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~ THE RULES ~

Started by CasualSax, February 28, 2005, 02:50:05 AM

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CasualSax

Initial Set of 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).

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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.

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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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)


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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.

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105. Every player is an eligible voter.  An eligible voter has 24 hours from the submission of the final version of the proposal to vote by replying to the forum thread where the proposal is placed, clearly stating their vote.  If this is not done within the 24 hour time period their vote is forfeited.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

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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.

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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.

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Mutable Rules

201. Players shall alternate in alphabetical order of forum username, taking one whole turn apiece.  These turns may overlap as permitted by other rules.  Turns may not be skipped or passed, and parts of turns may not be omitted, except where explicitly stated by other rules.  All players begin with zero points.  Once the first phase of a player's turn is complete, the next player may begin the first phase of their turn.  No two seperate turns may be in the same phase at any time, even if this causes a phase to remain incomplete longer than is permissible under other rules.  In this way multiple turns may be occurring at the same time, but never at the same stage.

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202. One turn consists of five phases in this order: (1) proposing one rule-change, (2) time allocated for debate, (3) Final version of the proposal, (4) voting period, (5) calculation of the results and resolution of the proposal, (6) Scoring, by subtracting 291 from the ordinal number of the proposal and multiplying the result by the fraction of favourable results it received, rounded to the nearest integer.

(1) A person has 24 hours from the beginning of their turn to post the draft of their proposal, otherwise their turn is forfeited and they lose fifty points.  All draft proposals must be posted in the first post of their own unique thread on the forum, with said thread title including the word 'DRAFT' at the beginning, the draft proposal number and the title of the proposal, all clear and distinct.

(2) Once the proposal has been posted, other players have between 24 and 48 hours to engage in debate over the proposal.  This time for debate may be ended by the proposer after 24 hours have passed it is automatically ended once 48 hours have passed or when all players have stated they have nothing to add.

(3) After debate has closed, the player must submit the final version of their proposal (in it's own distinct thread, clearly labelled with proposal number and title) within 24 hours, or they lose twenty points and the draft form of their proposal is considered the submission of the final version.


(4) Once the final version of the proposal is submitted, all players have 24 hours to register their votes.

(5) Once all players have voted, or the 24 hour voting period is ended, the votes are calculated by the judge and the results of the vote are put into force (if applicable)

(6) Once phase five is complete, the score is tabulated and updated by the judge, and the turn is ended.

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203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. After the first complete circuit of turns, it automatically changes to require a 2/3rds majority to be adopted. After the second complete circuit of turns, it automatically changes to require a simple majority to be adopted.

A voter may chose to abstain from voting by saying so. Abstained votes are not used in calculating the majority of the vote.

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204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.

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205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

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206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

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207. Each player always has exactly one vote.

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208. The winner is the first player to achieve 200 (positive) points.

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209. At no time may there be more than 25 mutable rules.

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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.

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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.

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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.

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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.

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301.   Law of Titles

All players in-game shall have a TITLE. At first, this Title shall be determined by the *preceding player*, i.e

If Player A takes his turn before Player B, he may deem Player B to be called 'Captain Player B'. Player A would be knows as the 'Titler', and Player B would be known as the 'Titee'.

Each round, each Titler shall be assigned the Titee of the player preceding him. In this fashion all players shall get a chance to Title every other player.

i.e. Player B titled Player C at first. When the next round begins, Player A will Title Player C, as he has his turn preceding Player B.

No two Titles may be the same.

The Titles shall be displayed through use of the Soulriders Custom Title System. The player known as Rezantis, henceforth known as the 'Title-Agent', shall be responsible for making sure all the Titles are properly assigned. When a change in Title is required, it is the Titler's job to report to the Title-Agent as quickly as possible.

All Titles must be Appropriate; i.e. suitable for a PG-13+ audience. They must not exceed 20 characters; they must consist only of standard English Letters, numbers, and punctuation where applicable.

When referring to another player on any Nomic-related thread, one must always use the proper Title. If this is not done, the post will be edited so that the proper Title is shown. The Title may be placed aside the players name in whatever way is appropriate; i.e. 'The King of Gaul, Todd' is as viable as 'Todd, King of Gaul'. Titles may also be shortened when appropriate; 'King Todd' would also be appropriate.

