From nomic-official-owner@teleport.com Fri Dec 15 07:48:07 1995 Received: from desiree.teleport.com (desiree.teleport.com [192.108.254.21]) by Shamino.quincy.edu (8.6.12/8.6.9) with ESMTP id HAA26293 for ; Fri, 15 Dec 1995 07:47:21 -0600 Received: (from daemon@localhost) by desiree.teleport.com (8.6.12/8.6.9) id FAA00316 for nomic-official-outgoing; Fri, 15 Dec 1995 05:45:22 -0800 Received: from dfw.net (dfw.net [198.175.15.10]) by desiree.teleport.com (8.6.12/8.6.9) with ESMTP id FAA00262 for ; Fri, 15 Dec 1995 05:45:05 -0800 Received: by dfw.net (8.7.1/SMI-4.1) id HAA14833; Fri, 15 Dec 1995 07:42:03 -0600 (CST) Date: Fri, 15 Dec 1995 07:42:03 -0600 (CST) From: ccarroll@dfw.net (Charles Carroll) Message-Id: <199512151342.HAA14833@dfw.net> To: nomic-official@teleport.com Subject: OFF: Current Ruleset Sender: owner-nomic-official@teleport.com Precedence: bulk Reply-To: nomic-discussion@teleport.com Status: O This constitutes a correction to the Ruleset published earlier this week, which was in error due to the misapplication of Proposals 1758 and 2027. I have made a few other additions as well, most notably the addition of most of Andre's Stare Decisis post in the form of unofficial annotations. This is also the first published Ruleset to exceed 250,000 characters, so we'll see how n-o handles it. THE LOGICAL RULESET Rules are listed as follows, where NNNN represents the Rule Number. ---------------------------------------- Rule NNNN (MI=Mutability Index of the Rule) Title of Rule Rule Text Annotation: as required by Rule 789. These include a list of Relevant Rules: [Note: annotations enclosed in brackets are my own and are entirely unofficial. They have no legal force in and of themselves.] History: Some Rules include a complete or partial history. An ellipsis (...) indicates that the history is incomplete. ---------------------------------------- There are currently 230 Rules: 16 with MI=3 2 with MI=2 212 with MI=1 Highest Rule Number assigned so far: 1548 ======================================= Table of Contents: The Game of Agora Definitions The Rules The Players Officers Making Proposals Voting on Proposals The End of the Voting Period Referenda and Elections The Clerk of the Courts Calling for Judgement Selecting a Judge Delivering Judgement Overturning Judgement Rule Violations Crimes and Infractions The Distributor and the Assistant The Registrar The Rulekeepor and Archivist Patent Titles Degrees and Theses Currencies The Scorekeepor and Points Marks and the Banker Extra Votes Powers Style Points and the Wizard Winning a Game, and the End of the Game Blots and the Immaculate Changing Speakers Organizations Groups and Contests Contracts Honour Foreign Policy ---------------------------------------- ======================================= The Game of Agora This Category includes Rules applying to all aspects of this Nomic. ---------------------------------------- Rule 1020/0 (Semimutable, MI=3) Name is Agora The Official Name of this Nomic shall be Agora. History: Created by Proposal 913, date unknown Transmuted from MI=1 to MI=Unanimity by Proposal 1020, Sep. 4 1994 Mutated from MI=Unanimity to MI=3 by Proposal 1484, Mar. 15 1995 ---------------------------------------- Rule 101/0 (Semimutable, MI=3) Obey the Rules 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 at the beginning of the first game. The Initial Set consists of Rules 101-116 (Immutable) and 201-219 (Mutable). [CFJ ???: "abide by all the Rules" means the Rules as a whole, not necessarily each individual Rule. CFJ 24: Players must obey the Rules even in out-of-game actions. CFJ 825: Players would have to obey the Rules even if 101 were repealed.] History: Initial Immutable Rule 101, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1480, Mar. 15 1995 ---------------------------------------- Rule 116/0 (Semimutable, MI=3) Permissibility of the Unprohibited 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. History: Initial Immutable Rule 116, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1483, Mar. 15 1995 ---------------------------------------- Rule 1011/1 (Semimutable, MI=2) Game Entities May Not Be Arbitrarily Changed Any Entity which is created by the Nomic Rules, and which exists only within the context of Agora Nomic (such as Points, Votes, Currencies and any Official Records) may *not* be changed by any action other than those specified by the Rules. No two Nomic Entities (including Players) shall have the same name or nickname. [CFJ 700: Neither nicknames nor Players are "created by the Nomic Rules, and exist only within the context of Agora Nomic." CFJ 803: If 2 Rules try to give the same name to different Entities, the second fails; the Entities do not merge. "Known as" is not the samed as "named." CFJs 815 & 816: If an amendment is made which changes the properties of an Entity, the Entity changes to conform to the new Rule, rather than the destruction of the old Entities. If the old Entity has the same name as the new Entity, that implies continuity of that Entity if at all possible.] History: Created by Proposal 450, Sep. 10 1993 Amended by Proposal 1011, Sep. 5 1994 Amended by Rule 750, Sep. 5 1994 Mutated from MI=1 to MI=2 by Proposal 1593, Jun. 2 1995 Amended(1) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1527/0 (Mutable, MI=1) Timing of Multiple Events in One Message Whenever a message contains more than one notification, report, or other communication in which the Rules place some legal significance, the communications in that message shall be taken to have been sent sequentially, separated by infinitesimal increments of time, in the order which they appear in the message. History: Created by Proposal 1750, Oct. 21 1995 ---------------------------------------- Rule 754/1 (Mutable, MI=1) Spelling and Grammar Errors Differences in spelling, grammar, or dialect, or the substitution of a word or phrase by a synonym or abbreviation, are inconsequential in all forms of Nomic communication, as long as there is no ambiguity in meaning. In other words, the meaning or validity of such communication is not altered in any way by such discrepancies. [CFJ 712: This includes referring to a Player by a method other than eir name or nickname, as long as it is unambiguous. CFJ 744: In the context of Rule Changes, text in an existing Rule must be quoted exactly in order to be unambiguous.] History: Created by Proposl 435, Aug. 30 1993 Amended by Proposal 754, Dec. 1 1993 Amended by Rule 750, Dec. 1 1993 Amended(1) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 795/2 (Mutable, MI=1) Accurate Quoting Shall Not Be Penalized When a Player quotes a Rule, Proposal, Statement, Judgement, the words of another Player, or other references, that Player shall not be penalized in any way for the terminology or grammar used in those quotes. For the purpose of this Rule, a gain or loss of Kudos by any means shall not be construed as a punishment. This Rule takes precedence over any other Rule which specifies terminology or grammar. History: ... Amended(1) by Proposal 1507, Mar. 24 1995 Amended(2) by Proposal 1756, Oct. 21 1995 ---------------------------------------- Rule 1497/2 (Mutable, MI=1) Truth in Advertising No Player shall present, as correct, information which e believes to be incorrect in any of the following: -a post to the Public Forum -evidence in a COE, CFJ, or Judgement -a response to a request for information which the Player is required to provide. This Rule defers to all other Rules which do not contain this sentence. A Player who violates this Rule commits a Class B Crime. [CFJ 827: If it is not clear that information is *not* presented as correct, it is. Attempting an illegal move can, if the Player reports the move and knows it to be illegal, be a violation of this Rule.] History: Created by Proposal 1667, Aug. 18 1995 Infected and Amended(1) by Rule 1454, Dec. 10 1995 Amended(2) by Proposal 2043, Dec. 11 1995 ---------------------------------------- Rule 1446/6 (Mutable, MI=1) Contests Let there be a Class of Organization known as a Contest, also known as a subgame of Agora Nomic. A Contest's Compact is known as its Regulations, its Administrator is known as the Contestmaster, it has one Treasury known as the Contest Fund, and its Executor is the Contestmaster. Players, other than the Contestmaster, within the Regulation's Jurisdiction are known as its Contestants. The Contestmaster is always within the Regulations' Jurisdiction. The Foundor of a Contest is its initial Contestmaster. A Contest is Public, and the Notary must publish the initial Contest Name and Regulations in the Public Forum As Soon As Possible after e receives them from the Contestmaster. [CFJ 760: If the Regulations specify that the position of Contestmaster is to be vacated, that is without effect. CFJ 800: A Contest need not be a game in the strict sense of the word.] History: Created by Proposal 1509, Mar. 24 1995 Amended(1) by Proposal 1574, Apr. 28 1995 Amended(2) by Proposal 1601, Jun. 19 1995 Amended(3) by Proposal 1644, Aug. 1 1995 Amended(4) by Proposal 1670, Aug. 18 1995 Amended(5) by Proposal 1760, Oct. 21 1995 Null-Amended(6) by Proposal 1763, Oct. 31 1995 ---------------------------------------- ======================================= Definitions This Category includes definitions of terms which do not readily fall into any other Category ---------------------------------------- Rule 478/4 (Mutable, MI=1) The Public Forum The Public Forum is any medium defined by the Distributor as such. If a Rule requires that a message is send to the Public Forum, then a message send to all Active Players fulfills this requirement as well. The Distributor may only define a medium to be the Public Forum, if to the best of eir knowledge and in normal circumstances messages posted to it are received by all Players. Subscription may be necessary to be able to receive the Public Forum, in which case such a subscription is mandatory to all Players. [CFJ 707: Something sent to the PF is effective at the moment it is received by the listserver. CFJ 752: Something sent to a Player who is obligated to send it to all Players is sufficient for sending something to the PF. CFJ 813: A Player need not prove that e can receive the PF. CFJ 831: The Date: header of a message is not necessarily the time at which the message takes effect.] History: Created by Proposal 478, Sep. 20 1993 Amended(1) by Proposal 1477, Mar. 8 1995 Amended(2) by Proposal 1576, Apr. 28 1995 Amended(3) by Proposal 1610, Jul. 10 1995 Amended(4) by Proposal 1700, Sep. 1 1995 ---------------------------------------- Rule 459/0 (Mutable, MI=1) The Nomic Week The Nomic Week begins at midnight, GMT, each Monday. Any automatic change in the state of the Game which must occur weekly occurs at the beginning of the Nomic Week unless otherwise stated in the Rules. Any activity which must occur at least weekly must occur at least once each Nomic Week. History: Created by Proposal 459, Sep. 15 1993 ---------------------------------------- Rule 1274/0 (Mutable, MI=1) Definition of Indices Let there be a class of Entities known as "Indices" (singular: "Index"). An Index shall have a value, which is either a non-negative real number or the special value "Unanimity". Let Indices be ordered such that for any two Indices X and Y, X is greater than Y if and only if either both X and Y are real numbers and X is numerically greater than Y, or X is the special value Unanimity and Y is a real number. History: Created by Proposal 1274, Oct. 24 1994 ---------------------------------------- Rule 1023/5 (Mutable, MI=1) Definition of "As Soon As Possible" Whenever a Player is required to perform a certain action "as soon as possible", then: (i) if the action is one that a Player is required to perform in the course of carrying out Official duties, then the Player is required to perform the action within a week, and no later than any other action which the performance of the duties of that Office subsequently requires em to perform; otherwise, (ii) e is required to perform that action within a week, and no later than any other action e is subsequently required to perform which is not an action performed in the course of carrying out Official duties. Failure to observe these time requirements is a Class D Crime. However, activity of a purely discussionary nature is excluded from the ordering requirement, and may be conducted at any time. This Rule does not deprive actions which do not conform to its requirements of whatever effects they would otherwise have. Rather, this Rule defines the latest time at which actions to be performed "as soon as possible" may be performed without incurring a Penalty. It takes precedence over other Rules which define a later latest time for the performance of these actions. Other Rules may impose earlier latest times, and if so, this Rule defers to them. This Rule defers to Rules which describe the responsibilities of Players who are On Hold. History: Created by Proposal 805, date unknown Amended by Proposal 907, date unknown Amended by Rule 750, date unknown Amended by Proposal 1023, Sep. 5 1994 Amended by Rule 750, Sep. 5 1994 Amended(1) by Proposal 1413, Feb. 1 1995 Amended(2) by Proposal 1434, Feb. 14 1995 Amended(3) by Proposal 1682, Aug. 22 1995 Amended(4) by Proposal 1727, Oct. 6 1995 Amended(5) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1079/1 (Mutable, MI=1) Definition of "Random" When a rule requires a random choice, that choice shall be made among all the possible choices with equal probability. Because of the impossibility of finding a truly random test, "equal", for the purposes of the above statement, shall mean "reasonably close to equal". It is up to common sense to determine what is reasonably close to equal; however, the burden of proof of a method's randomness lies with the Player who used the method. The probability of a Platonic solid or coin, which is not specially weighted, falling on any given face is, for the purposes of this Rule, close enough to equal to satisfy the above requirement. History: Created by Proposal 1079, ca. Oct. 11 1994 Amended(1) by Proposal 1648, Aug. 6 1995 ---------------------------------------- Rule 1538/0 (Mutable, MI=1) Definition of Violation Violation of a Compact means the failure to obey (insofar the Rules require) the text of a Compact by a Player within that Compact's Jurisdiction. Such a Violation is either Civil or Basic. Violations of a Statute are Basic Violations can also be Violations of the Rules empowering the Violated Statutes. Violations of a Warranty are Civil Violations are never, by themselves, Rule Violations. Any other Violation is Basic, unless the Rules define it otherwise. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- ======================================= The Rules This Category includes Rules about the Rules. (See also "Making Proposals" which includes some Rules concerning Rule Changes, even in the absence of Proposals; See also "The Rulekeepor and Archivist" which includes Rules regulating the Logical Ruleset and Rule Titles) ---------------------------------------- Rule 1021/2 (Mutable, MI=1) Mutability Indices Every Rule shall have associated with it an Index known as its Mutability Index. No Rule may have a Mutability Index less than 1 or greater than 4. A Rule which has a Mutability Index of 1 is also known as "Mutable"; a Rule which has a Mutability Index of Unanimity is also known as "Immutable". All other Rules are known as "Semimutable". [CFJ 769: The "MI of a Proposal" is meaningless.] History: Created by Proposal 1021, Sep. 4 1994 Amended(1) by Proposal 1280, Oct. 24 1994 Amended(2) by Proposal 1526, Mar. 24 1995 ---------------------------------------- Rule 114/0 (Semimutable, MI=3) Rules Can Always Be Changed There must always be at least one Rule with a Mutability Index of 1. Any Rule Change which would result in this condition becoming false shall not have any legal force. The Adoption of Rule Changes shall never become completely impermissible. History: Initial Immutable Rule 114, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1077, date unknown Amended by Proposal 1277, Oct. 24 1994 Renumbered from 1077 to 114 by Rule 1295, Nov. 1 1994 ---------------------------------------- Rule 1482/0 (Semimutable, MI=3) Precedence Between Rules with Unequal MI's In a conflict between Rules with different Mutability Indices, the Rule with the higher Mutability Index takes precedence over the Rule with the lower Mutability Index. History: Created by Proposal 1603, Jun. 19 1995 Infected, but not Amended by Rule 1454, Dec. 2 1995 ---------------------------------------- Rule 1030/2 (Mutable, MI=1) Precedence Between Rules with Equal MI's If two or more Rules with the same Mutability Indices conflict with one another, then the Rule with the lower 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 supercede the numerical method for determining precedence. If two or more Rules claim to take precedence over one another or defer to one another, then the numerical method again governs. History: Initial Mutable Rule 202, Jun. 30 1993 Amended by Proposal 1030, Sep. 15 1994 Amended by Rule 750, Sep. 15 1994 Amended(1) by Proposal 1527, Mar. 24 1995 Amended(2) by Proposal 1603, Jun. 19 1995 ---------------------------------------- Rule 1513/0 (Mutable, MI=1) Authority of Non-Rule Entities It is legal for the Rules to grant the power to require Players to perform (or not perform) actions to Nomic Entities created in accordance with the Rules. Such Entities shall have whatever power is granted to them by the Rules. In the event that the requirements of such an Entity conflicts with the Rules, the Rules shall always take precedence. If two or more such Entities conflict with one another, then the relative precedence of the respective Rules which grant coercive Power to the Entities in conflict shall determine which requirements take precedence. If two or more Entities which are authorized by the same Rule conflict, then the Entity which was created first under the authority of that Rule takes precedence over the others. History: Created by Proposal 1704, Sep. 1 1995 ---------------------------------------- Rule 1454/2 (Mutable, MI=1) The Virus There is a Nomic Entity called the Virus which has the effect of altering the texts of Rules, in the manner and under the conditions set out below. This process is known as "infection". The effect of the Virus on a Rule, when it has an effect, is that of a non-Proposed Amendment to that Rule. Thus, the Virus can only be effective inasmuch as it satisfies the Rules for the effectiveness of non-Proposed Rule Changes. The selection of the Rule to be infected by the Virus occurs as follows: as soon as possible after the beginning of each Nomic Week, the Rulekeepor shall select a random integer in the range [M,N], where M and N are, respectively, the numbers of the lowest and highest numbered Rules at the beginning of that week. Call a number selected in this way a Virus Number. If the Virus Number selected is the number of a Rule, then that Rule is infected as described below, and no further Virus Numbers are selected in that week. If the Virus Number is not the number of a Rule, then a new Virus Number is selected as above, unless five such Virus Numbers (none of which is the number of a Rule) have already been selected in that week. In that case, the Virus is ineffective and no Rule is infected in that week. The Rulekeepor shall publish the results of the selection process in the Public Forum within 24 hours of the completion of that process. If a Rule has been infected, e shall announce the number of that Rule. If no Rule has been infected, then e shall announce that no Rule has been infected. An infected Rule is amended in the following way, given that other Rules permit it: if the Rule does not already contain the sentence "This Rule defers to all other Rules which do not contain this sentence.", then that sentence is appended to the Rule. If the Rule already contains the sentence, then the sentence is deleted from the Rule. There is one exception to the above: if this Rule is the infected Rule, then this Rule automatically Repeals itself. History: Created by Proposal 1573, Apr. 28 1995 Amended(1) by Proposal 1712, Sep. 12 1995 Amended(2) by Proposal 1781, Nov. 13 1995 ---------------------------------------- ======================================= The Players This Category includes Rules defining and classifying Players. ---------------------------------------- Rule 869/3 (Mutable, MI=1) Registered Players A Player is any person who is registered as a Player. A person is Registered to play when e sends a message to the Public Forum requesting Registration, unless another Rule forbids that person from Registering. No person may be registered as a Player more than once concurrently. If a Player has to be identified for whatever purpose, then the use of that Player's Agora nickname is preferred, but not obligatory: *any* unambiguous way of identification is allowed. [CFJ 805: "Person" here means a natural person, not a legal person (such as a corporation) or something named "person."] History: Created by Proposal 498, Sep. 30 1993 Amended by Proposal 869, date unknown Amended by Rule 750, date unknown Amended(1) by Proposal 1313, Nov. 12 1994 Amended(2) by Proposal 1437, Feb. 21 1995 Amended(3) by Proposal 2040, Dec. 11 1995 ---------------------------------------- Rule 1432/0 (Mutable, MI=1) Player Uniqueness If a Person becomes a Player, then ceases to be a Player, then becomes a Player once again, the Person becomes the same Player as e was previously. History: Created by Proposal 1438, Feb. 21 1995 ---------------------------------------- Rule 113/1 (Semimutable, MI=3) Players May Always