Nomic:Game 2005-04-02:Rules
From Carls wiki
The current rules of Game 2005-04-02.
Contents |
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:
- the enactment, repeal, or amendment of a mutable rule;
- the enactment, repeal, or amendment of an amendment of a mutable rule; or
- 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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)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.
106
All proposed rule-changes shall be written down before they are voted 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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.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
If a rule-change as proposed is unclear, ambiguous, paradoxical, or 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 time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
112
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.
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 judgment 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 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 shall alternate in clockwise order, 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.
In mail and computer games, players shall alternate in alphabetical order by surname.
202
One turn consists of two parts in this order:
- proposing one rule-change and having it voted on, and
- throwing one die once and adding the number of points on its face to one's score.
In mail and computer games, instead of throwing a die, players subtract 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)
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.
204
If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
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.
207
Each player always has exactly one vote.
208
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.
209
At no time may there be more than 25 mutable rules.
210
Players may not conspire or consult on the making of future rule-changes unless they are team-mates.
The first paragraph of this rule does not apply to games by mail or computer.
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. 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.
303
Silly naming rule
Every new rule and rule proposal must have one and only one name. Names are declared before the rule-text with a level 4 heading.
305
Time limit with punishment
If one week after a new turn has begun, the player on turn still has not made a proposal, any of the other players may issue a Call for Action. Players may not issue Calls for action before one week has passed. Two days after a Call for Action, a vote between the other players takes place to determine whether to skip the current player. If a simple majority votes to skip, play proceeds to the next player on turn. If a player is skipped in this way, the amount of points that would have been deducted for a rejected proposal is deducted from the skipped player's score.
This rule takes precedence over any rule which prohibits the skipping of turns.
309
Gaming board
There is exactly one board in the game, an abstract graph-theoretical entity referred to as the board.
The board is a collection of nodes and edges. The nodes are called locations and are uniquely specified by their names. A location's name may consist of any sequence of alphanumerical symbols (the letters a-z and the numbers 0-9), and underscores. It may not consist of any other characters. For sanity, it must start with a letter and may not be longer than 10 characters. Location names are case insensitive, so a6 and A6 refer to the same location.
Unless otherwise specified by some rule, an edge is considered to exist between two locations. The locations are then said to be (directly) connected.
A piece is an abstract entity in the possession of exactly one player. A player may have any number of pieces. The piece has one intrinsic property, its type. Rules may enable the behaviour of pieces of a particular type, but not of individual pieces. A type name is a single (case-insensitive) word, consisting only of letters. Apart from its type, a piece may not have any internal state; that is, its properties shall be completely defined by its type. Unless explicitly allowed, a piece may not change its type. Pieces of a type without regulation are considered to have no behaviour.
At every point in the game, every piece that participates must exist at exactly one location.
A space is a definite set of locations and must be defined by a Nomic rule. Along with the locations contained in the space, the same rule may also specify connections among locations, point-giving moves, entry/exit conditions and the behaviours of one or more piece types.
For the purposes of this rule, a move is an action performed by a player on one of the player's pieces, possibly indirectly affecting other pieces. Moves can be made at any time in the game, and are independent of regular turn order. However, the same player may not make another move in that space until all other players currently having pieces in the space have made a move upon one of them. Unless otherwise specified, a move does not change the scores of any player.
The current state of the game board, as well as any changes to it, must be written down.
315
The score is what the score is
A proposal can not be voted on, unless the scores table displays the current score.
316
Chessoid rules
This rule defines the space Chessoid. This space is meant to foster the spirit of experimental, chess-like, multiplayer craziness.
The locations contained in Chessoid are those which consist of a letter followed by a number, where the letter is beteen "a" and "h", and the number is an integer between 1 and 8. For the purposes of this rule, right is defined as towards letters later in the alphabet, left towards earlier ones; up and down are defined as toward lower and higher numbers, respectively.
Pieces on the board are permitted two types of move, slide and capture. A slide is a jump to an unoccupied location on the board, while a capture is a jump to an occupied location on the board. For the purposes of this rule, "move" refers to either of these.
The following piece types are defined:
- Knight
- Moves two steps in one direction and one step in an orthogonal direction. The intermediate locations thus traversed may be occupied.
- Creeper
- Slides one step in any of the directions up, down, left or right. Captures one step in any diagonal direction.
- Bishop
- Moves any number of steps in any diagonal direction. The intermediate locations may not be occupied.
Players may only put new pieces inside Chessoid if it's their turn in the game, and they have not previously put a piece during their turn. When a player places a piece on a location inside Chessoid, points are deducted from that player as follows:
- Knight
- 3
- Creeper
- 1
- Bishop
- 4
- Any other type
- 10
A player that captures a piece receives the corresponding amount of points for that piece.
318
Real Men
A player without a beard has exactly 0 (zero) votes when voting on rule proposals. For the purpose of this rule, a beard is considered to be a patch of facial hair at least 1 cm long, covering at least 50% of that player's chin.
This rule takes precedence over rule r207.
The first two paragraphs of this rule does not apply to human females.
319
Last vote updates game
The last person to vote is responsible for updating the all the tables related to the game. That is:
- Updates the scores table
- Adds rejected or accepted to the last column of the vote table
- If a rule is accepted copies the text of the rule to the rules page
For the purposes of this rule, the proposer is considered to have already voted as voting commences.
321
Smoothie tax
Upon gaining points, each male player without a beard must pay 50% of the gained points (rounded up to integral points) to a special pot named "The Beard Foundation".
The pot is simply a container of score points. Unless explicitly allowed by a rule, points may not be transferred to or from the pot.
The first paragraph of this rule is only in effect as long as a rule named "Real Men" is also in effect.
322
Nomic:Game 2005-04-02:Proposal 322
If the player on turn leaves the game when the proposal has gone to vote, the turn passes to the next player only after the vote. --Matt 22:35, 25 Jun 2006 (CEST)
323
Sloth and negativism are sins
Upon acceptance of this rule, twenty points will be deducted from the last player to vote on it. Ten points will be awarded to the first non-proposer player who voted "yes" on this rule. Five points will be awarded to the last player who voted "yes" on this rule. All players who voted "yes" on this rule will be awarded five points.