If a player is assigned a Title that they feel is inappropriate, they may put the topic to vote. All players aside from the Titee and the Titler vote on the issue, and if a majority decide that the Title is inappropriate, the Titler must give the Titee a new Title.

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304. Additional Debating Time

Any player may nominate that the debate time for a proposal be extended in that proposals debating period. To successfully extend the debating period more than 50% of all players must post their agreement to the extension. At the end of the initial 48 hour debating period the proposal moves into "Special Development Phase 1" (SDP1). At this point the proposing players turn ends without a final draft, voting and allocation of points. The next player in the cycle has 48 hours to submit their draft proposal and the order of play continues as normal while the proposal in special development phases is developed parallel to the order of play.

SPD1 lasts for 48 hours. In SDP1 any player may nominate that the proposal in SDP1 move into "Special Development Phase 2" (SDP2) at the end of SDP1. To move into SDP2 requires more than 50% of all players to post their agreement with the SDP2 request.

SDP2 lasts for 48 hours. In SDP2 any player may nominate that the proposal in SDP2 move into "Special Development Phase 3" (SDP3) at the end of SDP2. To move into SDP3 requires more than 2/3 of all players to post their agreement with the SDP3 request. SDP3 lasts for 48 hours. Proposals may not be extended beyond SDP3.

When further time extensions requests are denied or at the end of SDP3 the normal phases of the turn occur (submittion of a final draft, voting and point allocation). This rule takes precedence over rule 201 and 202 where applicable. Point allocation delayed by special development phases is not retroactive.

Proposals in SDP1, SDP2 and SDP3 are subject to the voting conditions in place when the draft of the proposal was submitted. Proposals must obey all current rules.

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i][size=9]I want to be the minority
I don''t need your authority
Down with the moral majority
''Cause I want to be the minority[/size][/i]

Rezantis

Hangin' out backstage, waiting for the show.

SuperusSophia

309 LAW OF EXCHANGES

Section 1:
An Exchange is an official agreement between two or more players posted in an official thread set aside for this purpose. All contats will be legally binding the moment all participants in the Exchange agree officially to the Exchange.

Section 2:
The official Exchange thread shall be created by BaroFatua SuperusSophia within the Game Information sub-forum upon the passing of this law. Exchanges will be posted there by one participant, hereby referred to as the Drafter. The other participants must then post an agreement within 24 hours of the initial post by the Drafter. If all participants do not agree to the Exchange within that time, the contract becomes null and void.

Clause 1: All editing or deleting of posts within the Exchange thread set aside by this Section is prohibited.

Section 3:
Participants in the Exchange consist of everyone specifically mentioned within the Exchange. Exchanges may only directly effect the participants. Nobody who is not a participant is legally bound to the Exchange.

Section 4:
Exchanges my only be cancelled or changed by use of another Exchange presented and officiated in the same manner as all Exchanges.

Section 5:
The content of the Exchange is limited only to that which is allowed by the other laws, including any and all laws passed in the future.

Section 6:
All Exchanges must include a player designated as the judge for that specific Exchange. The player chosen to be judge cannot be a participant of the Exchange they are judging for. That player does not have to approve the Exchange for it to become official, but they may pass the role of judge onto another player, provided that player is not a participant. The judge decides any disputes over the conditions of the Exchange.

Clause 1: If any player provokes judgement concerning the legality of the contract, then the judge is decided in the normal way as outlined by rule 212.

Rye Coal

Rule 202 shall be amended to read...

202. One turn consists of five phases in this order: (1) proposing one rule-change, (2) time allocated for debate, (3) Final version of the proposal, (4) voting period, (5) calculation of the results and resolution of the proposal, (6) Scoring, by subtracting 291 from the ordinal number of the proposal and multiplying the result by the fraction of favorable results it received, rounded to the nearest integer.

Turns shall be considered finished with the completion of phase four as phases five and six are not dependant upon the player to complete.