Forfeit A Player may always deregister from the Game rather than continue to play or incur a Game penalty. No penalty worse than deregistration, in the judgment of the Player to incur it, may be imposed. CFJ 826, Nov. 15 1995: Rule 113 should be interpreted such that, even if a Player considers a penalty to be worse than deregistration, e is still subject to it unless e actually deregisters or is deregistered. Relevant Rules: 113 History: Initial Immutable Rule 113, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1290, Oct. 27 1994 Amended(1) by Proposal 1304, Nov. 4 1994 ---------------------------------------- Rule 103/0 (Semimutable, MI=3) The Speaker and Voters At any time, each Player shall be either a Voter or the Speaker; no Player may simultaneously be a Voter and a Speaker. At any time, there shall be exactly one Speaker. The term "Player" in the Rules shall specifically include both the Voters and the Speaker. History: Initial Immutable Rule 103, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1481, Mar. 15 1995 ---------------------------------------- Rule 494/0 (Mutable, MI=1) Speaker Makes Random Determinations The Speaker shall make all random determinations required by the Rules except when the Rules specify another party to make the determination. [CFJ 834: If something is described as a Player's choice, and that Player chooses to make it random, it is that Player's responsibility to make the random determination.] History: Initial Mutable Rule 218, Jun. 30 1993 Amended by Proposal 411, Aug. 26 1993 Amended by Proposal 494, Sep. 29 1993 ---------------------------------------- Rule 104/0 (Semimutable, MI=3) First Speaker The Speaker for the first game shall be Michael Norrish. History: Initial Immutable Rule 104, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1482, Mar. 15 1995 ---------------------------------------- Rule 1016/6 (Semimutable, MI=2) Putting Oneself on Hold A Player may choose to be placed On Hold at any time by sending a message indicating such to the Public Forum. A Player may not place any other Player besides emself on Hold. A Player may cease to be On Hold by sending a message indicating such to the Public Forum, so long as it has been at least 96 hours since e last went On Hold. An Active Player is a Player who is not On Hold. While On Hold, a Player may not Vote, propose Proposals, or campaign for or hold Office. E is also absolved of any duties which would otherwise be required of em, including appointment as a Judge. This rule takes precedence over any rule giving special duties to a particular player or a particular group of players. [CFJ 698: A Player On Hold may not Vote, but may influence the voting result. CFJ 718: Because of Rule 1011, a Player may not be placed On Hold except as specified in the Rules.] History: Created by Proposal 366, Aug. 10 1993 Amended by Proposal 464, Sep. 20 1993 Amended by Proposal 870, date unknown Amended by Rule 750, date unknown Amended by Proposal 1016, Sep. 4 1994 Amended by Rule 750, Sep. 4 1994 Amended(1) by Proposal 1337, Nov. 22 1994 Amended(2) by Proposal 1374, Jan. 17 1995 Mutated from MI=1 to MI=2 by Proposal 1407, Jan. 29 1995 Amended(3) by Proposal 1618, Jul. 10 1995 Amended(4) by Proposal 1700, Sep. 1 1995 Amended(5) by Proposal 1735, Oct. 15 1995 Amended(6) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1043/1 (Mutable, MI=1) Deregistration A Voter may deregister from Agora by sending a message to the Public Forum announcing eir deregistration. A Voter who deregisters in this fashion ceases to be a Player effective at the time date-stamped on that message, and e may not reregister as a Player until a new Game has begun. Other Rules may define other conditions under which Voters may be deregistered. [CFJ 810: If a Player deregisters as well as doing other things in the same message, Rule 1527 applies.] History: Created by Proposal 474, Sep. 28 1993 Amended by Proposal 1043, Sep. 21 1994 Amended by Rule 750, Sep. 21 1994 Amended(1) by Proposal 1305, Nov. 4 1994 ---------------------------------------- Rule 1042/3 (Mutable, MI=1) Deregistration Due to Inactivity A Voter shall be deregistered when any Player correctly reports to the Public Forum that one of the two conditions exists: a. The Voter in question is not On Hold and has not sent a message to the Public Forum or to any Player of a nature which must be recorded in a Report which then becomes publically available during the fourteen day period immediately preceding the posting of a message which announces that fact, or b. The Voter in question has been On Hold for the entire two month period immediately preceding the posting of a message which annnounces that fact. Upon the posting of any such message, the Registrar, or, in eir absence, the Speaker, shall, as soon as possible, determine if the claim is correct or not, and announce eir determinations to the Public Forum. If the Registrar fails to make a report within seven days, the Speaker shall make the required verification and announcement instead. This Rule takes precedence over any Rule which might prevent a Player from being deregistered against eir own will. History: Created by Proposal 460, Sep. 15 1994 Amended by Proposal 1004, ca. Aug. 25 1994 Amended by Rule 750, ca. Aug. 25 1994 Amended by Proposal 1012, Sep. 4 1994 Amended by Rule 750, Sep. 4 1994 Amended by Proposal 1042, Sep. 21 1994 Amended by Rule 750, Sep. 21 1994 Amended(1) by Proposal 1338, Nov. 24 1994 Amended(2) by Proposal 1466, Mar. 1 1995 Amended(3) by Proposal 1597, Jun. 2 1995 ---------------------------------------- ======================================= Officers This Category includes Rules applying to Officers in general. ---------------------------------------- Rule 1006/4 (Mutable, MI=1) Defaults for Officers Offices are a class of Nomic Entities, referring generically to a position of authority or responsibility in Agora Nomic. An Office exists only if it is specifically established by the Rules. If an Office ceases to be specified in the Rules, it ceases to exist. An Officer is any Player who fills an Office as specified in the Rules. No Player shall be required to fill an Office without giving consent. A Player indicates that e consents to fill an Office by posting to the Public Forum that e does so. To be binding, such a post must be made not more than one week before, nor more than one week after, the time that the Player is designated to fill the Office in question. It is forbidden for two or more Players to hold the same Office at the same time. If the Rules require that a specific Player fill an Office, any other Player who currently fills that Office ceases to do so simultaneously. History: Created by Proposal 386, Aug. 16 1993 Amended by Proposal 733, Nov. 24 1993 Amended by Proposal 881, date unknown Amended by Rule 750, date unknown Amended by Proposal 1006, ca. Aug. 25 1994 Amended by Rule 750, ca. Aug. 25 1994 Amended(1) by Proposal 1336, Nov. 22 1994 Amended(2) by Proposal 1582, May 15 1995 Amended(3) by Proposal 1699, Sep. 1 1995 Amended(4) by Proposal 1763, Oct. 31 1995 ---------------------------------------- Rule 1064/4 (Mutable, MI=1) Freedom of Information Act If a Player is mandated by the Rules to maintain a set of records, these records must be available for public perusal, unless such records are designated by the Rules as private. A Player who maintains such records must provide a copy of these Records to any other Player upon request within one week. If e fails to so provide a copy of the requested records within one week, e commits a Class D Crime, unless the Records are unavailable for reasons beyond eir control and e reports this fact, with explanation, within one week. For the purpose of this Rule, all records pertaining to Votes currently in progress, excluding the text of the Proposals under consideration, are designated as private until the end of the Voting Period. History: Created by Proposal 488, Sep. 29 1993 Amended by Proposal 1064, ca. Oct. 11 1994 Amended by Rule 750, ca. Oct. 11 1994 Amended(1) by Proposal 1344, Nov. 29 1994 Amended(2) by Proposal 1672, Aug. 22 1995 Amended(3) by Proposal 1682, Aug. 22 1995 Amended(4) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1431/3 (Mutable, MI=1) Claims of Error If a Player, hereafter called the Claimant, believes any official report or document to contain an error, e shall post to the Public Forum a statement that e believes the report to be in error, specifying the nature of the error, and requesting the Player responsible for the document, hereafter called the Respondant, to correct the error. The Respondant shall immediately investigate the claim of error, and, as soon as possible after the posting of the claim, either admit the claim and issue an official correction to the document, or deny the claim. Such admission or denial shall be posted to the Public Forum. If and only if the Respondant does not admit the claim, then any Player may, within one week of the posted denial (or the expiration of any prescribed time limit for the Respondant's response), make a Call for Judgement alleging the document to be in error in the way in which the Claim of Error alleged it to be in error. If and only if the Respondant admits the claim, then any Player may, within one week of the posted admission (or the expiration of any prescribed time limit for the Respondant's response), make a Call for Judgement alleging that the document is not in error in the way in which the Claim of Error alleged it to be in error. If the Respondant does not admit the claim and a subsequent Call for Judgement finds that the claim is true, the Respondant shall lose 5 points. The Claimant is responsible for reporting this score change when it occurs. There is no penalty under this Rule if the Respondant admits the claim and corrects the error without a Call for Judgement having been made. A claim is illegal and may not be made if: a) another claim has previously been made alleging the same error, unless this prior claim was not admitted and the time limit to make a CFJ has expired; b) the document containing the error was published more than 21 days prior to the claim; or c) the Player making the claim is the same as the Player responsible for the document alleged to be in error. d) the report in error has been superceded by another report. For the purpose of this Rule, an "official report or document" is any report or document which an Officer (or the Speaker) is required to maintain by the Rules in the course of eir duties as that Officer (or as Speaker), and an "error" is the omission or inclusion of any information which causes the official report or document to allege that the Game State is in any way different than it actually is. No Call for Judgement may be made alleging that a document contains errors except as prescribed in this Rule. This Rule takes precedence over any Rule which might allow a Call for Judgement prohibited by this Rule to be made, or which might prohibit a Call for Judgement permitted by the Rule from being made. History: Created by Proposal 1431, Feb. 7 1995 Amended(1) by Proposal 1491, Mar. 15 1995 Amended(2) by Proposal 1643, Aug. 1 1995 Amended(3) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 880/2 (Mutable, MI=1) Resignation of Offices An Officer may resign eir Office at any time either by a message to the Public Forum, or by going On Hold, or as otherwise specified in the Rules. When an Officer resigns eir Office, e ceases to fill that Office. If an Officer resigns during the Voting Period for a Proposal containing a Directive to install another player in that Office, then the Player thus proposed, if consenting, will fill the Office. Otherwise, if at the time e resigns e appoints a successor, then the designated successor, if consenting, will fill the Office. If there is no appointed or proposed successor, or if e does not consent to fill the Office, then the Office becomes vacant. No player who is "On Hold" may fill an Office. If an Officer goes On Hold then e automatically resigns all eir Offices. This Rule applies to Offices in General, and thus defers to Rules regarding specific Offices. [CFJ 829: If an Officer resigns, attempting to appoint someone who is not allowed to hold the Office, the Office becomes vacant.] History: Created by Proposal 405, Sep. 3 1993 Amended by Proposal 880, date unknown Amended by Rule 750, date unknown Amended(1) by Proposal 1582, May 15 1995 Amended(2) by Proposal 1631, Jul. 17 1995 ---------------------------------------- Rule 1512/0 (Mutable, MI=1) Directive to Install in Office There shall be a legal Directive to Install a Player in Office. Such a Directive shall specify the Office to be affected, and the Player who shall fill that Office, if the Directive takes effect. The AI of a Proposal which contains such a Directive shall be at least 1. If a Directive to Install a Player in Office takes effect, the Player specified in the Directive shall fill the specified Office beginning at the time the Directive takes effect, provided that that Player consents. This Rule defers to any Rule which prohibits the use of a Directive to install a Player into a specific Office. History: Created by Proposal 1699, Sep. 1 1995 ---------------------------------------- Rule 1007/4 (Mutable, MI=1) Default Salary of Officers At the beginning of each Nomic week, each player filling an Office receives the designated weekly salary for each Office which e has filled continuously for the previous five days. The designated weekly salary for any particular Office is 3 Points, unless another Rule explicitly states another salary. This Rule defers to all other Rules which do not contain this sentence. The Scorekeepor shall detect and report all transfers resulting from the payment of fixed weekly Salaries. History: ... Amended by Proposal 1007, ca. Aug. 25 1994 Amended by Rule 750, ca. Aug. 25 1994 Amended(1) by Proposal 1582, May 15 1995 Infected and Amended(2) by Rule 1454, Aug. 28 1995 Amended(3) by Proposal 1705, Sep. 4 1995 Amended(4) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 790/1 (Mutable, MI=1) Filling Vacant Offices If, for any reason, an Office is vacant, that fact shall be announced by the Electioneer. The Electioneer shall be the Registrar; or in eir absence, the Speaker. All Players willing to hold the Office shall notify the Electioneer of that fact within three days of eir announcement of the vacancy. At the end of the three day period, the Electioneer shall randomly choose one player from those who indicated a willingness to hold the Office, and that Player shall become that Officer. This rule applies to Offices in general, and thus defers to Rules for specific Offices. [CFJs 721 & 722: There is no time limit on the period the Electioneer may take before announcing the vacancy.] History: ... Amended(1) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1486/0 (Mutable, MI=1) Procedure to Impeach An Officer This Rule defines the "Procedure To Impeach An Officer". This Rule applies only to certain Offices, as defined by other Rules. An Officer is Impeached when a Referendum calling for the Impeachment of the Officer passes. Any Active Player is permitted to call such a Referendum at any time, by requesting such to the Public Forum. The Referendum must list both the Office and the Player holding this Office by name. If upon passage of the Referendum the named Player is holding the named Office, then that Player is immediately removed from that Office, and that Office becomes Vacant. For this Referendum the default procedure for referenda is modified as follows: Vote Collector is the Player who called for the Impeachment Referendum. Voting Entities do not include the Officer under consideration for Impeachment. Adoption Ratio is 2. History: Created by Proposal 1638, Jul. 25 1995 ---------------------------------------- Rule 1487/0 (Mutable, MI=1) Impeachment of Assessor and Promotor It is permissible for the "Procedure To Impeach An Officer", as defined in another Rule, to be used for the Offices of Promotor and Assessor. History: Created by Proposal 1639, Jul. 25 1995 ---------------------------------------- Rule 806/1 (Mutable, MI=1) Speaker Performs Duties of Vacant Offices While an Office is vacant, and until it is filled as provided in other rules, the Speaker shall fulfill the duties of that Office. The Speaker may delegate those duties to a willing Player if e desires. The Player fulfilling the duties of that Office is compensated in the same manner as if e actually held that Office. This Rule applies to Offices in general, and defers to the Rules for specific Offices. History: ... Amended(1) by Proposal 1510, Mar. 24 1995 ---------------------------------------- ======================================= Making Proposals This rather large Category includes Rules regulating the submission and distribution of Proposals. ---------------------------------------- Rule 1483/0 (Mutable, MI=1) Definition of Proposals Any collection of text delivered by a Player to the Promoter and designated by the submitting Player as a Proposal is a Proposal. The effect of the adoption of a Proposal shall be limited to the application of those legally defined Rule Changes and Directives which are contained within the Proposal and which can be clearly identified as such. [CFJ 762: Anything contained in a Proposal is part of that Proposal, unless the Rules or Game Custom specifically says otherwise.] History: Created by Proposal 1619, Jul. 17 1995 ---------------------------------------- Rule 105/0 (Semimutable, MI=3) What Is a Rule Change? A Rule Change is any of the following: 1) the enactment of a new Rule (a "Creation"). ; 2) the amendment of an existing Rule (an "Amendment"); 3) the repeal of an existing Rule (a "Repeal"); 4) the modification of an existing Rule's Mutability Index (a "Mutation"). Additional Rule Changes may be created by appropriate legislation. No Rule Change may directly change any part of the Game State other than the Rules. No Rule may be changed except by the means of a Rule Change of a type specified in the Rules. [CFJ 708: An Amendment of a non-existing Rule is not a legal Rule Change.] History: Initial Immutable Rule 105, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1072, Oct. 4 1994 Amended by Proposal 1275, Oct. 24 1994 Renumbered from 1072 to 105 by Rule 1295, Nov. 1 1994 ---------------------------------------- Rule 115/0 (Semimutable, MI=3) Self-Referential Rules Allowed 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. [CFJ 700: Self-amending and self-repealing Rules are allowed.] History: Initial Immutable Rule 115, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1392, Jan. 24 1995 ---------------------------------------- Rule 107/0 (Semimutable, MI=3) Rule Changes Must Be Written Down Any proposed Rule Change must be written down (or otherwise communicated in print media) before it is voted on. If adopted, it must guide play in the form in which it was voted on. History: Initial Immutable Rule 107, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1391, Jan. 24 1995 ---------------------------------------- Rule 1339/3 (Semimutable, MI=3) Rule Changes There are two types of Rule Change. A Proposed Rule Change is a Rule Change which appears in a Proposal, and which, insofar as the Rules permit it to take effect, has the effect of Creating, Amending, Mutating, Repealing or otherwise changing a Rule as defined elsewhere in the Rules, directly as a result of the passage of a Proposal. A non-Proposed Rule Change has the same effect as a Proposed Rule Change, but insofar as the Rules permit it to take effect, it does so not as the direct result of the passage of a Proposal, but rather, indirectly, as the result of the effect or action of a Rule. All Rule Changes, of either type, are subject to the following constraints: An individual Rule Change must change exactly one Rule. Any Rule Change which affects an existing Rule must clearly identify the Number of the Rule to be affected. Any Rule Change which creates a New Rule may specify the Mutability Index of the New Rule; however, if the Mutability Index is specified it must be greater than or equal to 1. If the Mutability Index of any Rule created by a Rule Change is not specified, it shall be 1. Any Rule Change which creates a New Rule may specify the Category to which the New Rule will be assigned. If the Category specified exists, the Rule shall be assigned to that Category. If the Category specified does not exist, or no Category is specified, the Rulekeepor shall assign the Rule to an appropriate category of eir own choice. Any Rule Change which changes the Mutability Index of a Rule must clearly specify the new value of the Rule's Mutability Index. Any Rule Change which changes the text of a Rule must clearly and unambiguously specify the changes which are to be made. If the Rule Change quotes old text which is to be replaced with new text, then the quoted old text must match exactly with actual text in the Rule, with the exception of whitespace and capitalization. This takes precedence over Rules which would permit such differences, even if the differences would be considered inconsequential by such Rules. Any Rule Change which does not meet these criteria shall not have any legal force. [CFJ 822: Any Change to the Rules in a way other than the two methods described here is illegal.] History: Created by Proposal 1339, Nov. 29 1994 Amended(1) by Proposal 1414, Feb. 1 1995 Amended(2) by Proposal 1440, Feb. 21 1995 Mutated from MI=1 to MI=3 by Proposal 1532, Mar. 24 1995 Amended(3) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 594/1 (Mutable, MI=1) Proposals and Rule Changes A Proposal may contain one or more Rule Changes. If a Proposal containing