, X equals the number of points needed for a player to win the game. Any individial member of the Commons may win by accumulating X Mobb Points. A victory in this matter grants victory to the Player with the most points, and causes everyone else to lose. However, the Mobb may also win by collectively accumulating (.8X * 10) Mobb Points, in which case every Player loses, as well as the three Commons members closest to X, but everyone else with Mobb Points wins.
e) For purposes of unanimous votes, the Non-Players shall count only as a single Commons vote, to be decided by the outcome of their majority vote. In this matter, a tie shall count as an abstention.
Rule 329. Amendment to rule 323. Following each voting phase, a non-player (hereby referred to as the Mobb Proposer) that voted that phase is randomly selected via Hatbot. During the subsequent discussion phase, the Mobb Proposer is allowed to choose from the following:
a) Making a proposal (separate and independent of the one that the current player is proposing). This proposal is then voted on like any other during the next voting phase.
b) Foregoing the proposal and choosing a Mobb Proposer of their liking for the next phase instead of relying on the Bot of Hate.
c) Doing nothing!
The voting for the Mobb Proposer's proposal differs from norm in the following ways. Every eligible voter gets an additional vote to be used exclusively for this proposal - player's votes as counted with three times the normal weight. Rule 315 does not apply (players cannot choose to split up your votes or stockpile votes). Other rules associated with voting still apply so long as they are applicable (score-related voting rules cannot be applied to non-players, for instance).
330. Players cannot earn 200 points. A player may score no higher than 199 points under normal circumstances. At any time a player may challenge the mob to name a competition and a representative. The first suggestion for competition that has support of three members of the mob is considered the official challenge, and the first mob member to receive the support of three other members of the mob is declared their champion. Defeating the mob champion in an official competition awards exactly one point, and this point overrides the limitation on being able to score 200 points.
331. Transmute Rule 111 to a mutable rule.