(1) A person has 24 hours from the end of the previous player's turn to post the draft of their proposal, otherwise their turn is forfeited and they lose fifty points. All draft proposals must be posted in the first post of their own unique thread on the forum, with said thread title including the word 'DRAFT' at the beginning, the draft proposal number and the title of the proposal, all clear and distinct.

(2) Once the proposal has been posted, other players have between 24 and 48 hours to engage in debate over the proposal. This time for debate may be ended by the proposer after 24 hours have passed it is automatically ended once 48 hours have passed or when all players have stated they have nothing to add.

(3) After debate has closed, the player must submit the final version of their proposal (in it's own distinct thread, clearly labeled with proposal number and title) within 24 hours, or they lose twenty points and the draft form of their proposal is considered the submission of the final version.


(4) Once the final version of the proposal is submitted, all players have 24 hours to register their votes.


(5) Once all players have voted, or the 24 hour voting period is ended, the votes are calculated and the results of the vote are put into force (if applicable)

(6) Once phase five is complete, the score is tabulated and updated and the turn is ended.

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Upon the completion of Rye Coal's first turn Rule 212 shall be edited to read ...

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. As Multiple Players may be proceeding with their respective turns at any given time the invokee must explicitly state which turns the Request is in regards to. In the event that there are multiple turns to which the Request applies the Judge shall be the last player to complete their turn.

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. All turns already in progress may continue unto completion.

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.

Rezantis

I'll tidy up this whole thread once I get home and condense it all into the first post.
Hangin' out backstage, waiting for the show.

tinuviel

1 - Definition
All users subscribed to the Nomic user group (hereby known as "the Group") at the beginning of the game are considered Players for this
Game. Any users in the Group at any given time are considered Players for this Game.

2- Serialization
Current Players shall be assigned Player Numbers sequentially beginning with 0 according the alphabetical order of their usernames.

3 - Creating New Players
A user must submit a request to join the Group and make a post in a "Waiting List" thread on the Game Discussion sub-forum (the "Public
Forum") to be made a Player of this Game. This fact will be made available in the Group description and in the Waiting List thread. A player
may cancel their request to join at any time by simply posting a message to that effect.

Beginning with, and at any time after the start of the third round, a Player may choose to invite one user on the Waiting List to join the Group, by
clearly posting the invitation in a "Player Invitation" thread. Each Player may only invite one new user per game, unless a unanimous vote is
held allowing all Players to invite one or more additonal users. Such a vote may be called by any Player, through a post in the Waiting List
thread. The vote will be closed and tallied after 24 hours.

4 - Serialization of New Players/Welcome Points
Upon joining the Game, the new Player will be assigned the number of the highest numbered Player plus one. They will then receive the number of points of the lowest scoring player to begin with. These free points shall be known as "welcome points."

5 - Player Permissions
None but Players are entitled to post anything in the Nomic! Forums (hereby known as "the Forum"), other than the Public Forum.
Prospective Players are permitted to post only in the "Waiting List" thread of the Public Forum until such time as they are made Players.

6 - Players Retiring
A Player who wishes to forfeit/retire from the game may do so by posting a message to this effect anywhere. At least 48 hours after this request
is made, the Player will be removed from the Group by those able to do so. At any time during this period, the Player may revoke the request,
and by doing so, remain in the Group and the Game.

7 - Players Rejoining
Players rejoining the game after successfully and completely retiring will be treated exactly as new Players.

8 - Inactive Players
Players who fail to vote on three consecutive proposals without having given prior explanation of their absence will be considered Inactive, and will be incapable of gaining points in any way until their return. Players given Inactive Status in this way will lose their place in the order of
turns and be removed from any and all applicable lists. Players who post a valid reason for and duration of absence prior to said absence will
not be considered Inactive, they will be considered On Vacation, and will be able to accrue points and retain their place without penalty.

quintopia

312 (i think): Points may not be created, transferred, or destroyed, except in ways expressly defined in the rules.

SuperusSophia

Initial Set of 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).

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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.

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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.)


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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.

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105. Every player is an eligible voter. An eligible voter has 24 hours from the submission of the final version of the proposal to vote by replying to the forum thread where the proposal is placed, clearly stating their vote. If this is not done within the 24 hour time period their vote is forfeited.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

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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.