Rule Changes is adopted, the Rule Changes contained in the Proposal shall take effect in the order they appear in the Proposal. The Adoption Index of a Proposal shall be the least Index which is not less than the minimum Adoption Index which would allow all the Rule Changes within the Proposal to take effect. This paragraph yields to any Rule which may require a higher Adoption Index for a given Proposal. In no case may a Proposal have an Adoption Index of less than 1. [CFJ 778: It is legal for a Proposal to contain zero Rule Changes.] History: Created by Proposal 594, Oct. 21 1994 Amended(1) by Proposal 1323, Nov. 21 1994 ---------------------------------------- Rule 993/2 (Mutable, MI=1) Directives A Proposal may contain one or more Directives. A Directive, if adopted, causes some change in the Game State other than changing a Rule. No Directive may change any Rule. Only those Directives which are defined by the Rules may be placed in a Proposal. If a Proposal containing Directives is adopted, the Directives shall take effect in the order that they appear in the Proposal, and according to the Rule or Rule which define the type of each Directive in question. The Adoption Index of a Proposal containing a Directive must be at least as great as that required by the Rule or Rules which define the type of Directive contained in the Proposal. If this is not true, then the Directive shall not take effect, even if the Proposal is adopted. This Rule defers to all other Rules which do not contain this sentence. [CFJ 762: If a "Directive" is not defined by the Rules, it is not a Directive, but is still part of the Proposal. CFJ 778: It is legal for a Proposal to contain zero Directives.] History: Created by Proposal 807, date unknown Amended by Proposal 891, date unknown Amended by Rule 750, datu unknown Amended by Proposal 993, ca. Aug. 18 1994 Amended by Rule 750, ca. Aug. 18 1994 Amended(1) by Proposal 1330, Nov. 22 1994 Amended(2) by Proposal 1620, Jul. 17 1995 Infected and Amended(3) by Rule 1454, Aug. 21 1995 ---------------------------------------- Rule 404/0 (Mutable, MI=1) Legality of Proposals As long as a Proposal satisfies all requirements in place at the time of its making for the proper making of Proposals, the act of making such a Proposal is legal regardless of its content. It is legal to propose a Rule which conflicts with other Rules or with itself, which is paradoxical, or which cannot be applied. History: Created by Proposal 404, Sep. 3 1993 ---------------------------------------- Rule 1036/2 (Mutable, MI=1) Making and Distributing Proposals Let there be an Officer called the Promotor. The Promotor shall receive a weekly salary of 3 Points. A Proposal by a Player shall be made by submitting it to the Promotor. As soon as possible after receiving the Proposal, the Promotor shall assign the Proposal a Number. Within seven (7) days of the receipt of the Proposal, and not later than any subsequently received Proposal, the Promotor shall distribute the numbered Proposal to all Players. At the same time e shall distribute any text not part of the proposal which is required to be submitted with it, but eir failure to do so shall not deprive the act of distributing the Proposal of the effects which it would otherwise have. [CFJ 10: A Proposal remains a Proposal even if the Promotor changes before the Proposal is distributed. CFJ 776: There is no failure of distribution if the Promotor announces he has received no Proposals when in fact he has, unless it has been more than one week since the Proposals were sent to em.] History: Initial Mutable Rule 204, Jun. 30 1993 Amended by Proposal 415, Sep. 3 1993 Amended by Proposal 1036, Sep. 21 1994 Amended by Rule 750, Sep. 21 1994 Amended(1) by Proposal 1530, Mar. 24 1995 Amended(2) by Proposal 1546, Apr. 14 1995 ---------------------------------------- Rule 1061/2 (Mutable, MI=1) Bonus to New Players For the first five consecutive Nomic Weeks following the registration of a Player who has not played in this Nomic previously, that Player shall receive 5 Points from the Bank for each week in which e submits one or more Proposals to the Promotor. These transfers are to be reported by the Promotor no later than the time at which any such Proposals are distributed. Furthermore, any penalties which are the direct result of voting on such Proposals are halved. History: Created by Proposal 1061, Sep. 20 1994 Amended(1) by Proposal 1530, Mar. 24 1995 Amended(2) by Proposal 2032, Dec. 4 1995 ---------------------------------------- Rule 109/2 (Semimutable, MI=3) Proposal Numbers The Promotor shall give each submitted Proposal a Number for reference. The Number of a Proposal shall be the least integer greater than all other Numbers previously assigned to a Proposal (including numbers assigned to Proposals later determined to have been incorrectly submitted), or 301, whichever is greater. History: Initial Immutable Rule 109, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1057, Sep. 20 1994 Amended by Proposal 1067, Oct. 4 1994 Amended by Rule 750, Oct. 4 1994 Renumbered from 1067 to 109 by Rule 1295, Nov. 1 1994 Amended(1) by Proposal 1435, Feb. 14 1995 Amended(2) by Proposal 1530, Mar. 24 1995 ---------------------------------------- Rule 1349/0 (Mutable, MI=1) Rule Numbering The Rulekeepor shall give each newly-enacted Rule a Number for reference when it is created. The Number of a Rule shall be the least integer greater than all other Numbers previously given to a Rule (including numbers assigned to Rules later determined to have been incorrectly enacted), or 301, whichever is greater. Once a Rule has been given a Rule Number, it shall not be changed except as specified in the Rules. History: Created by Proposal 1349, Nov. 29 1994 ---------------------------------------- Rule 659/4 (Mutable, MI=1) Rewards/Penalties Based on Length/Form of Proposal The act of submitting a Proposal which is longer than 25 lines is an Infraction, the penalty for which is 2 Marks. The act of submitting a Proposal containing text intended to become part of a Rule such that any part of that text contains more than 72 characters on a single line (disregarding any leading whitespace which is common to all lines of that text) is an Infraction, the penalty for which is 2 Marks. The Promotor shall detect and report these Infractions. [CFJ 717: Comments are not part of the text of a Proposal.] History: Created by Proposal 394, Aug. 23 1993 Amended by Proposal 659, Oct. 29 1993 Amended(1) by Proposal 1406, Jan. 29 1995 Amended(2) by Proposal 1692, Sep. 1 1995 Amended(3) by Proposal 1705, Sep. 4 1995 Amended(4) by Proposal 1722, Oct. 6 1995 ---------------------------------------- Rule 748/0 (Mutable, MI=1) Blank/Required Lines Don't Count Whenever the length of a Proposal is determined, any blank lines within that Proposal shall not be counted towards the number of lines in that Proposal. In addition, any lines which are required by legislation, including a Title or a Declaration, shall likewise not be counted towards the number of lines in that Proposal. History: Created by Proposal 748, Dec. 1 1993 ---------------------------------------- Rule 783/3 (Mutable, MI=1) Illegality of Bonus Clauses Proposals which contain clauses awarding, trading, penalizing, or otherwise changing the account of any Nomic Entity's holding of Points or any other form of Currency based on the Vote they cast on that Proposal shall not take effect even if adopted, any Rule to the contrary notwithstanding. [CFJ 757: This applies even if the currencies are not awarded immediately. The Promotor may distribute this sort of Proposal.] History: Created by Proposal 326, Jul. 19 1993 Amended by Proposal 783, ca. Jan. 1994 Amended by Rule 750, ca. Jan. 1994 Amended(1) by Proposal 1622, Jul. 17 1995 Infected and amended(2) by Rule 1454, Jul. 31 1995 Amended(3) by Proposal 1683, Aug. 29 1995 ---------------------------------------- Rule 1003/2 (Mutable, MI=1) No Coercive Proposals Proposals whose obvious and direct intent is to coerce a Player into voting against eir conscience shall not take effect even if adopted, any Rule to the contrary notwithstanding. [CFJ 756: This includes only those Proposals which penalize people based on their votes, even though the penalizing is indirect. However, it is only coercive if the threat is large enough to be effective.] History: Created by Proposal 822, ca. Feb. 18 1994 Amended by Proposal 1003, ca. Aug. 25 1994 Amended by Rule 750, ca. Aug. 25 1994 Infected and Amended(1) by Rule 1454, Jun. 4 1995 Amended(2) by Proposal 1623, Jul. 17 1995 ---------------------------------------- Rule 1065/6 (Mutable, MI=1) Discourages Too Many Proposals Whenever a Player submits a Proposal, e shall lose 1 Mark for each Proposal, in excess of two, previously submitted by that Player during the current Nomic Week. The Promotor shall detect and report this penalty, no later than the time the Proposal is distributed. History: Created by Proposal 843, Mar. 3 1994 Amended by Proposal 936, ca. Jul. 10 1994 Amended by Rule 750, ca. Jul. 10 1994 Amended by Proposal 1065, ca. Oct. 11 1994 Amended by Rule 750, ca. Oct. 11 1994 Amended(1) by Proposal 1270, Oct. 24 1994 Amended(2) by Proposal 1405, Jan. 29 1995 Amended(3) by Proposal 1530, Mar. 24 1995 Amended(4) by Proposal 1693, Sep. 1 1995 Amended(5) by Proposal 1750, Oct. 21 1995 Null-Amended(6) by Proposal 1763, Oct. 31 1995 ---------------------------------------- ======================================= Voting on Proposals This Category includes Rules regulating Voting on Proposals and other actions which take place during the Voting Period. ---------------------------------------- Rule 1449/2 (Mutable, MI=1) The Assessor There is an Office called the Office of Assessor. The Assessor has a weekly salary of 8 points. History: Created by Proposal 1531, Mar. 24 1995 Infected and amended(1) by Rule 1454, Jun. 18 1995 Amended(2) by Proposal 1776, Nov. 6 1995 ---------------------------------------- Rule 106/0 (Semimutable, MI=3) Adopting Proposals All Proposals made in the proper way shall be voted upon. A Proposal shall be adopted if and only if it receives the required number of votes and if Quorum is achieved. History: Initial Immutable Rule 106, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1073, Oct. 4 1994 Amended by Proposal 1278, Oct. 24 1994 Renumbered from 1073 to 106 by Rule 1295, Nov. 1 1994 Infected, but not amended, by Rule 1454, May 7 1995 ---------------------------------------- Rule 693/1 (Mutable, MI=1) Prescribed Voting Period The prescribed Voting Period for a Proposal is ten days, beginning at the time the Proposal is distributed to all Players. History: Initial Mutable Rule 205, Jun. 30 1993 Amended by Proposal 693, Nov. 12 1993 Amended(1) by Proposal 1564, Apr. 28 1995 ---------------------------------------- Rule 1451/1 (Mutable, MI=1) Disowning Proposals A player may disown eir own proposal if it has not yet been distributed or if no more than four days have passed since its distribution, by sending a statement disowning it to the Public Forum. The player so disowning a proposal loses a flat fee of five points, reported by the Assessor, but any other score changes, blots, or other effects resulting from the player's submission of that proposal, including but not limited to formatting penalties, rule repeal rewards, new player bonuses, and awards or penalties for votes cast on that proposal are cancelled and shall not be taken into account. The disowning Player does not receive any Extra Votes for a Proposal he disowned, even if it passes. Neither the Assessor nor any Player who has been Assessor since the beginning of the voting period on that proposal may disown a proposal, unless that proposal has not yet been distributed. This Rule takes precedence over any other Rule which would otherwise seek to reward or penalize any player based on the disowned proposal. History: Created by Proposal 1549, Apr. 14 1995 Amended(1) by Proposal 1700, Sep. 1 1995 ---------------------------------------- Rule 206/6 (Mutable, MI=1) Voting Entities and Votes A Voting Entity is an Entity which is generally authorized by the Rules to cast a vote or votes on a Proposal, although other Rules may withdraw this authorization from a Voting Entity in specific circumstances without that Entity thereby ceasing to be a Voting Entity. No Entity is permitted to vote on a Proposal unless it is a Voting Entity, and only those Entities designated by the Rules to be Voting Entities are Voting Entities. Players and Groups are Voting Entities. Each Voting Entity has two votes on a Proposal, unless another Rule says otherwise. However, no such Entity shall have more than five votes on any Proposal, regardless of what any other Rule may say to the contrary. The casting of any votes in addition to an Entity's first vote may only be achieved by the casting of Extra Votes, if that is permitted, as specified in other Rules. This Rule defers to all other Rules which do not contain this sentence. [CFJ 117: A Vote takes place when it is sent, not when it is counted. CFJ 707: One is allowed to change one's Vote during the Voting Period.] History: Initial Mutable Rule 206, Jun. 30 1993 Amended(1) by Proposal 1479, Mar. 15 1995 Amended(2) by Proposal 1553, Apr. 14 1995 Amended(3) by Proposal 1565, Apr. 28 1995 Amended(4) by Proposal 1641, Aug. 1 1995 Amended(5) by Proposal 1754, Oct. 21 1995 Infected and Amended(6) by Rule 1454, Nov. 14 1995 ---------------------------------------- Rule 452/7 (Mutable, MI=1) No Electioneering by the Assessor During the prescribed Voting Period of a Proposal, the Assessor is prohibited from making use of any knowledge of the current status of the vote on that Proposal which e would not have were e not the Assessor, in any attempt to influence the result of the vote on the Proposal. Doing so is a Class C Crime. This Rule shall in no way prohibit the Assessor from posting, at any time and to the Public Forum, a list of those Players who have already voted upon a given Proposal. Doing so is not a Crime, unless specified as such by another Rule. [CFJ 36: The Assessor may not use eir knowledge of the Votes to withdraw or disown a Proposal. CFJ 750: Only if the Assessor has the intent of influencing Votes is e in violation of this Rule. Influencing the number of Votes also counts as influencing the result of the vote.] History: Created by Proposal 452, Sep. 10 1993 Amended(1) by Proposal 1446, Feb. 21 1995 Amended(2) by Proposal 1531, Mar. 24 1995 Amended(3) by Proposal 1534, Apr. 4 1995 Amended(4) by Proposal 1584, May 15 1995 Amended(5) by Proposal 1686, Sep. 1 1995 Amended(6) by Proposal 1718, Sep. 19 1995 Amended(7) by Proposal 1752, Oct. 21 1995 ---------------------------------------- Rule 683/4 (Mutable, MI=1) Legal Votes Voting Entities may cast a vote of FOR, AGAINST, or ABSTAIN on any Proposal within its prescribed Voting Period. In order to be legally cast, a vote by a Player or a Group must be received by the Counting Assessor or posted to the Public Forum during the prescribed Voting Period. The conditions under which a Vote by a Voting Entity which is not a Player or a Group (if any such exist) is legally cast are described in other Rules. The Assessor will reveal the Votes cast by each Voting Entity only after the prescribed Voting Period has ended. History: Initial Mutable Rule 207, Jun. 30 1993 Amended by Proposal 683, Nov. 10 1993 Amended(1) by Proposal 1473, Mar. 8 1995 Amended(2) by Proposal 1531, Mar. 24 1995 Amended(3) by Proposal 1554, Apr. 17 1995 Amended(4) by Proposal 1641, Aug. 1 1995 ---------------------------------------- Rule 957/0 (Mutable, MI=1) YES=FOR; NO=AGAINST; Anything else=ABSTAIN Votes of FOR or YES are to be considered Votes in favor of a Proposal. Votes of AGAINST or NO are to be considered Votes opposed to a Proposal. Other Votes are not to be considered as in favor or opposition. (*Was: 462*) History: Created by Proposal 462, Sep. 17 1993 Amended by Proposal 957, Jul. 25 1994 Amended by Rule 750, Jul. 25 1994 ---------------------------------------- Rule 312/4 (Mutable, MI=1) A Point for Voting For each Proposal, and for each Player, if that Player casts a legal Vote on that Proposal, then that Player shall receive one Point at the end of the Voting Period of that Proposal. The Assessor shall detect and report these Point transfers, and shall do so no later than the time e announces the Voting Results of the Proposal for which the Player's Vote was cast. History: Created by Proposal 312, Jul. 15 1993 Amended(1) by Proposal 1554, Apr. 17 1995 Amended(2) by Proposal 1556, Apr. 17 1995 Amended(3) by Proposal 1579, Apr. 28 1995 Amended(4) by Proposal 1705, Sep. 4 1995 ---------------------------------------- ======================================= The End of the Voting Period This Category includes Rules regulating the adoption or failure of Proposals and other actions which take place at the end of the Voting Period or upon the announcement of Proposal results. ---------------------------------------- Rule 879/3 (Mutable, MI=1) Quorum Quorum for a Proposal is achieved if a vote is cast on that Proposal by 35% of all Players, or 50% of all the Players not On Hold, whichever is greater. Quorum for a Proposal is calculated using the number of Registered Players at the beginning of the prescribed Voting Period for that Proposal. History: Initial Mutable Rule 201, Jun. 30 1993 Amended by Proposal 879, Apr. 13 1994 Amended by Rule 750, Apr. 13 1994 Amended(1) by Proposal 1471, Mar. 8 1995 Amended(2) by Proposal 1554, Apr. 17 1995 Amended(3) by Proposal 1708, Sep. 4 1995 ---------------------------------------- Rule 208/2 (Mutable, MI=1) End of the Voting Period As soon as possible after the end of the Voting Period on a given Proposal, the Assessor shall publish all the Votes cast upon that Proposal. [CFJ 707: A Player may not change eir Vote after the end of the Voting Period.] History: Initial Mutable Rule 208, Jun. 30 1993 Amended(1) by Proposal 1401, Jan. 29 1995 Amended(2) by Proposal 1531, Mar. 24 1995 ---------------------------------------- Rule 955/3 (Mutable, MI=1) Votes Required to Adopt a Proposal When the Voting Period for a Proposal has ended, the Votes which have been legally cast shall be counted by the Assessor. The Proposal shall then be assigned a Voting Index, as follows: the Proposal received no Votes opposed, and at least one Vote in favor, the Voting Index shall be Unanimity; if there are no Votes in favor, the Voting Index shall be zero; in all other cases, the Voting Index shall be the number of Votes in favor divided by the number of Votes opposed. If the Voting Index is greater than the Adoption Index for the given Proposal, or if both equal Unanimity, then that Proposal passes. Otherwise, it fails. History: Intial Mutable Rule 209, Jun. 30 1993 Amended by Proposal 396, Aug. 23 1993 Amended by Proposal 658, Oct. 29 1993 Amended by Proposal 761, Dec. 8 1993 Amended by Rule 750, Dec. 8 1993 Amended by Proposal 955, Jul. 25 1994 Amended by Rule 750, Jul. 25 1994 Amended(1) by Proposal 1279, Oct. 24 1994 Amended(2) by Proposal 1531, Mar. 24 1995 Amended(3) by Proposal 1723, Oct. 6 1995 ---------------------------------------- Rule 1322/1 (Mutable, MI=1) Effectiveness of Rule Changes Every Rule Change shall have associated with it an Index, called its Power, which determines its ability to take effect. The Power of a non-Proposed Rule Change shall be the Mutability Index of the Rule in which the Rule Change is contained. The Power of a Proposed Rule Change shall be the Adoption Index of the Proposal in which the Rule Change is contained. No Rule Change may take effect unless its Power is not less than the current Mutation Index of the Rule it seeks to change, if any, and the Mutation Index that the Rule would possess after the change, if any. This Rule defers to all other Rules which do not contain this sentence. History: Created by Proposal 1322, Nov. 21 1994 Infected and Amended(1) by Rule 1454, Dec. 5 1995 ---------------------------------------- Rule 108/0 (Semimutable, MI=3) When May Rule Changes Take Effect? No Rule Change may take effect earlier than the moment of the adoption of the Proposal in which it is contained, if it is a proposed Rule Change, or the moment of the adoption of the current form of the Rule which requires the Rule Change, if it is a non-proposed Rule Change. No Rule Change may have retroactive application. [CFJ 1: This does not prevent Rules from being explicitly dependent on circumstances before they are enacted.] History: Initial Immutable Rule 108, Jun. 30 1993 ... Amended by Proposal 1276, Oct. 24 1994 Renumbered from 1074 to 108 by Rule 1295, Nov. 1 1994 ---------------------------------------- Rule 376/3 (Mutable, MI=1) When Proposals Take Effect A Proposal which is Adopted takes effect at the time date- stamped on the first message sent by the Assessor to reach the Public Forum announcing the results of the voting on that Proposal. If the message sent by the Assessor announcing the results of the voting on a Proposal also contains the results of voting upon other Proposals, all such Proposals shall take effect at the same time, but in order by increasing Proposal Number. History: ... Amended(1) by Proposal 1271, Oct. 24 1994 Amended(2) by Proposal 1490, Mar. 15 1995 Amended(3) by Proposal 1531, Mar. 24 1995 ---------------------------------------- Rule 1069/1 (Mutable, MI=1) Amendment Numbers A Rule's Amendment Number is equal to the number of times a Rule having that Rule Number has been amended. The default Amendment Number is zero; this is the value of a Rule's Amendment Number when the Rule is Created, and it is the value of the Amendment Number of every Rule unless it is specified by the Rules to be