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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.

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Mutable Rules

201. Players shall alternate in alphabetical order of forum username, taking one whole turn apiece. These turns may overlap as permitted by other rules. Turns may not be skipped or passed, and parts of turns may not be omitted, except where explicitly stated by other rules. All players begin with zero points. Once the first phase of a player's turn is complete, the next player may begin the first phase of their turn. No two seperate turns may be in the same phase at any time, even if this causes a phase to remain incomplete longer than is permissible under other rules. In this way multiple turns may be occurring at the same time, but never at the same stage.

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202. One turn consists of five phases in this order: (1) proposing one rule-change, (2) time allocated for debate, (3) Final version of the proposal, (4) voting period, (5) calculation of the results and resolution of the proposal, (6) Scoring, by subtracting 291 from the ordinal number of the proposal and multiplying the result by the fraction of favorable results it received, rounded to the nearest integer.

Turns shall be considered finished with the completion of phase four as phases five and six are not dependant upon the player to complete.

(1) A person has 24 hours from the end of the previous player's turn to post the draft of their proposal, otherwise their turn is forfeited and they lose fifty points. All draft proposals must be posted in the first post of their own unique thread on the forum, with said thread title including the word 'DRAFT' at the beginning, the draft proposal number and the title of the proposal, all clear and distinct.

(2) Once the proposal has been posted, other players have between 24 and 48 hours to engage in debate over the proposal. This time for debate may be ended by the proposer after 24 hours have passed it is automatically ended once 48 hours have passed or when all players have stated they have nothing to add.

(3) After debate has closed, the player must submit the final version of their proposal (in it's own distinct thread, clearly labeled with proposal number and title) within 24 hours, or they lose twenty points and the draft form of their proposal is considered the submission of the final version.


(4) Once the final version of the proposal is submitted, all players have 24 hours to register their votes.


(5) Once all players have voted, or the 24 hour voting period is ended, the votes are calculated and the results of the vote are put into force (if applicable)

(6) Once phase five is complete, the score is tabulated and updated and the turn is ended.

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203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. After the first complete circuit of turns, it automatically changes to require a 2/3rds majority to be adopted. After the second complete circuit of turns, it automatically changes to require a simple majority to be adopted.

A voter may chose to abstain from voting by saying so. Abstained votes are not used in calculating the majority of the vote.

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204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.

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205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

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206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

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207. Each player always has exactly one vote.

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208. The winner is the first player to achieve 200 (positive) points.

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209. At no time may there be more than 25 mutable rules.

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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. As Multiple Players may be proceeding with their respective turns at any given time the invokee must explicitly state which turns the Request is in regards to. In the event that there are multiple turns to which the Request applies the Judge shall be the last player to complete their turn.

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. All turns already in progress may continue unto completion.

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.

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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.

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214. Law of Titles

All players in-game shall have a TITLE. At first, this Title shall be determined by the *preceding player*, i.e

If Player A takes his turn before Player B, he may deem Player B to be called 'Captain Player B'. Player A would be knows as the 'Titler', and Player B would be known as the 'Titee'.

Each round, each Titler shall be assigned the Titee of the player preceding him. In this fashion all players shall get a chance to Title every other player.

i.e. Player B titled Player C at first. When the next round begins, Player A will Title Player C, as he has his turn preceding Player B.

No two Titles may be the same.

The Titles shall be displayed through use of the Soulriders Custom Title System. The player known as Rezantis, henceforth known as the 'Title-Agent', shall be responsible for making sure all the Titles are properly assigned. When a change in Title is required, it is the Titler's job to report to the Title-Agent as quickly as possible.

All Titles must be Appropriate; i.e. suitable for a PG-13+ audience. They must not exceed 20 characters; they must consist only of standard English Letters, numbers, and punctuation where applicable.

When referring to another player on any Nomic-related thread, one must always use the proper Title. If this is not done, the post will be edited so that the proper Title is shown. The Title may be placed aside the players name in whatever way is appropriate; i.e. 'The King of Gaul, Todd' is as viable as 'Todd, King of Gaul'. Titles may also be shortened when appropriate; 'King Todd' would also be appropriate.