otherwise. A Rule's Amendment Number shall be displayed in Official copies of the Ruleset, appended to the Rule Number, and separated by a forward slash. Responsibility is given to the Rulekeepor to accurately update Amendment Numbers. Amendment Numbers may be used for Official purposes and in Official documents to distinguish between old versions of a Rule and the Rule's current text. [CFJ 738: If no Amendment Number is present in a communication, it is assumed to mean the current version of a Rule.] History: Created by Proposal 750, Dec. 1 1993 Amended by Proposal 1069, Oct. 4 1994 Amended by Rule 750, Oct. 4 1994 Amended(1) by Proposal 1502, Mar. 24 1995 ---------------------------------------- Rule 1443/3 (Mutable, MI=1) Bonus for Proto-Proposing A Proto-Proposal is any text which meets the following conditions: * it has been sent to the Public Forum * the author of the message containing the Proto-Proposal is verifiable * the author has clearly identified the text as a Proto-Proposal A Proposal is Proto-Proposed if and only if a Proto-Proposal which is identical to the submitted Proposal has been made between three and fourteen days prior to the Proposal's submission, and the Assessor is informed of this fact prior to the conclusion of the Voting Period for that Proposal. The Proposer of any Proposal which has been Proto-Proposed and which Passes shall receive two Points upon the publishing of Voting Results of that Proposal. The Assessor shall report this transfer, and shall do so no later than the time e announces the Voting Results of the Proposal in question. [CFJ 696: A Proto-proposal is not a Proposal. It is legal for Players On Hold to proto-propose.] History: Created by Proposal 1493, Mar. 15 1995 Amended(1) by Proposal 1606, Jun. 19 1995 Amended(2) by Proposal 1720, Sep. 19 1995 Amended(3) by Proposal 1770, Oct. 31 1995 ---------------------------------------- Rule 833/3 (Mutable, MI=1) Reward or Penalty for Proposing At the end of the Voting Period for a Proposal, if a Proposal has received more FOR Votes than AGAINST Votes, the Proposer of that Proposal gains a number of Points equal to the number of FOR Votes less the number of AGAINST Votes. If, however, a Proposal has received more AGAINST Votes than FOR Votes, the Proposer loses a number of Points equal to the number of AGAINST Votes less the number of FOR Votes. If the number of FOR Votes and AGAINST Votes are equal, the Proposer neither gains nor loses Points as a result of this Rule. For the purpose of this Rule, Votes by Voting Entities which are not Players do not count, nor does any tiebreaking Vote cast by the Assessor. The Assessor shall report the transfers required by this Rule, and shall do so no later than the time e announces the Voting Results of the Proposal in question. History: ... Amended by Proposal 833, Mar. 1 1994 Amended by Rule 750, Mar. 1 1994 Amended(1) by Proposal 1554, Apr. 17 1995 Amended(2) by Proposal 1702, Sep. 1 1995 Amended(3) by Proposal 1705, Sep. 4 1995 ---------------------------------------- Rule 1519/0 (Mutable, MI=1) Bonus for Short Proposals Whenever a Proposal which contains no more than ten lines is adopted, its Proposer shall receive one Mark from the Bank. This transfer shall be detected and reported by the Assessor, and shall take place at the time the Assessor announces the Voting Results on that Proposal. History: Created by Proposal 1722, Oct. 6 1995 ---------------------------------------- Rule 947/2 (Mutable, MI=1) Bonus for Repeal If there are more than 100 Rules, and a Proposal is adopted which, as part or all of its effect, repeals one or more Rules, the Player who proposed that Proposal shall receive 5 Points. This shall be reported by the Assessor, who shall do so no later than the time e announces the Voting Results of that Proposal. This Rule defers to all other Rules which do not contain this sentence. History: Created by Proposal 947, Jul. 3 1994 Amended(1) by Proposal 1705, Sep. 4 1995 Infected and Amended(2) by Rule 1454, Oct. 2 1995 ---------------------------------------- ======================================= Referenda and Elections This Category includes Rules regulating voting on entities other than Proposals, particularly Referenda and Elections. ---------------------------------------- Rule 1434/0 (Mutable, MI=1) Default Procedure for Referendum Voting When a Referendum Vote is required and the procedure is not defined elsewhere, the following Standard Referendum Voting Procedure shall be used. Details specified herein are defaults which may be modified by other Rules for specific situations. This procedure is specifically NOT to be used for Proposal Voting until this Rule is amended to remove this restriction, and the Proposal Rules are amended accordingly. * Vote Collector: The Vote Collector is the Entity responsible for collecting and tallying the Votes and announcing the result. This Entity is the Speaker if not otherwise specified. * Voting Entities: Every Player not on Hold may Vote on a Referendum. On Hold status is measured at the time a Player sends eir Vote. * Voting: A Voting Entity Votes by sending eir Vote to the Vote Collector during the Voting Period, indicating what Referendum e is Voting on, and what eir Vote is. * Vote Values: A Vote is FOR, AGAINST, or ABSTAIN. Words which are effectively synonymous with these are also permissible. * Vote Strength: Every Vote has equal strength. No Voting Entity may Vote more than once on any single Referendum. * Retraction: A Vote, once sent to the Vote Collector, cannot be changed. * Start of Voting: The Voting Period begins when a Referendum is begun, as defined in other Rules. * Duration of Voting: The Voting Period lasts for one Week. All Votes received by the Vote Collector outside of the Voting Period have no effect. * Secrecy During Voting: Unless otherwise specified, the Vote Collector may not give away any information about the Votes while the Voting is underway. * Secrecy After Voting: Unless otherwise specified, the Vote Collector shall post to the Public Forum, after the Voting Period is over, the number of Votes of each kind as well as the name and Vote of each Entity which cast a Vote. * Adoption Ratio: The Adoption Ratio, the ratio of FOR Votes on a Referendum relative to the AGAINST VOTES, must be greater than 1 for the Referendum to pass. If it is not, the Referendum fails. * Quorum: The Quorum, the smallest allowable fraction of eligible Voting Entities which actually Vote on a particular Referendum, is 50%. If a smaller fraction Voted, the Referendum automatically fails. * Nonperformance by Vote Collector: The Vote Collector must perform eir required duties, but if the result of a Referendum is not announced within one Week following the end of the Voting Period, it automatically fails. History: Created by Proposal 1456, Mar. 1 1995 ---------------------------------------- Rule 1445/1 (Mutable, MI=1) Defaults for Elections When an Election is required and the procedure is not defined elsewhere, the following Standard Election Procedure shall be used. Details specified herein are defaults which may be modified by other Rules for specific situations. * Vote Collector: The Vote Collector is the Entity responsible for taking nominations, collecting and tallying the Votes, and announcing the result. This Entity is the Speaker if not otherwise specified. * Nominating Entities: Every Player not on Hold may Nominate eirself in an Election. On Hold status is measured at the time a Player makes a Nomination. * Nominations: A Nominating Entity makes a Nomination by sending a message to the Vote Collector during the Nominations Period, indicating what Election e is Nominating for. * Candidates: A Player who has Nominated for an Election is called a Candidate for that Election. * Retraction: A Nomination, once sent to the Vote Collector, may be retracted before the end of the Nominating Period. A player may retract a Nomination e has made by sending a message to the Vote Collector, indicating the e wished to retract eir Nomination. * Start of Nominations: The Nominating Period begins when the Rules calling for the Election specify that the Election begins. * Duration of Nominations: The Nominating Period lasts for one Week. All Nominations received by the Vote Collector outside of the Nominating Period have no effect. * Secrecy: Nominations need not be kept secret. * Announcing Candidates: The Vote Collector shall post to the Public Forum, at the end of the Nominating Period, the list of all Candidates for that Election. * Voting: A Referendum shall begin at the end of the Nominating Period. The standard procedure for referendums shall be used, with the following exceptions: * Vote Collector: The Vote Collector for the Referendum is the same as the Vote Collector for the Election. * Vote Values: A Vote is the name of exactly one of the Candidates for the given Election. Words which are effectively synonymous with these are also permissible. * Adoption: The Winner of the Election is the Candidate for whom the most votes were cast. If there is more than one such candidate, the Speaker may make a casting vote. * Quorum: The Quorum, the smallest allowable fraction of eligible Voting Entities which actually Vote in a particular Election, is 50%. If a smaller fraction Voted, the Election has no Winner. * Nonperformance by Vote Collector: The Vote Collector must perform eir required duties, but if the result of an Election is not announced within one Week following the end of the Voting Period, the Election has no Winner. History: Created by Proposal 1499, Mar. 24 1995 Amended(1) by Proposal 1763, Oct. 31 1995 ---------------------------------------- ======================================= The Clerk of the Courts This Category includes Rules concerning the Office of the Clerk of the Courts. ---------------------------------------- Rule 889/1 (Mutable, MI=1) Clerk of the Courts There shall exist an Office "Clerk of the Courts", who shall have general responsibility over administering Calls for Judgement, as outlined in the Rules. The Clerk's salary shall be five points. History: Created by Proposal 406, Sep. 3 1993 Amended by Proposal 889, Apr. 13 1994 Amended by Rule 750, Apr. 13 1994 Amended(1) by Proposal 1441, Feb. 21 1995 ---------------------------------------- Rule 1450/0 (Mutable, MI=1) Speaker Cannot Stay CotC or Justiciar If at any time the Speaker is also CotC or Justiciar, e shall transfer such Office to another willing player within one week, if possible. At the end of any full Nomic week during which the Speaker holds the Office of either CotC or Justiciar, such Office becomes vacant, and will be filled in the usual manner. History: Created by Proposal 1547, Apr. 14 1995 ---------------------------------------- Rule 1484/2 (Mutable, MI=1) Separation of Powers At no time may the a Player hold the Office of Clerk of the Courts while simultaneously holding either the Office of Promotor or the Office of Assessor. Any Move which would cause this to occur does not take place, and the Office (or Offices) which that Player would have assumed instead becomes Vacant and shall then be filled according to the appropriate Rules. This Rule shall not be construed so as to prevent the Speaker from fulfilling the duties of any of these Offices in the event of a vacancy. However, the Speaker is highly encouraged to delegate eir duties for one or more of these Offices to other Players, should such a conflict arise as a result of Vacancies. History: Created by Proposal 1624, Jul. 17 1995 Amended(1) by Proposal 1734, Oct. 15 1995 Amended(2) by Proposal 1754, Oct. 21 1995 ---------------------------------------- ======================================= Calling for Judgement This Category includes Rules regulating calling for Judgement. ---------------------------------------- Rule 991/2 (Mutable, MI=1) Invoking Judgement If Players disagree about the legality of a Move or the interpretation or application of a Rule, then a Player may invoke Judgement by submitting a Statement for Judgement to the Clerk of the Courts. Disagreement, for the purposes of this Rule, may be created by the insistence of any Player. When Judgement is invoked, the Clerk of the Courts must, as soon as possible, select a Judge as described in the Rules. The Clerk of the Courts must then distribute the Statement to be judged, along with the identity of the Judge, to all Players. No Player shall submit more than five CFJ's per week. This Rule defers to all other Rules which do not contain this sentence. History: Initial Mutable Rule 213, Jun. 30 1993 Amended by Proposal 407, Sep. 3 1993 Amended by Proposal 991, ca. Aug. 12 1994 Amended by Rule 750, ca. Aug. 12 1994 Infected and amended(1) by Rule 1454, Oct. 23 1995 Amended(2) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 662/3 (Mutable, MI=1) Allowed CFJ's A "Move" refers to any specific action taken by a Player or group of Players in the context of the game. Any invocation of Judgement must satisfy one or more of the following conditions: - clearly allege that a specific Move is illegal; - clearly allege that a specific Rule is illegal or lacking in legal force, in whole or in part; - clearly allege that a specific Rule ought to be interpreted in a certain way. - clearly allege, either implicitly or explicitly, that the Rules generally ought to be interpreted in a certain way. - clearly allege that a specific Ordinance, Regulation, or Contract ought to be interpreted in a certain way. - clearly allege, either implicitly or explicitly, that the Ordinances of a specific Group or the Regulations of a specific Contract ought to be interpreted in a certain way. - clearly allege that the current published game state is incorrect, and in what respects. A CFJ which does not satisfy at least one of the above conditions shall be deemed invalid and shall not be accepted for Judgement by the Clerk of the Courts. However, this Rule shall defer to rules which explicitly permit CFJs that do not necessarily meet the above conditions. [CFJ 825: A CFJ stating "Rule X should be interpreted, such that, if X were repealed..." is always FALSE.] History: ... Amended(1) by Proposal 1486, Mar. 15 1995 Amended(2) by Proposal 1677, Aug. 22 1995 Amended(3) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 897/0 (Mutable, MI=1) Barring Players from Judgement A Player that Calls For Judgement may Bar up to three Players from Judging that Statement. Players that have been Barred from a Statement are ineligible to render Judgement on that Statement. History: Created by Proposal 897, date unknown ---------------------------------------- ======================================= Selecting a Judge This Category includes Rules describing how a Judge is selected for a CFJ. ---------------------------------------- Rule 951/6 (Mutable, MI=1) Selecting a Judge Upon receipt of a Call For Judgement (CFJ), the Clerk of the Courts (CotC) shall randomly appoint a Player to Judge that CFJ from amongst the Eligible Players. For the purposes of this Rule, the Eligible Players shall be the set of Players excluding those: (i) who are On Hold; (ii) who are Barred from Judging the CFJ; (iii) who made the CFJ; (iv) who have declined to be Appointed as Judge on the CFJ; (v) who are otherwise ineligible to Judge as specified in the Rules. Players may decline to be Appointed as Judge on a particular CFJ by notifying the CotC within 72 hours of appointment. The declining Player shall not be Eligible to serve as Judge for that CFJ and shall also lose two points, one of which shall be given to the CotC. No Blots are gained by the declining Player. The Clerk of the Courts shall report Point transfers wihch occur as a result of this Rule. If for any reason a Player who has been selected as a Judge of a CFJ becomes ineligible to Judge, either by declining Appointment, by going On Hold, by being deregistered and hence ceasing to be a Player, or by other means specified in the Rules, then the CotC shall randomly select another Eligible Player to Judge the CFJ. [CFJ 723: The CotC may make another assignment, (without legal effect) as long as e makes one according to this Rule as well.] History: Initial Mutable Rule 214, Jun. 30 1993 Amended by Proposal 364, Aug. 8 1993 Amended by Proposal 410, Aug. 26 1993 ... Amended by Proposal 586, date unknown Amended by Proposal 647, Oct. 29 1993 Amended by Proposal 793, ca. Jan. 31 1994 Amended by Rule 750, ca. Jan. 31 1994 Amended by Proposal 890, Apr. 13 1994 Amended by Rule 750, Apr. 13 1994 Amended by Proposal 951, Jul. 25 1994 Amended by Rule 750, Jul. 25 1994 Amended(1) by Proposal 1306, Nov. 4 1994 Amended(2) by Proposal 1384, Jan. 17 1995 Amended(3) by Proposal 1408, Jan. 29 1995 Amended(4) by Proposal 1500, Mar. 24 1995 Amended(5) by Proposal 1644, Aug. 1 1995 Amended(6) by Proposal 1705, Sep. 4 1995 ---------------------------------------- Rule 1005/3 (Mutable, MI=1) Judgements Not Made Within Time Limit Any Player who does not respond in the allotted time to a request to be Judge, can not be selected again as a Judge, before he/she specifically asks for it in a message to the Clerk. Any Player who goes On Hold while a CFJ is pending, for which that Player was selected as Judge before e went On Hold and which is not yet Judged, will loose 2 Points per pending CFJ. The Clerk of the Courts shall report Point transfers which occur as a result of this Rule. The CFJ will be reassigned to another eligible Player. History: Created by Proposal 503, Sep. 30 1993 Amended by Proposal 1005, ca. Aug. 25 1994 Amended by Rule 750, ca. Aug. 25 1994 [Proposal 1500 attempted to Amend this Rule, but failed by Rule 1339/2.] Amended(1) by Proposal 1705, Sep. 4 1995 Amended(2) by Proposal 1734, Oct. 15 1995 Amended(3) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 698/2 (Mutable, MI=1) Always an Eligible Judge If there are no other Players Eligible to be chosen as Judge for a certain Statement, then the CotC shall choose a Player randomly from among all Active Players other than the Caller and those Players Barred from judging the CFJ, to be Eligible to act as Judge. If there are no Active Players other than the Caller and those Players Barred from judging the CFJ, then the CotC shall choose a Player randomly from among all players other than the Caller and those Players Barred from judging the CFJ, to be Eligible to act as Judge. If there are no Players other than the caller and those Players Barred from judging the CFJ, then the CotC shall choose a Player randomly from among all Players, to be Eligible to act as Judge. This Rule takes precedence over all other Rules pertaining to the selection of Judges. History: Created by Proposal 482, Sep. 30 1993 Amended by Proposal 698, Nov. 12 1993 Amended(1) by Proposal 1385, Jan. 17 1995 Amended(2) by Proposal 1734, Oct. 15 1995 ---------------------------------------- ======================================= Delivering Judgement This Category includes Rules regulating the Judgement delivered by the Judge, as well as Injunctions. ---------------------------------------- Rule 408/2 (Mutable, MI=1) Accepting Judge-ship After the Clerk of the Courts has distributed the Statement to be judged and the identity of the Judge, the Judge has one week in which to deliver a legal Judgement. If the Judge fails to deliver a Judgement within this time, e gains 3 Blots and the CotC randomly selects another Judge from among eligible Players. A Judgement is delivered by submitting that Judgement to the Clerk of the Courts, who must then distribute that Judgement to all Players as soon as possible. Blots gained via this rule are reported to the Tabulator by the CotC. History: Initial Mutable Rule 215, Jun. 30 1993 Amended by Proposal 408, Sep. 3 1993 Amended(1) by Proposal 1383, Jan. 17 1995 Amended(2) by Proposal 1500, Mar. 24 1995 ---------------------------------------- Rule 591/2 (Mutable, MI=1) Legal Judgements A legal Judgement is either TRUE, FALSE, UNDECIDABLE, or UNKNOWN. The Judgement of UNDECIDABLE is reserved for those statements which are logically neither TRUE nor FALSE. The Judgement of UNKNOWN is for those statements for which the Judge is unable to obtain information necessary to determine whether the statement is TRUE, FALSE, or UNDECIDABLE. The Judge must make a reasonable effort to obtain all information necessary to determine whether the statement is TRUE, FALSE, or UNDECIDABLE. The Judgement must be accompanied by reasons and arguments, which include, but are not necessarily limited to, citations of deciding Rules, past Judgements, and game custom. A Judgement delivered without reasons and/or arguments is completely invalid. Such reasons and arguments form no part of the Judgement itself. However, the Clerk of the Courts must distribute the reasons and arguments along with the Judgement. Any evidence which is used to justify the Judgement, other than appeals to Game Custom or to common sense, must be presented by the Judge. If the Judge introduces evidence beyond that submitted in the Call for Judgement, e must include this evidence in eir Judgement. All such added evidence must be distributed as part of the reasons and arguments by the Clerk of the Courts. [In the Judgement of CFJ 794, the CotC determined that a Judgement of the form "If X then TRUE else FALSE" is legal only if the truth- value of X itself is unambiguous.] History: Initial Mutable Rule 216, Jun. 30 1993 Amended by Proposal 409, Aug. 26 1993 Amended by Proposal 591, Oct. 21 1993 Amended(1) by Proposal 1320, Nov. 21 1994 Amended(2) by Proposal 1487, Mar. 15 1995 ---------------------------------------- Rule 217/2 (Mutable, MI=1) Judgements Must Accord with the Rules All Judgements must be in accordance with the Rules; however, if the Rules are silent, inconsistent, or unclear on the Statement to be Judged, then the Judge shall consider Game Custom, the Spirit of the Game and past Judgements before applying other standards. This Rule defers to all other Rules which do not contain this sentence. [CFJ 684: An Injunction on the interpretation of a Rule is part of Game Custom.] History: Initial Mutable Rule 217, Jun. 30 1993 Amended(1) by Proposal 1635, Jul. 25 1995 Infected and amended(2) by Rule 1454, Aug. 7 1995 ---------------------------------------- Rule 451/1 (Mutable, MI=1) Determination of Judgement--Timing When a Judge is considering eir Judgement of a Statement contained in a CFJ, e shall make eir evaluation based on the truth or falsity of the Statement at the time the CFJ was issued. History: Created by Proposal 451, Sep. 10 1993 Amended(1) by Proposal 1412, Feb. 1 1995 ---------------------------------------- Rule 502/2 (Mutable, MI=1) Salary for Judges A Judge who delivers a legal Judgment or Decision within the mandated time receives 3 Points and loses 1 Blot. A Judge who delivers a legal Judgment or Decision within 72 hours receives 2 Points extra, and loses 1 more Blot. Blot losses due to this rule do not apply if they would reduce the Judge's Blots below one. It is the Judge's responsibility to report eir Blot losses to the Tabulator. The Clerk of the Courts shall report Point transfers wihch occur as a result of this Rule. History: Created by Proposal 430, ca. Sep. 13 1993 Amended by Proposal 502, Sep. 30 1993 Amended(1) by Proposal 1501, Mar. 24 1995 Amended(2) by Proposal 1705, Sep. 4 1995 ---------------------------------------- Rule 663/2 (Mutable, MI=1) Injunctions--General There shall be an entity known as an Injunction, which may accompany certain Judgements of TRUE, FALSE, or UNDECIDABLE as provided in the rules. An Injunction is a statement or series of statements specifying an action or actions which must take place. If a Judgement is accompanied by an Injunction, that Injunction must be published with the Judgement. All players must abide by the Injunction beginning no later than 72 hours after its publication unless one of the following conditions then apply: - The Judgement which the Injunction accompanies is undergoing appeal, currently UNKNOWN as a consequence of the appeal process, or, has been appealed and SUSTAINED, but a proposal has been published which would overturn that decision if passed, and said proposal has not failed. - The validity of the Injunction itself is questioned by a pending CFJ. - A Judgement upholding the validity of the Injunction is undergoing appeal, currently UNKNOWN as a consequence of the appeal process, or, has been appealed and SUSTAINED, but a proposal has been published which would overturn that decision if passed, and said proposal has not failed. A Judgement may not be accompanied by an Injunction unless it is specifically permitted elsewhere in the rules. An Injunction must be completely consistent with all rules in effect at the time of issuance, and must be completely relevant to the matter addressed in the corresponding judgement. If any Player believes that an Injunction or any part of it does not meet the criteria for a valid Injunction, e may submit a CFJ to that effect. If the resulting Judgement supports the contention that the criteria are not met, the Injunction shall be considered illegal and shall have no legal force. This rule takes precedence over all rules governing Injunctions. History: Created by Proposal 663, Nov. 2 1993 Amended(1) by Proposal 1487, Mar. 15 1995 Amended(2) by Proposal 1734, Oct. 15 1995 ---------------------------------------- Rule 665/1 (Mutable, MI=1) Injuction--Retracting an Illegal Move If a CFJ alleges that a specific Move is illegal, and the Judgement supports the allegation, the Judge may include with the Judgement an Injunction specifying that the move is to be retracted, if the Judge thinks it is appropriate to do so. The Judge may also issue an Injunction specifying any adjustments to the published game state which result from the allegation being supported. These adjustments to the game state must have been unambiguously specified within the CFJ, and they must be adjustments which occur as a direct or indirect result of the allegation being supported. [CFJ 697: Such an Injunction may not specify, "all errors in the Public Gamestate resulting from this Error, including but not limited to..." as the adjustments are not unambiguously specified. CFJs 708 & 714: Such an Injunction may not forbid resulting illegal actions which have not yet taken place. CFJ 716: Other changes to the Gamestate may not be retracted if retracting the illegal move is not part of the Injunction. CFJ 724: Such an Injunction may only be made if the CFJ explicitly alleges that a certain move is illegal. CFJ 729: Such an Injunction may not roll back the Gamestate to before the illegal move occurred, if that would mean actions not dependent on the illegal action would be retracted.] CFJ 736: If a move is illegal, that does not imply that the move has not been made. CFJ 797: The CFJ itself need not specify the Injunction.] History: Created by Proposal 665, Nov. 2 1993 Amended(1) by Proposal 1642, Aug. 1 1995 ---------------------------------------- Rule 789/1 (Mutable, MI=1) Injunctions on Interpretations of Rules When a player makes a CFJ alleging that a Rule should be interpreted in a certain way, e shall also submit a list of Rules relevant to that CFJ, which must include the Rule in question. If the statement is Judged TRUE, the Judge may include with the Judgement an Injuction requiring the Rulekeepor to annotate the Rule in question with the Statement in the CFJ and the list of relevant Rules. The annotation shall remain only until one of the Rules in the list of relevant Rules is changed in any way; or until a CFJ determines that the injunction no longer applies, as described below. While it remains, it shall guide the application of that Rule. If a Player believes that the circumstances which led to the Judgement no longer prevail and the annotation is therefore no longer applicable, e may submit a CFJ to that effect. If it is Judged TRUE, the annotation shall be stricken from the rule set. [CFJ 684: Such an Injunction applies not only during Judging, but also in the everyday interpretation of the Rule.] History: Created by Proposal 789, ca. Jan. 14 1994 Amended(1) by Proposal 1396, Jan. 29 1995 ---------------------------------------- Rule 1500/1 (Mutable, MI=1) Injunctions on Interpretations of Ords, Regs, and Contracts When a CFJ alleging that a Statute or a Warranty (hereinafter the Target) should be interpreted in a certain way is Judged TRUE, the Judge may include with the Judgement an Injunction requiring the Administrator of the Organization whose Compact contains the Target to annotate the Target with the Statement in the CFJ. The annotation shall remain only until the Target is changed in any way; or until a CFJ determines that the injunction no longer applies, as described below. While it remains, it shall guide the application of the Target. If a Player believes that the circumstances which led to the Judgement no longer prevail and the annotation is therefore no longer applicable, e may submit a CFJ to that effect. If it is Judged TRUE, the annotation shall be stricken from the Target. History: Created by Proposal 1677, Aug. 22 1995 Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1365/3 (Mutable, MI=1) Concurring and Dissenting Opinions Upon the distribution of a legal judgement to the Nomic community, a Concurring or a Dissenting Opinion may be filed in written format with the Clerk of the Courts. The Concurring or Dissenting Opinion must satisfy the following criteria: (i) The opinion must be accompanied by reasons and arguments, which include, but are not necessarily limited to, citations of deciding Rules, past Judgement, and Agora Conventions. (ii) The opinion must be sponsored by at least two active Agora players and the sponsors must be listed on the opinion. (iii) The opinion must be filed with the Clerk of the Courts within 1 Nomic Week. (iv) The opinion must be entitled Concurring or Dissenting with the Judgement. Once an opinion satisfies these components, the Clerk of the Courts must distribute the opinion to all Players as soon as possible. Furthermore, all Concurring and Dissenting Opinions must be appended to the Legal Judgement as Concurring or Dissenting Opinions. History: Created by Proposal 1365, Jan. 5 1995 Amended(1) by Proposal 1644, Aug. 1 1995 Amended(2) by Proposal 1734, Oct. 15 1995 Amended(3) by Proposal 1754, Oct. 21 1995 ---------------------------------------- ======================================= Overturning Judgement This Category Includes Rules regulating the overturning of Judgements as well as the office of Justiciar. ---------------------------------------- Rule 911/3 (Mutable, MI=1) Appealing Judgement If within two weeks after a Judgement is distributed to the Public Forum, three players post to the Public Forum their insistence that it be appealed, then the judgement is Appealed. If a judgement is Appealed, the Clerk of the Courts shall within one week report this to the Public Forum, together with the statement of the CFJ. When this happens, the Speaker, CotC, and Justiciar shall serve as Justices, judging the statement as if they were Judges. The Justices may confer with each other on the case before delivering Judgement if they desire. A Justice may appoint another willing Player to act as Justice; the player so appointed becomes Justice in eir place. A Justice who was ineligible to serve as Judge of the CFJ, or who was Judge of the CFJ, may not deliver judgement as Justice, but must instead so appoint another player, as soon as possible. No Player may deliver judgement more than once on the same CFJ; rather than do so as Justice e must instead appoint another player to act as Justice, as soon as possible. If a Justice, A, is required by the Rules to appoint another Player as Justice, he may do so by declaring to the CotC that e is unable to find another willing player to so serve; in this case the CotC shall as soon as possible select an eligible player at random to serve as Justice in place of A. The Justices shall receive the same compensation as Judges for each Statement so Judged. History: Created by Proposal 384, Aug. 16 1993 Amended by Proposal 690, Nov. 11 1993 Amended by Proposal 911, May 4 1994 Amended by Rule 750, May 4 1994 Amended(1) by Proposal 1345, Nov. 29 1994 Amended(2) by Proposal 1487, Mar. 15 1995 Amended(3) by Proposal 1511, Mar. 24 1995 ---------------------------------------- Rule 910/3 (Mutable, MI=1) The Justiciar The Justiciar Let there be an Office of Justiciar. The Justiciar shall have the duties of judging appeals when serving as Justice. E shall receive no weekly salary. A vacant Office of Justiciar is filled by an Election. As soon as possible after the office has become empty, the Registrar shall begin the Election by posting a call for nominations to the Public Forum. The Nominating Period shall be three days, and the Vote Collector shall be the Registrar. The Speaker or Clerk of the Courts may not nominate for this Election, and may not become Justiciar. History: Created by Proposal 910, May 4 1994 Amended(1) by Proposal 1447, Feb. 21 1995 Amended(2) by Proposal 1511, Mar. 24 1995 Amended(3) by Proposal 1581, May 15 1995 ---------------------------------------- Rule 1448/1 (Mutable, MI=1) Defaulted Justices If any Justice fails to deliver Judgement within one week, e shall gain 3 blots, and the CotC shall as soon as possible select another eligible player at random to serve as Justice in place of the defaulting Justice. The CotC is responsible for reporting this Blot change to the Tabulator. History: Created by Proposal 1511, Mar. 24 1995 Amended(1) by Proposal 1657, Aug. 14 1995 ---------------------------------------- Rule 1447/1 (Mutable, MI=1) Final Judgement upon Appeal If a majority of the Justices' Judgements agree, the Statement shall be considered to have been Judged accordingly. Otherwise, it shall be considered to have been ruled UNKNOWN. The Justices' reasoning and arguments shall be recorded with the original CFJ. The Justices may make Injunctions in the same manner as Judges, provided a majority of them agree. The decision of the Justices is final; no further Appeal of that Statement may be made. If the decision of the original Judge of the Statement is changed by the Justices, the Judge shall forfeit the compensation e received for judging, unless a majority of the Justices agree on some lesser forfeit, and so announce in their Judgement, in which case the lesser forfeit will apply instead. This Rule defers to all other Rules which do not contain this sentence. History: Created by Proposal 1511, Mar. 24 1995 Amended(1) by Proposal 1656, Aug. 14 1995 Infected and Amended(2) by Rule 1454, Sep. 10 1995 ---------------------------------------- ======================================= Rule Violations This Category includes Rules describing actions to be taken concerning violations of the Rules. ---------------------------------------- Rule 908/4 (Mutable, MI=1) Formal Apologies If a Call for Judgement alleges that a Player (herein called the Ninny) has acted or has failed to act in such a way as to be in violation of one or more Rules, and this CFJ is Judged TRUE, then the Ninny must submit to the Public Forum a Formal Apology within 72 hours of the publication of Judgement, unless that Judgement is successfully appealed within 72 hours. By a Formal Apology is meant a letter of at least 200 words, containing all of the Prescribed Words (if any were prescribed) explaining the Ninny's error, shame, remorse, and ardent desire for self-improvement. A Judge deciding TRUE in such a CFJ may issue an Injunction including a list of up to ten Prescribed Words of the Judge's choice, and ordering that the Ninny's Formal Apology must include the Prescribed Words. If the Ninny fails to meet these criteria e shall gain 3 Blots. The Player who called the initial CFJ has the duty to report to the Tabulator any Blots gained through this rule. History: Created by Proposal 781, ca. Dec. 20 1993 Amended by Proposal 908, May 4 1994 Amended by Rule 750, May 4 1994 Amended(1) by Proposal 1362, Dec. 13 1994 Amended(2) by Proposal 1382, Jan. 17 1995 Amended(3) by Proposal 1500, Mar. 24 1995 Amended(4) by Proposal 1734, Oct. 15 1995 ---------------------------------------- ======================================= Crimes and Infractions This Category includes general Rules regarding Crimes and Infractions. ---------------------------------------- Rule 1503/0 (Mutable, MI=1) Crime: General Definition Whenever a Player performs an action which is designated by the Rules as a Crime, and further it has been determined by a CFJ that in fact that this action did take place and was in fact a Crime, then that Player shall be subject to the penalties for that Crime, as defined by the Rules. An action is a Crime only if there is a Rule which designates it to be a Crime. The fact that an action is prohibited by the Rules is not sufficient to make it a Crime. The designation of an action as a Crime does not in any way grant legal status to that action. A Rule which designates an action to be a Crime must also either specify an explicit penalty for committing that Crime, or designate that Crime to be one of several Classes of Crime defined elsewhere in the Rules. If a Rule designates an action to be a Crime, but does not either specify an explicit penalty or specify a valid Class of Crime, then that Crime shall not have any associated penalty. History: Created by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 1504/0 (Mutable, MI=1) Application and Timing of Criminal Penalties All criminal penalties shall take effect 72 hours after the announcement of the Judge's Ruling in the CFJ which alleges the criminal act; however, if the CFJ is appealed prior to this time, then the penalty shall not be applied until immediately after the announcement of the ruling of the Appeals Court, and then only if the Judgement of the Appeals Court is also TRUE. If the CFJ is appealed, but not within 72 hours, and the Appeals Court judges differently than the Judge of the CFJ, then all penalties shall be reversed to the fullest extent possible at the time the Appeal Court's Judgement is announced. Responsibility for reporting all consequences of the application or reversal of a Criminal penalty falls unto the Clerk of the Courts, or, in eir absence, the Speaker. This includes, but is not limited to, reporting any Blot Awards or Currency Transfers to the Tabulator or the appropriate Recordkeepors. This Rule takes precedence over any Rule which requires another Player to report Score, Currency, or Blot changes which result from the commission of a Crime, or which causes Score, Currency, or Blots changes resulting from the commission of a Crime to take effect sooner than specified in this Rule. History: Created by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 1505/0 (Mutable, MI=1) Standard Classes of Crimes The following Classes of Crime are defined, with the listed penalties: Class A Crime: The Player receives 20 Blots and loses 100 Points. Class B Crime: The Player receives 10 Blots and loses 50 Points. Class C Crime: The Player receives 4 Blots and loses 20 Points. Class D Crime: The Player receives 2 Blots and loses 10 Points. Class E Crime: The Player receives 1 Blot and loses 5 Points. History: Created by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 1507/0 (Mutable, MI=1) Infractions: General Definition Whenever a Player performs an action which is designated by the Rules as a Infraction, that Player shall be subject to the penalties for that Infraction, as defined by the Rules. An action is a Infraction only if there is a Rule which designates it to be a Infraction. The fact that an action is prohibited by the Rules is not sufficient to make it a Infraction. The designation of an action as a Infraction neither grants nor denies legal status to that action. A Rule which designates an action to be a Infraction must specify an explicit penalty for committing that Infraction. If a Rule designates an action to be a Infraction, but does not specify an explicit penalty, then that Infraction shall not have any associated penalty. A Rule which designates an action to be an Infraction must specify the Officer who is to detect and report that Infraction, and only that Officer and the Speaker are authorized to detect and report that Infraction. A report of an Infraction by a Player other than the Officer mandated to report such Infractions or the Speaker has no legal effect. History: Created by Proposal 1690, Sep. 1 1995 ---------------------------------------- Rule 1508/1 (Mutable, MI=1) Application of Penalties for Infractions; Appeals Thereof All penalties for Infractions take effect at the time the first report of the Infraction is posted by the Player who reported it, provided that report was made by a Player who is legally authorized to make it. The determination of the reporting Player is legally binding until and unless it is reversed by a Call for Judgement. Any second or subsequent report of an Infraction has no legal effect. A Player who disagrees with the determination that an action was an Infraction is permitted to submit a Call for Judgement alleging that the action was not an Infraction. If the Officer's determination is reversed by CFJ, then the penalties shall be reversed 72 hours after the Judgement is announced, unless the CFJ is itself appealed during this time, in which case the penalties are reversed immediately upon the announcement of the ruling of the Appeals Court, and then only if the Appeals Court sustains the original Judgement. If the CFJ is appealed, but not within 72 hours, and the Appeals Court does not sustain the original Judgement, the penalties shall be reapplied upon the time the Appeal Courts' Judgement is announced. The responsibility for reporting all consequences of the application of a penalty falls unto the Player who makes the report of Infraction. The responsibility for reporting all consequences of the reversal or reapplication of a penalty as a result of the appeals process falls unto the Clerk of the Courts, or, in eir absence, the Speaker. This includes, but is not limited to, reporting any Blot Awards or Currency Transfers to the Tabulator or the appropriate Recordkeepors. Penalties for Infractions shall be limited to the loss of units of one or more Currencies, the award of one or more Blots, or both. This Rule takes precedence over any Rule which requires another Player to report Score, Currency, or Blot changes which result from the commission of a Infraction, or which causes Score, Currency, or Blots changes resulting from the commission of a Infraction to take effect sooner than specified in this Rule. History: Created by Proposal 1690, Sep. 1 1995 Amended(1) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 1509/2 (Mutable, MI=1) Judicial Recourse for Nonreporting of Infractions Any Player who believes that an Infraction has occurred, but which has not been reported by a Player authorized to report it, is permitted to make a Call for Judgement alleging thus. If the Judgement of the CFJ upholds the allegation, then the Judge of the CFJ shall be authorized to, and shall be obligated to, report the Infraction as provided by other Rules. This Rule takes precedence over any Rule which would prevent the Judge's report of an infraction from having legal effect. History: Created by Proposal 1690, Sep. 1 1995 Amended(1) by Proposal 1738, Oct. 15 1995 Amended(2) by Proposal 1754, Oct. 21 1995 ---------------------------------------- ======================================= The Distributor and the Assistant This Category includes Rules concerning the Offices of Distributor and Assistant. ---------------------------------------- Rule 796/2 (Mutable, MI=1) The Distributor There shall be an Office known as the Distributor. Whenever the Rules state that anything must be sent to all Players, they may instead be sent to the Distributor with some indication that they should be forwarded to all Players. The Distributor shall then send this message to all Players as soon as possible and in the order received. The first Distributor shall be Wes. This Rule shall take precedence over all Rules which require a Player to send something to all Players. History: Created by Proposal 510, Oct. 5 1993 Amended by Proposal 796, ca. Jan. 31 1994 Amended by Rule 750, ca. Jan. 31 1994 Amended(1) by Proposal 1754, Oct. 21 1995 Amended(2) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 514/0 (Mutable, MI=1) Keep the Distributor Informed of Your Address All Players shall notify the Distributor of their preferred email address(es). Should this address change, that Player shall notify the Distributor of this change. If a Player fails to notify the Distributor of a change of address, the Distributor shall not be responsible for any mail which did not reach that Player. History: Created by Proposal 514, Oct. 5 1993 ---------------------------------------- Rule 512/0 (Mutable, MI=1) Distributor Tries Three Times, Then Quits In the case that the Distributor cannot reach a particular Player, because of computer error, bounced mail, or other problem, a total of three attempts shall be made to contact that Player and notify the Player of this error. These attempts shall be at least 24 hours apart. Should all three attempts fail, the Distributor shall not be required to send that message to that Player. History: Created by Proposal 512, Oct. 5 1993 ---------------------------------------- Rule 513/0 (Mutable, MI=1) Distributor Holds On to Messages The Distributor shall keep all messages which he forwards to all Players for a minimum period of ten days. If a Player request these messages to be resent at any time during these ten days, the Distributor shall resend the requested messages. History: Created by Proposal 513, Oct. 5 1993 ---------------------------------------- ======================================= The Registrar This Category includes Rules concerning the Office of Registrar. ---------------------------------------- Rule 559/4 (Mutable, MI=1) The Registrar There shall exist an Office called the Registrar. The Registrar has responsibility over maintaining the list of Registered Players. The Registrar shall include a list of all currently registered Players in the Registrar's Report. Other duties may be assigned by other Rules. History: ... Amended(1) by Proposal 1325, Nov. 22 1994 Amended(2) by Proposal 1436, Feb. 21 1995 Amended(3) by Proposal 1660, Aug. 14 1995 Amended(4) by Proposal 1681, Aug. 22 1995 ---------------------------------------- Rule 676/3 (Mutable, MI=1) The Nomic Phone Books The Registrar is responsible for maintaining the following information: Nomic White Pages: List of all Players; their Nomic nickname, preferred email address, and (only if desired by the Player) their real name. Each entry is annotated with one of these codes that indicate the current status of the Player: (A) - active player; (H) - on hold; (L) - left the Game; as well as the date the last change in status occurred. Nomic Blue Pages: "Government Listing". List of each Officer and other official Nomic positions (like Speaker), and the Nomic nickname and email address of the Player in that position. May also include other special official information like the address of the Nomic listserver, etc. The Registrar shall publish the Blue Pages in the Registrar's Report. History: ... Amended(1) by Proposal 1315, Nov. 12 1994 Amended(2) by Proposal 1681, Aug. 22 1995 Amended(3) by Proposal 1739, Oct. 15 1995 ---------------------------------------- Rule 1502/1 (Mutable, MI=1) The Registrar's Report At least once every Nomic Week the Registrar shall post to the Public Forum a Registrar's Report. The information contained in this Report shall include but shall not be limited to all the information pertaining to Players, Patent Titles, and Degrees which the Registrar is required by other Rules to record and to publish in the Registrar's Report. Other Rules may specify further things which must be included in the Registrar's Report. History: Created by Proposal 1681, Aug. 22 1995 Amended(1) by Proposal 2038, Dec. 4 1995 ---------------------------------------- Rule 1494/1 (Mutable, MI=1) Establish the Welcome Wagon The Registrar, in consultation with the Speaker, shall develop and maintain a Welcome Message, welcoming a new player to Agora Nomic, explaining any subscriptions required to receive the Public Forum, how to obtain a current ruleset, and any other information, advice, and gossip as the Registrar sees fit. The Registrar shall send a copy of the Welcome Message to any Player who Registers for the first time, within a week of such Registration. History: Created by Proposal 1655, Aug. 14 1995 Amended(1) by Proposal 1703, Sep. 1 1995 ---------------------------------------- ======================================= The Rulekeepor and Archivist This Category includes Rules concerning the Offices of Rulekeepor and Archivist, as well as Rules regulating the Logical Ruleset and Rule Titles ---------------------------------------- Rule 1051/2 (Mutable, MI=1) The Office of the Rulekeepor Let there be an Officer known as the Rulekeepor. The Rulekeepor shall maintain a complete list of the current Rules, and post this list to all Players at least once a week. So long as the Rulekeepor is in Office, the Speaker is not required to maintain or distribute the Rules. The Rulekeepor's salary shall be 5 points per week, if e is constrained by Rules defining the "Logical Rule Set Format". History: ... Amended(1) by Proposal 1735, Oct. 15 1995 Amended(2) by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1048/2 (Mutable, MI=1) The Logical Ruleset Whenever the Rulekeepor publishes the complete Rule Set, e shall do so in the "Logical Rule Set Format". In this format, each Rule is assigned to a principal Category, and the Rules are grouped according to their Category. Within a Category, the ordering of Rules is decided by the Rulekeepor. All existing Rule Categories must be listed, along with a brief description, whether or not any Rules currently are assigned to the Category. Whenever a new Rule is added, it is assigned to the most appropriate Category in the opinion of the Rulekeepor, who must choose from existing Categories. Alternatively, the Rulekeepor may create a new Rule Category and assign the Rule to this new Category, if this is permitted by other Rules. Once e assigns a Rule to a Category, e may not change it except as provided by other Rules. However, if the Proposal itself stipulates a specific Category, as provided for by other Rules, the Rulekeepor is required to abide by this, if it is a valid defined Category. Also, a Rule's Category may be changed by a type of Proposal defined in other Rules. History: ... Amended(1) by Proposal 1561, Apr. 17 1995 Amended(2) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 1054/2 (Mutable, MI=1) Changing the Category of a Rule The assigned Category of an existing Rule may be changed by means of a Directive to change the Category of that Rule. Such a Directive shall clearly state the Rule whose Category is to be changed, its old Category, and its proposed new Category. History: ... Amended(1) by Proposal 1332, Nov. 22 1994 Amended(2) by Proposal 1740, Oct. 15 1995 ---------------------------------------- Rule 1052/2 (Mutable, MI=1) Creating New Rule Categories New Rule Categories may be created by means of a Directive to create the new Category. Such a Directive shall clearly state the name of the Category to be created. The Rulekeepor shall include all existing Categories in the publication of the Logical Rule Set, even if a given Category contains no Rules. History: Created by Proposal 1052, Sep. 20 1994 Amended(1) by Proposal 1331, Nov. 22 1994 Amended(2) by Proposal 1740, Oct. 15 1995 ---------------------------------------- Rule 1452/0 (Mutable, MI=1) Rulekeepor May Create New Categories The Rulekeepor is given the authority to define a new Rule Category in the following specific situation: If the Category is not specified in a Proposal to Create a Rule, AND in the Rulekeepor's estimation none of the existing Rule Categories is appropriate, then the Rulekeepor may unilaterally define and create a new Category and assign the new Rule to this Category. The Rulekeepor must announce the creation of the new Category to the Public Forum no later than the publication of the first Rule Set which uses the new Category. The announcement may be in the same message as the Rule Set itself. History: Created by Proposal 1561, Apr. 17 1995 ---------------------------------------- Rule 1524/1 (Mutable, MI=1) Directive to Change the Name of a Category The name of a Rule Category may be changed by means of a Directive to change the name of a Rule Category. The Directive must explicitly state both the current name of the Category and the proposed new name. If a Proposal containing such a Directive is adopted, it has the effect of changing the name of the Rule Category in the manner specified. History: Created by Proposal 1730, Oct. 10 1995 Amended(1) by Proposal 1788, Nov. 13 1995 ---------------------------------------- Rule 1416/1 (Mutable, MI=1) Deletion of Rule Categories An empty Rule Category may be removed by the Rulekeepor as e sees fit. History: Created by Proposal 1416, Feb. 1 1995 Amended(1) by Proposal 1740, Oct. 15 1995 ---------------------------------------- Rule 1485/4 (Mutable, MI=1) Titles For Rules All Rules have a Title, which is a single line of text containing not more than 60 characters. The Title must be listed by the Rulekeepor along with the Rule. However, they are not part of the Rule itself and have no effect on the application of the Rule, being merely a convenience for the Players. Titles, once assigned, may not be altered except as specified in this and other Rules. For a new Rule created as a result of a Rule Change Proposal: If the Rule Change Proposal specifies the Title within the body of the Proposal, that Title is assigned. Otherwise the Rulekeepor chooses a Title. For a new Rule created by other means: If the procedure which caused the Rule to be created specifies a way to determine the Title, then that Title is assigned. Otherwise, the Rulekeepor chooses a Title. To change the Title of an existing Rule: A Rule's Title may be changed by a Directive. The Directive must unambiguously state the number of the Rule and the new Title. Titles for old Rules with no Titles: If a Rule has no Title, because it was created at a time when this Rule did not apply, the Rulekeepor shall choose a Title for that Rule. History: Created by Proposal 1634, Jul. 25 1995 Amended(1) by Proposal 1668, Aug. 18 1995 Amended(2) by Proposal 1673, Aug. 22 1995 Amended(3) by Proposal 1740, Oct. 15 1995 Amended(4) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 1430/0 (Mutable, MI=1) Mandatory Rule Annotations Whenever a Rule is changed in any way, the Rulekeepor shall attach to the Rule an annotation giving the type of change, the source of the Change (that is, the Number of the Proposal or Rule which contained the Change), and the date upon which the change took effect. Other Rules may require additional information to appear in an annotation for certain types of Rule Change. Such an annotation does not in any way affect the Rule itself, is not part of the text of the Rule, and is not a Rule Change in its own regard. The Rulekeepor shall indicate all annotations in such a way that they are readily distinguished from the text of the Rule. When a Rule is repealed, all annotations attached to it are discarded, and need not appear in the published Ruleset. History: Created by Proposal 1430, Feb. 7 1995 ---------------------------------------- Rule 417/5 (Mutable, MI=1) The Nomic Archivist Let there be an office known as the Nomic Archivist, which shall be governed by the default Rules concerning Offices. The duties of the Archivist shall be as follows: * to record the passage and failure of Proposals, * to maintain the Historical Ruleset, a document which includes all rules ever to exist as part of the Agora Ruleset, annotated with the periods of time they were in effect, and what Proposals or Rules enacted them. * to maintain a list of Judgements and their case histories, * to maintain copies of prior Officer reports, and * to maintain a list of game Winners in past games. The Archivist is free to comment on the historical records as e sees fit, but such commentary must be clearly delimited from the historical material. The Archivist is free to design a classification method for the material e stores. The "historical record" of the Ruleset maintained by the Archivist is one that includes all rules ever part of the Agora Ruleset, annotated with information as to their ultimate fate, whether Repealed or Amended etc. This record of the Ruleset has no legal force. The salary of the Archivist shall be 5 points. History: ... Amended(1) by Proposal 1302, Nov. 4 1994 Amended(2) by Proposal 1700, Sep. 1 1995 Amended(3) by Proposal 1735, Oct. 15 1995 Amended(4) by Proposal 1741, Oct. 15 1995 Amended(5) by Proposal 2029, Nov. 28 1995 ---------------------------------------- ======================================= Patent Titles This Category includes Rules regulating Patent Titles. ---------------------------------------- Rule 649/2 (Mutable, MI=1) Patent Titles Let there be a Nomic Entity known as a Patent Title. A Player may nominate a person for a Patent Title by means of a Directive awarding the Title to that Person. Such a Directive must clearly specify the Patent Title, and the person to whom it is to be awarded. A Proposal containing a Directive to Award a Patent Title must have an Adoption Index of at least 1. If the Directive is adopted, the person in question shall be known to all Players by that Patent Title. If the Directive fails, that person may not be nominated for the same Patent Title for a period of 4 weeks. If the Rule which creates the Patent Title specifies another method of assigning the Patent Title, then that Rule shall take precedence over this Rule. The Registrar shall keep track of which Patent Titles have been awarded, and to whom they have been awarded, and shall publish this information in the Registrar's Report. History: ... Amended(1) by Proposal 1334, Nov. 22 1994 Amended(2) by Proposal 1681, Aug. 22 1995 ---------------------------------------- Rule 1044/2 (Mutable, MI=1) Unique Patent Titles There shall be a subset of Patent Titles known as Unique Patent Titles. A Unique Patent Title is awarded to a single person, at the same time as the creation of the Unique Patent Title; no other person may ever hold that Patent Title. The Registrar shall keep track of which Unique Patent Titles have been awarded, and to whom they have been awarded, and shall publish this information in the Registrar's Report. A Unique Patent Title is created and awarded by a Directive to award the Unique Patent Title to the specified Player. Such a Directive shall clearly state the Unique Patent Title to be awarded, that said Title is Unique, and the person who shall receive the Unique Title. The Proposal containing such a Directive shall have an Adoption Index of at least 1. History: ... Amended(1) by Proposal 1335, Nov. 22 1994 Amended(2) by Proposal 1681, Aug. 22 1995 ---------------------------------------- Rule 651/0 (Mutable, MI=1) Heroes Let there be the Patent Title known as Hero, which shall be given to those persons who gave outstanding service to eNomic, but who are no longer Players or who never were Players. No Player may hold the Patent Title of Hero. ---------------------------------------- Rule 840/5 (Mutable, MI=1) The Scamster Let there be a Patent Title known as the "Scamster". This is awarded to a Player who has shown great enthusiasm, persistence, or skill in the perpetrating of Scams. This title is awarded by Proposal and once awarded is permanent. Upon receiving the title, 1 Mark shall be transferred from the Scamster to the Bank. The Patent Title of Scamster may not be declined. History: ... Amended(1) by Proposal 1346, Nov. 29 1994 Amended(2) by Proposal 1372, Jan. 5 1995 Amended(3) by Proposal 1688, Sep. 1 1995 Amended(4) by Proposal 1716, Sep. 12 1995 Amended(5) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 1047/1 (Mutable, MI=1) Patent Title of Zeitgeist When a Proposal made by some Player is adopted unanimously (that is, no votes are cast AGAINST it), the Player who proposed the Proposal is awarded the Patent Title of Zeitgeist, unless that Player already holds the Title. All current holders of the Title of Zeitgeist lose the Title whenever it is newly awarded. The Assessor is responsible for detecting the award of this Title and reporting it to the Registrar. When a Player is awarded the Patent Title of Zeitgeist, one Extra Vote is transferred to that Player from the Bank. The Assessor is responsible for detecting and reporting this transfer. [CFJs 745 & 747: A Proposal passes unanimously if there are no Votes AGAINST, even if there are some ABSTAIN votes.] History: Created by Proposal 1047, Sep. 20 1994. Amended(1) by Proposal 1707, Sep. 4 1995 ---------------------------------------- ======================================= Degrees and Theses This Category includes Rules concerning Theses and that subset of Patent Titles known as Degrees. ---------------------------------------- Rule 1367/0 (Mutable, MI=1) Degrees There shall exist a subset of the Patent Titles known as Degrees. A Patent Title is only a Degree if it is specifically made such by a Rule. A person may use a Degree with their name for any official or unofficial business if and only if that person currently possesses that Degree. Persons may come to possess Degrees only as specified in the Rules. Once a person possesses a Degree, e shall keep that Degree forever. The Registrar shall note in eir report which persons possess which Degrees. This Rule takes precedence over any Rule specifying default properties of Patent Titles. History: Created by Proposal 1367, Jan. 5 1995 ---------------------------------------- Rule 1368/0 (Mutable, MI=1) The Legal Degrees The following Degrees are hereby made legal: - Associate of Nomic (A.N.) - Bachelor of Nomic (B.N.) - Master of Nomic (M.N.) - Doctor of Nomic Philosophy (D.N.Phil) Degrees shall be ranked in the order they appear in this Rule, with Degrees listed latest in the Rule being ranked higher than Degrees listed earlier. The abbreviations in parenthesis are not part of the actual Degree. History: Created by Proposal 1368, Jan. 5 1995 ---------------------------------------- Rule 1369/0 (Mutable, MI=1) Theses There shall be a Nomic Entity known as a Thesis, plural Theses. A Thesis shall be an essay whose topic is any facet of Agora Nomic, or Nomic in general. The topic should be substantially different from all other Theses previously approved, but this is not a requirement. History: Created by Proposal 1369, Jan. 5 1995 ---------------------------------------- Rule 1370/2 (Mutable, MI=1) How To Get A Degree There shall be a legal Directive to Request a Degree. A Directive to Request a Degree must specify the intended recipient of the Degree and the Degree being Requested and include any texts necessary to the awarding of that Degree. A person shall receive a Degree if and only if the conditions specified in this Rule are met. The following conditions are a prerequisite to the awarding of a Degree to a person (referred to here as Person X): - A Proposal to Request a Degree is submitted specifying Person X as the intended recipient of the Degree. - Only the Degree specified in the Proposal may be awarded to Person X. - Person X sends a message to the Public Forum containing a Thesis authored by Person X and a statement explicitly associating the Thesis with the Proposal to Request a Degree. The Archivist shall be responsible for keeping a copy of each Thesis written in this manner. - Person X does not decline the Degree. (To decline the Degree, e states such in a message to the Public Forum.) The following are additional requirements for the awarding of individual Degrees. To receive the Degree Associate of Nomic: - The Voting Index of the Proposal to Request a Degree must be at least 1. To receive the Degree Bachelor of Nomic: - The Voting Index of the Proposal to Request a Degree must be at least 1. - The Thesis in the Proposal to Request a Degree must be at least 500 words. To receive the Degree Master of Nomic: - The Voting Index of the Proposal to Request a Degree must be at least 2. - The Thesis in the Proposal to Request a Degree must be at least 500 words. To receive the Degree Doctor of Nomic Philosophy: - The Voting Index of the Proposal to Request a Degree must be at least 3. - The Thesis in the Proposal to Request a Degree must be at least 500 words. - The Proposal to Request a Degree must also contain a creative work whose topic or theme is any concept related to Agora or Nomic in general. The author of this work must be Person X. History: Created by Proposal 1370, Jan. 5 1995 Amended(1) by Proposal 1508, Mar. 24 1995 Amended(2) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 1371/0 (Mutable, MI=1) Old Stuff for A.N./B.N. Only No Degree of higher rank than Bachelor of Nomic may be obtained based on the Approval of