If a player is assigned a Title that they feel is inappropriate, they may put the topic to vote. All players aside from the Titee and the Titler vote on the issue, and if a majority decide that the Title is inappropriate, the Titler must give the Titee a new Title.

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215. Additional Debating Time

Any player may nominate that the debate time for a proposal be extended in that proposals debating period. To successfully extend the debating period more than 50% of all players must post their agreement to the extension. At the end of the initial 48 hour debating period the proposal moves into "Special Development Phase 1" (SDP1). At this point the proposing players turn ends without a final draft, voting and allocation of points. The next player in the cycle has 48 hours to submit their draft proposal and the order of play continues as normal while the proposal in special development phases is developed parallel to the order of play.

SPD1 lasts for 48 hours. In SDP1 any player may nominate that the proposal in SDP1 move into "Special Development Phase 2" (SDP2) at the end of SDP1. To move into SDP2 requires more than 50% of all players to post their agreement with the SDP2 request.

SDP2 lasts for 48 hours. In SDP2 any player may nominate that the proposal in SDP2 move into "Special Development Phase 3" (SDP3) at the end of SDP2. To move into SDP3 requires more than 2/3 of all players to post their agreement with the SDP3 request. SDP3 lasts for 48 hours. Proposals may not be extended beyond SDP3.

When further time extensions requests are denied or at the end of SDP3 the normal phases of the turn occur (submittion of a final draft, voting and point allocation). This rule takes precedence over rule 201 and 202 where applicable. Point allocation delayed by special development phases is not retroactive.

Proposals in SDP1, SDP2 and SDP3 are subject to the voting conditions in place when the draft of the proposal was submitted. Proposals must obey all current rules.

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216. Law of Exchanges

Section 1:
An Exchange is an official agreement between two or more players posted in an official thread set aside for this purpose. All contats will be legally binding the moment all participants in the Exchange agree officially to the Exchange.

Section 2:
The official Exchange thread shall be created by BaroFatua SuperusSophia within the Game Information sub-forum upon the passing of this law. Exchanges will be posted there by one participant, hereby referred to as the Drafter. The other participants must then post an agreement within 24 hours of the initial post by the Drafter. If all participants do not agree to the Exchange within that time, the contract becomes null and void.

Clause 1: All editing or deleting of posts within the Exchange thread set aside by this Section is prohibited.

Section 3:
Participants in the Exchange consist of everyone specifically mentioned within the Exchange. Exchanges may only directly effect the participants. Nobody who is not a participant is legally bound to the Exchange.

Section 4:
Exchanges my only be cancelled or changed by use of another Exchange presented and officiated in the same manner as all Exchanges.

Section 5:
The content of the Exchange is limited only to that which is allowed by the other laws, including any and all laws passed in the future.

Section 6:
All Exchanges must include a player designated as the judge for that specific Exchange. The player chosen to be judge cannot be a participant of the Exchange they are judging for. That player does not have to approve the Exchange for it to become official, but they may pass the role of judge onto another player, provided that player is not a participant. The judge decides any disputes over the conditions of the Exchange.

Clause 1: If any player provokes judgement concerning the legality of the contract, then the judge is decided in the normal way as outlined by rule 212.

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217: Inactive Players

1 - Definition
All users subscribed to the Nomic user group (hereby known as "the Group") at the beginning of the game are considered Players for this
Game. Any users in the Group at any given time are considered Players for this Game.

2- Serialization
Current Players shall be assigned Player Numbers sequentially beginning with 0 according the alphabetical order of their usernames. Serial numbers shall not change, regardless of resignation or inactivity of other players.

3 - Creating New Players
A user must submit a request to join the Group and make a post in a "Waiting List" thread on the Game Discussion sub-forum (the "Public
Forum") to be made a Player of this Game. This fact will be made available in the Group description and in the Waiting List thread. A player
may cancel their request to join at any time by simply posting a message to that effect.