any texts authored prior to the passage of this Rule. This Rule takes precedence over any Rule which would allow such a Degree to be awarded. History: Created by Proposal 1371, Jan. 5 1995 ---------------------------------------- ======================================= Currencies This Category includes Rules concerning Currencies in general. ---------------------------------------- Rule 1467/1 (Mutable, MI=1) Definition of a Currency A Currency is a type of Nomic Entity. Only those Nomic Entities which are specifically defined by the Rules as being Currencies are Currencies. A Currency must have a Name (which must not be the name of any other Currency), a minimum unit quantity, a Recordkeepor, and a Mintor. The Mintor of a Currency is the Mint if it is not otherwise defined. The minimum unit quantity (MUQ) of a Currency is the smallest amount of that Currency which may be transferred. All transfers, holdings, and calculations involving a given Currency shall be rounded off to the nearest multiple of its MUQ. The MUQ of a given Currency is 1, unless another Rule specifies a different MUQ for that Currency. The Recordkeepor of a Currency is the Player who is required to maintain a record of the amount of that Currency held in the various Treasuries which exist. If a Currency ceases to have a valid Recordkeepor, the Banker (or, in eir absence, the Speaker) shall fulfill that responsibility until a new Recordkeepor is selected according to the appropriate procedures. If no procedure exists to select a new recordkeepor, all units of the Currency are instead destroyed, and the Currency ceases to exist. The Mintor of a Currency is the Nomic Entity which is authorized to create and destroy units of that Currency. If the Mintor of a Currency ceases to exist, all units of the Currency are immediately destroyed, and the Currency also ceases to exist. The Banker shall maintain a record of all existing Currencies and their MUQs, Recordkeepors, and Mintors. History: Created by Proposal 1601, Jun. 19 1995 Amended(1) by Proposal 1685, Sep. 1 1995 ---------------------------------------- Rule 1468/0 (Mutable, MI=1) Definition of a Treasury A Treasury is a repository for holding Currencies. Currencies may exist only within a Treasury. A Treasury may contain a positive, negative, or zero quantity of a given Currency, unless otherwise prohibited by the Rules. Currencies may be transferred between Treasuries only as specified in the Rules. Only those Nomic Entities which are authorized by the Rules to possess Treasuries may possess Treasuries. No Treasury may be possessed by more than one Nomic Entity. The possession of Treasuries may never be changed, once created. Each Player and each Group has a Treasury of its own. Whenever an Entity possesses only one Treasury, it shall be a permissible and unambiguous abbreviation to state that the Entity possesses the Currencies within its Treasury. [CFJ 802: If an Entity ceases to exist, its Treasury does too.] History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1469/2 (Mutable, MI=1) Creation and Destruction of Treasuries Whenever an Entity which is permitted to possess a Treasury is created, or an existing Entity is granted the permission to possess a Treasury, a Treasury is created for that Entity. Such a new Treasury shall initially contain no Currencies, unless otherwise specified in the Rules. Whenever an Entity which possesses a Treasury ceases to exist or ceases to be permitted to possess a Treasury, all Currencies within are immediately transferred to the Treasuries of the Mintors of the respective Currencies, and the Treasury itself is destroyed. The Banker shall report the creation or destruction of a Treasury to the Public Forum as soon as possible after such creation or destruction takes place, unless this creation or destruction is the immediate and direct consequence of an action which is also required to be reported in the Public Forum, in which case that notification is sufficient, and no further notification is required of the Banker. A legal notification of the destruction of a Treasury is also, by implication, a report of the transfer of all Currencies within that Treasury to their Mintors as required by this Rule. History: Created by Proposal 1601, Jun. 19 1995 Amended(1) by Proposal 1698, Sep. 1 1995 Amended(2) by Proposal 1705, Sep. 4 1995 ---------------------------------------- Rule 1478/0 (Mutable, MI=1) Executors The Rules may, for any given non-Player Nomic Entity, specify a Player, or the means to designate a Player, who shall act as the Executor of that Entity. The Executor of a non-Player Nomic Entity shall have the legal authority to act on behalf of that Entity, as if e were that Entity. The Rules may also specify constraints on how the Executor of an Entity may act. If a non-Player Nomic Entity has no Executor, it may not act except as specifically required of it by the Rules. The Executor of a Group is that Group's Vizier. For the sake of completeness, a Player is eir own Executor. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1471/0 (Mutable, MI=1) Creation and Destruction of Currencies The Mintor of a Currency may, at any time, create new units of that Currency, so long as this creation is permitted by the Rules. These newly-created units of Currency are placed in the Treasury of the Mintor. Units of Currency may not otherwise be created except as specifically authorized by the Rules. The Mintor of a Currency may, at any time, destroy those units of that Currency which it currently possesses in its Treasury, so long as this destruction is permitted by the Rules. Units of Currency may not be otherwise destroyed except as specifically authorized by the Rules. If the Mintor of a Currency ceases to exist, or ceases to have the authority to be a Mintor, then all units of that Currency are immediately destroyed, and Currency ceases to exist. The Mintor of the Currency shall notify the Recordkeepor of the Currency as soon as possible after it creates or destroys Units of Currency. A Mintor must have a Treasury. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1472/2 (Mutable, MI=1) Transfer of Currencies It shall be legal to transfer Currencies between Treasuries, provided this is done in accordance with the Rules. Every transfer shall involve a positive amount of exactly one Currency, which shall be transferred from exactly one Treasury into exactly one other Treasury. Every transfer has an initiator, which is the Entity which causes the transfer to take place. A transfer which is explicitly and directly required to take place by a Rule is initiated by that Rule, and is called a Class I Transfer. A transfer which is required to take place by an Entity (other than the Rules) to which the Rules have granted the power to require Currency Transfers to take place is initiated by that Entity (_not_ the Rule which grants that power to that Entity), and is called a Class II Transfer. A transfer which is not required to take place, and which is instead the consequence of a Player's action, is initiated by that Player, and is a called a Class III Transfer. For the purpose of this Rule, a Rule, or an Entity other than the Rules to which the Rules have granted the power to require Players to perform actions, which requires a Player to initiate a transfer is _not_ requiring the transfer. Such a transfer is a Class III transfer initiated by that Player. This Rule takes precedence over any Rule which would require a Player to initiate a transfer which is prohibited by this Rule. A Class I transfer is not permitted if there is no Rule which specifies a Player who is to detect and report the transfer. A Class II transfer is not permitted if there is no Rule, or Entity other than the Rules to which the Rules have granted the power to require Players to perform actions, which specifies a Player who is to detect and report the transfer. A Class II or Class III Transfer is not permitted if the Treasury from which the Currency is being transferred will possess a negative quantity of that Currency after the transfer has been completed. A Class III Transfer is not permitted unless the transfer is initiated by the Executor of the Owner of the Treasury from which the Currency is being transferred. This Rule takes precedence over any Rule which would permit a transfer prohibited by this Rule. The Recordkeepor of a Currency must be notified of a transfer involving that Currency within seven days, unless another Rule specifies a different time limit for reporting a certain type of transfer. For a Class I or Class II transfer, the notification shall be made by the Player required to detect and report it. For a Class III transfer, the notification shall be made by the Player who initiated it. Class I and Class II transfers take place at the time they are required to take place. Class III transfers take place at the time they are reported. [CFJ 793: Notification may take place as part of an Official Report to the Public Forum.] History: Created by Proposal 1601, Jun. 19 1995 Amended(1) by Proposal 1649, Aug. 1 1995 Amended(2) by Proposal 1702, Sep. 1 1995 ---------------------------------------- Rule 1466/3 (Mutable, MI=1) Currency Directives There is a type of Directive, called a Currency Directive. If adopted, they have the effect of specifying the Currency holdings contained in an Entity or Entities' Treasury or Treasuries. They may have no other effects. [CFJ 781: Such Directives specify the Currency Holdings only at the instant they are adopted.] History: Created by Proposal 1596, Jun. 2 1995 Amended(1) by Proposal 1637, Jul. 25 1995 Null-amended(2) by Proposal 1640, Aug. 1 1995 Amended(3) by Proposal 1669, Aug. 18 1995 ---------------------------------------- ======================================= The Scorekeepor and Points This Category includes Rules concerning the Office of Scorekeepor, the recordkeeping of Scores, and miscellaneous Rules regulating point changes. (I.e. a Rule specifying a point change goes here only if no other Category is appropriate.) ---------------------------------------- Rule 901/2 (Mutable, MI=1) The Scorekeepor There shall be an Office called the Scorekeepor. The Scorekeepor shall, in addition to eir other duties, detect and report as soon as possible whenever a Player has Won the Game due to a Win by Points. The Salary of the Scorekeepor shall be 5 Points per Week. History: ... Amended(1) by Proposal 1328, Nov. 22 1994 Amended(2) by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1475/0 (Mutable, MI=1) Points Points are a Currency. The MUQ of Points is 0.1. The Recordkeepor for Points is the Scorekeepor, or, in eir absence, the Speaker. The Mintor for Points is the Mint. The Scorekeepor shall post at least once every Nomic Week an Official Report to the Public Forum detailing the number of Points held in every Treasury, and the changes thereof since at least the last such report. All transfers involving Points shall be reported to the Public Forum. This takes precedence over any Rule which might not require, or which might prohibit, the reporting of a transfer to the Public Forum. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1511/0 (Mutable, MI=1) Limitations on Point Ownership and Transfer A transfer of Points is legal only if the transfer is from the Bank and to a Player's Treasury, if it is from a Player's Treasury and to the Bank, or if the transfer is of the sort specifically required by this Rule. All other transfers of Points are illegal. If, for any reason, an Treasury belonging to an entity which is neither the Mint nor a Player contains a non-zero number of Points, all the Points in that Treasury shall be immediately transferred to the Bank, and a commensurate number of Marks computed using the primary Mark Exchange Rate shall be transferred from the Bank to that Treasury. Such transfers shall be detected and reported by the Scorekeepor. This Rule takes precedence over all other Rules which determine the legality of Currency transfers. History: Created by Proposal 1691, Sep. 1 1995 ---------------------------------------- Rule 726/4 (Mutable, MI=1) Starting Points When a new Player enters the Game, e shall receive from the Bank a number of Points equal to the median of the number of Points held by all Active Players. The Scorekeepor shall detect and report all transfers which occur under this Rule. History: ... Amended(1) by Proposal 1601, Jun. 19 1995 Infected and amended(2) by Rule 1454, Aug. 14 1995 Amended(3) by Proposal 1679, Aug. 22 1995 Amended(4) by Proposal 1705, Sep. 4 1995 ---------------------------------------- ======================================= Marks and the Banker This Category includes Rules concerning the Currency of Marks and the Office of Banker, as well as the Mint and the Bank. ---------------------------------------- Rule 1548/0 (Mutable, MI=1) The Banker Let there be an Office called the Banker. The Banker has a weekly salary of 5 points. History: Created by Proposal 2039, Dec. 4 1995 ---------------------------------------- Rule 1470/0 (Mutable, MI=1) The Mint and the Bank There shall exist a Nomic Entity called the Mint. The Mint shall have a Treasury known as the Bank. The Mint may never transfer Currencies from its Treasury, or create or destroy any of the Currencies of which it is the Mintor, except as specifically authorized to do so in the Rules. The Mint shall not have an Executor. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1473/0 (Mutable, MI=1) Marks Marks are a Currency. The MUQ of Marks is 0.01. The Recordkeepor for Marks is the Banker, or, in eir absence, the Speaker. The Mintor for Marks is the Mint. The Banker shall post at least once every Nomic Week an Official Report to the Public Forum detailing the number of Marks held in every Treasury, and the changes thereof since at least the last such report. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1510/0 (Mutable, MI=1) Mark Exchange Rates There shall be two Mark Exchange Rates: the primary exchange rate, which shall apply for most voluntary and involuntary trades of Points for Marks; and the secondary exchange rate, which shall apply when Points are automatically exchanged for Marks at the end of a Game. All Mark Exchange Rates shall be applicable to any quantity of Currency, within MUQ limits. The primary Mark Exchange Rate shall be 1 Point to 1 Mark. The secondary Mark Exchange Rate shall be 1.5 Points to 1 Mark. History: Created by Proposal 1691, Sep. 1 1995 ---------------------------------------- Rule 1479/0 (Mutable, MI=1) Point Penalties and Awards Whenever a Rule calls for a Player to lose a number of Points without specifying where these Points shall be transferred to, the Player shall be required to transfer that number of Points from eir own Treasury to the Bank. Whenever a Rule calls for a Player to receive a number of Points, but does not specify where the Points shall be received from, that number of Points shall be transferred from the Bank to that Player's Treasury. The payment of all Salaries shall be by transfer of Points from the Bank to that of the Player receiving the Salary. All of these transfers are involuntary in nature. History: Created by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1080/1 (Mutable, MI=1) Starting Marks When a new Player enters the Game, e shall receive 3 Marks from the Bank; however, if the new Player has previously been a Player within the last three months, e shall receive however many Marks e had when e left, or 3 Marks, whichever is less. History: ... Amended(1) by Proposal 1601, Jun. 19 1995 ---------------------------------------- Rule 1034/4 (Mutable, MI=1) Purchase of Marks An Entity which possesses Points in any of its Treasuries is permitted to convert any or all of those Points to Marks. E does so by sending a message to the Scorekeepor indicating that e wishes to do so, also specifying how many Points e wishes to convert, and the Treasury from which this Points are to be removed (if the Entity possess more than one Treasury). When such a message is sent, if the Treasury specified is owned by the Entity requesting the exchange and contains at least as many Points as are to be converted, then that many Points are transferred from that Treasury to the Bank, and, simultaneously, a commensurate number of Marks computed using the primary Mark Exchange Rate are transferred from the Bank to that Treasury. All these transfers shall be detected and reported by the Scorekeepor, as soon as possible after they take place. History: ... Amended(1) by Proposal 1347, Nov. 29 1994 Amended(2) by Proposal 1601, Jun. 19 1995 Amended(3) by Proposal 1691, Sep. 1 1995 Amended(4) by Proposal 1743, Oct. 15 1995 ---------------------------------------- ======================================= Extra Votes This Category includes Rules concerning the Currency of Extra Votes. ---------------------------------------- Rule 1477/0 (Mutable, MI=1) Extra Votes Extra Votes are a Currency. The MUQ of Extra Votes is 1. The Recordkeepor for Extra Votes is the Assessor, or, in eir absence, the Speaker. The Mintor of Extra Votes is the Mint. History: Created by Rule 1601, Jun. 19 1995 ---------------------------------------- Rule 1442/6 (Mutable, MI=1) Using Extra Votes Provided that e possesses sufficient Extra Votes, a Player may use them to cast extra Votes on a Proposal up to the maximum allowed to them for that Proposal, as specified in other Rules. A Player casts an extra Vote by notifying the Assessor that e is doing so, at the same time specifying the Proposal upon which the Vote is cast, and the Vote itself. If, at the moment the Player casts an extra Vote, e possesses at least one Extra Vote, then the casted Vote is legal, and one Extra Vote is transferred from the Treasury of the Player to the Bank. Otherwise, the casted Vote is not legal, and no transfer takes place. All transfers required by this Rule shall be detected and reported by the Assessor. [CFJ 791: "Using" Extra Votes is synonymous with "casting" them. EVs are Votes as well as Currencies.] History: Created by Proposal 1479, Mar. 15 1995 Amended(1) by Proposal 1533, Mar. 24 1995 Amended(2) by Proposal 1538, Apr. 4 1995 Amended(3) by Proposal 1544, Apr. 14 1995 Amended(4) by Proposal 1565, Apr. 28 1995 Amended(5) by Proposal 1601, Jun. 19 1995 Amended(6) by Proposal 1625, Jul. 17 1995 ---------------------------------------- Rule 1525/0 (Mutable, MI=1) One EV a Week for Successful Proposals At the beginning of each Nomic Week, every Player who had previously proposed a Proposal which was subsequently adopted during the Nomic Week immediately preceding shall receive one Extra Vote from the Bank. These transfers shall be detected and reported by the Assessor. History: Created by Proposal 1745, Oct. 15 1995 ---------------------------------------- Rule 1488/1 (Mutable, MI=1) The Nomic Potato Let there be an Entity known as the Nomic Potato. There is only one Potato which cannot be destroyed. The Potato can be possessed by any Agora Player who owns Extra Votes (EVs). A Player with no EVs cannot possess the Potato, and if the Player possessing the Potato ever ceases to own EVs, e also loses possession of the Potato. If the Potato's possessor ceases to possess the Potato though ceasing to own EVs, or ceasing to be a Player, or in any other way not otherwise described by the Rules pertaining to the Nomic Potato, the possession of the Potato immediately passes to the Player who owns the greatest number of EVs. If more than one Player is tied for the greatest number of EVs, the Potato is transferred to the tied Player who: i) Has not previously possessed the Potato; providing all other tied Players have previously possessed the Potato. ii) Has not possessed the Potato for the longest consecutive period of time immediately prior to the Potato's transfer; providing all other tied Players have previously possessed the Potato. iii) has been randomly selected by the Assessor, provided neither i) or ii) apply. As long as at least one Player owns EVs, the Potato is always in some Player's possession. The only time that the Potato is not possessed by a Player is when no Player owns EVs. The Assessor keeps track of who possesses the Potato. History: Created by Proposal 1647, Aug. 6 1995 Amended(1) by Proposal 1763, Oct. 21 1995 ---------------------------------------- Rule 1490/3 (Mutable, MI=1) Benefits and Hazards of possessing the Potato The Player possessing the Potato receives the following benefits: i) e receives five points from the Bank for every full Nomic week e possesses the Potato. ii) e receives three points from the Bank for every EV e spends while e possesses the Potato. (These points are received at the time the vote is cast, and the Potato must be possessed at that time.) iii) e receives fifteen points and 1 EV from the Bank when another Player spends five points to transfer the Potato away from eir possession. The Player possessing the Potato suffers the following penalties: i) e loses two EVs for every full Nomic week e possesses the Potato and does not spend at least one EV while voting. (This does not apply during any Nomic Week in which no Proposals are up for vote.) ii) e loses two EVs if e possesses the Potato at the End of the Game. Point changes as a result of this Rule are Reported to the Scorekeepor by the Assessor. EV changes as a result of this rule are detected by the Assessor. EVs lost are transferred to the Bank. EVs gained are transferred from the Bank. History: Created by Proposal 1647, Aug. 6 1995 Amended(1) by Proposal 1710, Sep. 12 1995 Amended(2) by Proposal 1773, Nov. 6 1995 Amended(3) by Proposal 1774, Nov. 6 1995 ---------------------------------------- Rule 1489/0 (Mutable, MI=1) The Potato is Transferred Any Player who does not possess the Potato can spend five points to transfer the Potato to any Player who can legally own the Potato. (This can even be to the transferring Player, provided e may possess the Potato.) Each Player is limited to one such transfer every week. The transfer is made when the transferring Player posts a message in the Public Forum, reporting to the Assessor which Player the Potato is being transferred to. If the Player being transferred to is eligible to possess the Potato, and the transferring Player possesses at least five points, the transfer is made and the Assessor reports the transferring Player's score change to the Scorekeepor. The five points go to the Bank. History: Created by Proposal 1647, Aug. 6 1995 ---------------------------------------- ======================================= Powers This Category includes Rules concerning the Currency of Powers. ---------------------------------------- Rule 1517/0 (Mutable, MI=1) Definition of the Powers There is a class of Nomic Entities called the Powers. An Entity is a Power if and only if it designated by the Rules to be so. Powers are a Currency. The Mintor of the Powers is the Mint. The Recordkeepor for the Powers is the Assessor. Instances of Powers are called Cards. A Player may use a Power only if e possesses a Card of that Power. A Player uses a Power by 'casting' it upon an Active Player, which may be emself. Powers may only be cast by Active Players. A Player must inform the Assessor whenever e casts a Power, otherwise the Power is not legally cast. The casting Player is called the Caster. Rules which create specific Powers may specify that that Power may not be cast or may only be cast by certain Players, or on certain Players. If the casting of a Power requires the specification by the Caster of a Proposal or Proposals to which it applies, then all Proposals so specified by the Caster must be ones for which the Voting Period has commenced and not yet concluded, or the Power is not legally cast. If a Card of such a Power is legally cast, it is In Limbo until the Voting Periods of all specified Proposals have ended. The following are generally true of all Cards, unless a Rule defining a specific Power says otherwise of the Power which that Rule defines: 1) exactly one Card of a given type exists at any time. 2) when a Card is not held by any Player, it is held by the Bank. 3) provided that the Bank holds at least one Card of a given type, Players may purchase a Card of that type from the Bank. 4) the purchase price of a Card is 30 Marks. 