Beginning with, and at any time after the start of the third round, an Active Player who is not On Vacation may choose to invite one user on the Waiting List to join the Group, by clearly posting the invitation in a "Player Invitation" thread. Each Player may only invite one new user per game, unless a unanimous vote isheld allowing all Players to invite one or more additonal users. Such a vote may be called by any Player, through a post in the Waiting List thread. The vote will be closed and tallied after 24 hours.

4 - Serialization of New Players/Welcome Points
Upon joining the Game, the new Player will be assigned the number of the highest numbered Player plus one. They will then receive the number of points of the lowest scoring player who has a score of a positive integer to begin with. If no players have a positive number of points, the new player will receive 0 points. These free points shall be known as "welcome points."

5 - Player Permissions
None but Players are entitled to post anything in the Nomic! Forums (hereby known as "the Forum"), other than the Public Forum.
Prospective Players are permitted to post only in the "Waiting List" thread of the Public Forum until such time as they are made Players.

6 - Players Retiring
A Player who wishes to forfeit/retire from the game may do so by posting a message to this effect anywhere. At least 48 hours after this request
is made, the Player will be removed from the Group by those able to do so. At any time during this period, the Player may revoke the request,
and by doing so, remain in the Group and the Game.

7 - Players Rejoining
Players rejoining the game after successfully and completely retiring will be treated exactly as new Players.

8 - Inactive Players
Players who fail to vote on three consecutive proposals without having given prior explanation of their absence will be considered Inactive, and will be incapable of gaining points in any way until their return. Players given Inactive Status in this way will lose their place in the order of
turns and be removed from any and all applicable lists. Inactive players will not be allowed to return as an active player until the completion of the round currently in progress. At the completion of said round, they may rejoin play, assuming their former position in the order of turns.

9 - Players On Vacation
Players who post a valid reason for and duration of absence prior to said absence will not be considered Inactive, they will be considered On Vacation, and will be able to accrue points and retain their place without penalty. Players who are On Vacation are considered Active for official purposes, but will not be penalized for missing their turn or not voting.
*

218: Nature of Points

Points may not be created, transferred, or destroyed, except in ways expressly defined in the rules.

219. Quorum

All votes require 40% of active players, who are not on vacation, to vote in order to be considered a valid vote. If 40% of active players do not cast a vote the vote fails.

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220. LAW of 400 Ruleset

Section 1: 400 Rules

A new set of rules shall be created, starting with rule 401 and being counted like the 100 and 200 rules. 400 rules shall be sceondary to all 100 and 200 rules in the same manner that all 200 rules are subject to 100 rules.

Clause: This rule shall become part of the 200 ruleset.

Section 2: Purpose

400 rules shall be used for all minigames that provide a secondary aspect to the game then that of the normal changing of rules for points. Any rules concerning how minigames affect the original game (now refered to as the regular game) shall become a 200 rule, while any rules about the minigames themselves shall be 400 rules.

Section 3: Name

The 400 ruleset shall be named Minigame Rules, in the same manner that the 200 ruleset is the Mutable Rules and the 100 ruleset is the Immutable rules.

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I believe this includes all the edits and new rules.  If I have missed something, let me know and I'll change it.  Rez, when you get back from vacation, please delete the other posts in this thread to clean it up.

tinuviel

Plus rye's quorum rule:
All votes require 40% of active players, who are not on vacation, to vote in order to be considered a valid vote. If 40% of active players do not cast a vote the vote fails.

Are your numbers correct...?  /me is confused

Rye Coal

Rule 317 Shall Read:

1. Players may pay 10 points for the privilege of making a Proposal outside the normal turn sequence.

2. Each proposal put forth in this way will go through all phases as outlined in Rule 308 with the following exceptions:

A) The normal time constraints are removed. However the voting window remains confined at 24 hours.

3. No proposals put forth in this manner shall be unresolved by the start of the players next turn phase. If any player has proposals put forth in this manner which are not resolved by the players next turn, the proposals put forth in this manner fail as soon as their turn begins.

4. No Player may initiate a proposal in this manner during their turn.

5. All other rules governing normal proposals apply to proposals put forth in this manner.

6. All proposals put forth in this manner shall be denoted by the prefix, $.