5) when a Player uses a Card, or if e does not use it within a week of having acquired it, either from the Bank or from another Player, it is returned to the Bank. 6) a Player who possesses a Card but who has not yet made use of it may trade it to another Player as e sees fit. 7) Cards which are In Limbo may not be cast. The Assessor is responsible for detecting and reporting all transfers which occur as a result of the use of Powers. History: Created by Proposal 1719, Sep. 19 1995 ---------------------------------------- Rule 1518/1 (Mutable, MI=1) Purchasing and Trading Powers No Player may possess more than two Cards in any ten day period. This restriction is called 'the ten day restriction'. For the purposes of this Rule, each acquisition of a Card by a Player counts as a new possession of a Card by that Player. If the transfer of a Card to Player would result in that Player violating the ten day restriction, then the transfer is cancelled and does not take place. This Rule takes precedence over any Rule which requires or permits transfers prohibited by this Rule from taking place. A Player purchases a Card from the Bank by sending a message to the Public Forum indicating that e transfers the purchase price of that Card to the Bank, and indicating which Card it is that e wishes to purchase, provided that the purchase does not violate the ten day restriction. A Player trades a Card to another Player by sending a message to the Public Forum indicating that e transfers the Card to that Player, provided that the trade does not violate the ten day restriction. This Rule takes precedence over other Rules which would permit these transactions to take place without notification in the Public Forum. History: Created by Proposal 1719, Sep. 19 1995 Amended(1) by Proposal 2041, Dec. 11 1995 ---------------------------------------- Rule 1520/1 (Mutable, MI=1) The Power of Immunity There is a Power called the Power of Immunity. There are 4 Immunity Cards. A Player who possesses an Immunity Card may only cast the Power on emself. A Player upon whom the Power of Immunity is cast is called an Immune Player. A Card of the Power of Immunity is in Limbo for ten days after it is cast. The effect of the Power of Immunity is to neutralize the effects of Powers upon the Immune Player, other than those Powers cast by the Immune Player emself, for a period commencing three days prior to the casting of the Power, and concluding ten days after the Power is cast. A Power which is neutralized in this way is called a Neutralized Power. The Power of Immunity does not cancel the castings of Neutralized Powers upon an Immune Player; rather, it deprives them of any effects on an Immune Player which they might otherwise have. The purchase price of a Power which is Neutralized because a Player is Immune is transferred from the Bank to the Caster of the Neutralized Power. For a Neutralized Power which has been cast prior to the casting of the Power of Immunity, this transfer takes place when the Power of Immunity is cast. For a Neutralized Power which is cast after the Power of Immunity is cast, this transfer takes place at the time the Neutralized Power is cast. The Assessor is responsible for detecting these transfers and reporting them to the appropriate Recordkeepor. This Rules takes precedence over all other Rules which define specific Powers. History: Created by Proposal 1724, Oct. 6 1995 Amended(1) by Proposal 1778, Nov. 6 1995 ---------------------------------------- Rule 1521/1 (Mutable, MI=1) The Oracle Power There is a Power called the Oracle Power. There are two Oracle Cards. The Player upon whom the Oracle Power is cast is called the Oracle. The Oracle Power may not be cast by or on the Assessor. When a Player is the Oracle, e must predict whether a particular Proposal, specified by the Caster, will pass or fail. This prediction must be made in a message to the Public Forum, before the end of the Voting Period on that Proposal. The Oracle may predict at most one of the outcomes, pass or fail. If the Oracle predicts the outcome of the vote on that Proposal correctly, then 10 points and are transferred from the Caster to the Bank, and from the Bank to the Oracle. If the prediction of the Oracle is incorrect, or if the Oracle makes no prediction before the close of the Voting Period, then 3 Extra Votes are transferred from the Oracle to the Caster, and 50 points are transferred from the Oracle to the Bank, and from the Bank to the Caster. The Caster casts the Oracle Power upon a Player by sending a message to the Public Forum specifying that that Player is to be the Oracle. In the same message, the Caster must also state on which Proposal the Oracle is to make eir prediction. This Proposal must be one for which the first half of the Voting Period has not yet finished, at the time the message appears in the Public Forum. Unless all these conditions are met, the Power is not legally cast. In the case where the casting of the Oracle Power conflicts in its effects with the casting of another Power, then unless the other Power explicitly claims precedence over all other Rules which define specific Powers, this Rule takes precedence over that other Rule if the Oracle Power was cast later than the Power defined by the other Rule, and defers to it if the Oracle Power was cast earlier than the Power defined in the other Rule. Otherwise, this Rule defers to the other Rule. The Assessor is responsible for detecting and reporting all transfers which occur as a result of this Rule. History: Created by Proposal 1725, Oct. 6 1995 Amended(1) by Proposal 1765, Oct. 31 1995 ---------------------------------------- Rule 1522/0 (Mutable, MI=1) The Power of Influence There is a Power called the Power of Influence. A Player on whom the Power of Influence is cast is called an Influential Player. The effect of the Power of Influence is to increase the maximum number of votes which the Influential Player may cast on a single Proposal, specified by the Caster, called the Influenced Proposal. The maximum number of votes which may be cast by the Influential Player on the Influenced Proposal may be increased to 3, 4, or 5 votes, depending on the price last paid to the Bank in order to purchase the Power. The purchase price of the Power of Influence increases according to the extent of the Influence granted by the use of the Power, and this greater influence is granted by the Power of Influence only if the Bank is paid for it, as set out below: A maximum of 3 votes : 30 Marks A maximum of 4 votes : 60 Marks A maximum of 5 votes : 120 Marks A Player casts the Power of Influence by sending a message to the Assessor specifying which player is to be the Influential Player, and which Proposal is to be the Influential Proposal. In the case where the casting of the Power of Influence conflicts in its effects with the casting of another Power, then unless the other Power explicitly claims precedence over all other Rules which define specific Powers, this Rule takes precedence over that other Rule if the Power of Influence was cast later than the Power defined by the other Rule, and defers to it if the Power of Influence was cast earlier than the Power defined in the other Rule. Otherwise, this Rule defers to the other Rule. History: Created by Proposal 1728, Oct. 6 1995 ---------------------------------------- Rule 1523/0 (Mutable, MI=1) The Power of Quiet There is Power called the Power of Quiet. There are 3 Quiet Cards. The purchase price for each of these Cards is 10 Marks. The effect of this Power is to prevent the Player on whom it is cast, called the Quiet Player, from casting any Extra Votes on a Proposal specified by the Caster, called the Quiet Proposal. The Power of Quiet may not be cast by the Assessor. A Quiet Player is not permitted to cast Extra Votes on their Quiet Proposal. If a Quiet Player has already cast Extra Votes on their Quiet Proposal at the time they become Quiet, then these Extra Votes are without effect on the Quiet Proposal, and Extra Votes equal in number to those cast by the Quiet Player on the Quiet Proposal are transferred from the Bank to the Quiet Player. The Assessor is responsible for detecting and reporting these transfers. The Caster casts the Power of Quiet by sending a message to the Assessor unambiguously identifying the Player who is to be the Quiet Player, and the Proposal which is to be the Quiet Proposal. Unless this condition is met, the Power is not legally cast. This Rule takes precedence over other Rules which describe the circumstances in which Players may legally cast Extra Votes, with the exception of Rules which describe the effects of other Powers. This Rule also takes precedence over other Rules which describe the effects of legally cast Extra Votes on Proposals. In the case where the casting of the Quiet Power conflicts in its effects with the casting of another Power, then unless the other Power explicitly claims precedence over all other Rules which define specific Powers, this Rule takes precedence over that other Rule if the Quiet Power was cast later than the Power defined by the other Rule, and defers to it if the Quiet Power was cast earlier than the Power defined in the other Rule. Otherwise, this Rule defers to the Rule defining the other Power. History: Created by Proposal 1729, Oct. 6 1995 ---------------------------------------- Rule 1540/0 (Mutable, MI=1) The Skeptic Power There is a Power called the Skeptic Power. There are two Skeptic Cards. The Caster of the Skeptic Power is called the Skeptic; the Player on whom the Skeptic Power is cast is called the Believer. The Skeptic Power may not be cast by or on the Assessor. A Player casts the Skeptic Power by sending a message to the Public Forum clearly and unambiguously identifying the Player who is to be the Believer. In the same message, the Skeptic must give the number of a Proposal, called the Doubtful Proposal, which has been proposed by the Believer, for which the first half of the Voting Period has not yet finished, and state that e, the Skeptic, doubts that this Proposal will pass. Unless all these conditions are met, the Power is not legally cast. The Believer must, before the conclusion of the Voting Period of the Doubtful Proposal, indicate in a message to the Public Forum, whether e concurs with or dissents from the doubt of the Skeptic. If e makes no such indication, then e is assumed to have dissented. If the Believer indicates that e concurs with the doubt of the Skeptic, then the Believer is penalized 30 points, which are transferred to the Bank, and from the Bank to the Skeptic. If the Believer dissents from the doubt of the Skeptic, then if the Doubtful Proposal fails, the Believer is penalized 3 Extra Votes, which are transferred from the Believer to the Skeptic, and 50 points, which are transferred from the Believer to the Bank, and from the Bank to the Skeptic. If, however, the Doubtful Proposal passes, then the Skeptic is penalized 3 Extra Votes, which are transferred from the Skeptic to the Believer, and 20 points, which are transferred from the Skeptic to the Bank, and from the Bank to the Believer. In the case where the casting of the Skeptic Power conflicts in its effects with the casting of another Power, then unless the other Power explicitly claims precedence over all other Rules which define specific Powers, this Rule takes precedence over that other Rule if the Skeptic Power was cast later than the Power defined by the other Rule, and defers to it if the Skeptic Power was cast earlier than the Power defined in the other Rule. Otherwise, this Rule defers to the the Rule defining the other Power. The Assessor is responsible for detecting and reporting all Currency transfers which occur as a result of this Rule. History: Created by Proposal 1762, Oct. 31 1995 ---------------------------------------- ======================================= Style Points and the Wizard This Category includes Rules concerning the Currency of Style Points and the Office of the Wizard. ---------------------------------------- Rule 1542/0 (Mutable, MI=1) Style Points Style Points are a Currecncy. The MUQ of Style Points is 0.5. The RecordKeepor and Mintor for Style Points are theWizard. The Wizard shall not create or destroy Style Points except as specified in Rules defining that office. The Wizard is required to detect and report all Style Point transfers. Only a Player may possess Style Points. A transfer of Style Points is only legal if it is between The Wizard's Treasury and a Player's. If, for any reason, a Treasury belonging to an Entity that is not a Player contains a non-zero number of Style Points, all the Style Points in that Treasury are immediately destroyed. At the End of a Game, all Style Points in existence are immediately destroyed, including negative Style Points. History: Created by Proposal 2026, Nov. 28 1995 ---------------------------------------- Rule 1543/0 (Mutable, MI=1) The Wizard There is an Officer known as The Wizard. No Player shall be installed into that Office except as specified in this Rule. The weekly salary of The Wizard is 1 Extra Vote, but it is not awarded if the Player holding the Office has received an Extra Vote in the previous Nomic Week. Whenever a Proposal is Distributed, the Wizard may create up to 3 Style Points and cause them to be transferred to the Player who submitted that Proposal, or cause up to 3 Style Points to be transferred from that Player to emself and be destroyed. He shall report that transfer, including reasons for eir decision, to the Public Forum as soon as possible after a Proposal is Distributed. The Wizard may not award emself Style Points, i.e. any Style Points e creates must be transferred to another Player. After a Game ends, the Player who had the most Style Points just before the End of the Game and was not The Wizard becomes The Wizard. In the event of a tie, a Player sshall be randomly selected among the Players with the most Style Points and become The Wizard. The Wizard is responsible for such selection and must announce who has become The Wizard as soon as possible after the End of a Game. History: Created by Proposal 2026, Nov. 28 1995 ---------------------------------------- ======================================= Blots and the Immaculate This Category includes Rules concerning Blots or the lack thereof, and the Office of the Tabulator ---------------------------------------- Rule 1435/0 (Mutable, MI=1) Definition of Blots and Immaculate Let there be an Entity called a Blot. At all times all Players possess an integral number of Blots equal to or greater than zero. Any Player with zero Blots is referred to as Immaculate. Any new Player, or a Player with no recorded Blots, shall be Immaculate. Blots may never be transferred between Players. A Player who is not Immaculate can't Win the Game. This Rule takes precedence over any other rule defining who is eligible to Win. History: Created by Proposal 1457, Mar. 1 1995 ---------------------------------------- Rule 1436/2 (Mutable, MI=1) The Tabulator Let there be the Office of Tabulator. A vacant Office of Tabulator is filled in the usual manner, but the Scorekeepor or Herald may not become Tabulator, nor may the Tabulator become Scorekeepor or Herald. The Tabulator is the Officer responsible for keeping track of the Blots possessed by each Player, as well as all ex-Players who have Blots. The Tabulator may have other duties as defined in the Rules. Once a Week The Tabulator shall post to the Public Forum a report of the Blots held by each Player. If a Player has earned Blots since the last report, this report must publicize the reason for the gain in Blots. The Tabulator's salary shall be four Points per Week. If any Rule mandates a change in Blots, but does not also specifically state the Player who is Legally Responsible for detecting the change and reporting it to the Tabulator, then the change in Blots is canceled. If a Blot change is not reported within four Weeks of its occurrence, or by the end of the Game in which it occurred, whichever is sooner, the change in Blots is cancelled. History: Created by Proposal 1457, Mar. 1 1995 Amended(1) by Proposal 1494, Mar. 15 1995 Amended(2) by Proposal 1735, Oct. 15 1995 ---------------------------------------- Rule 1439/1 (Mutable, MI=1) Blots Due to a CFJ If a Call For Judgment (CFJ) clearly alleging that a Player has violated a specific Rule is found to be TRUE, the Player receives Blots equal to the Mutability Index of the violated Rule rounded down to the nearest whole integer, or four Blots if its Mutability Index exceeds four. This Rule defers to the wording of the violated Rule when it defines a Blot penalty in the specific case of a CFJ, or specifically forbids Blot penalties in the case of a CFJ. The Player who initially called for the CFJ has the Legal Responsibility to report Blots due to the CFJ to the Tabulator. If such a Judgement is overturned upon appeal, then the Player who received Blots shall lose the same number of Blots as were given due to the initial Judgement of the CFJ, unless e already had fewer than that number of Blots, in which case e shall lose all his Blots. The Player losing the Blots has responsibility for reporting that loss to the Tabulator History: Created by Proposal 1460, Mar. 1 1995 Amended(1) by Proposal 1674, Aug. 22 1995 ---------------------------------------- Rule 1440/1 (Mutable, MI=1) Erasing Blots A Player may Erase eir Blots by spending five Points for each Blot Erased. A Player may Erase any number of Blots as long as e does not reduce eir Point total below zero. A Player with less than five Points may not Erase Blots. The Player must notify both the Scorekeepor and the Tabulator, in the Public Forum, of the number of Blots e is erasing, and the number of Points e is spending to do so. If this requires more Points than the Player has at the time of the request, then no Blots are erased, and no Points are lost. If there are sufficient Points, the Player's Point and Blot totals are reduced by the requested amount. Other rules may define additional methods of Erasing Blots. History: Created by Proposal 1461, Mar. 1 1995 Amended(1) by Proposal 1613, Jul. 10 1995 ---------------------------------------- Rule 1441/0 (Mutable, MI=1) Blots upon Starting a New Game Upon beginning a new Game, any Player with Blots immediately loses Points equal to the number of eir Blots. Every Player who is not Immaculate has eir total Blots halved, rounding down to the next lower integer. This halving will never reduce a Player's total Blots below one. Detecting and reporting this Blot change is the Tabulator's responsibility. The Tabulator reports the Point losses to the Scorekeepor. History: Created by Proposal 1462, Mar. 1 1995 ---------------------------------------- Rule 1437/0 (Mutable, MI=1) Blots and Reregistration If a Player who is not Immaculate is deregistered and subsequently returns to the Game, e returns with B/(2^T) Blots, where B is the number of Blots the Player had upon deregistering, and T is the number of months since eir deregistration. The number of Blots thus received is rounded down to the next whole integer, but not reduced below one Blot. If a Immaculate Player deregisters, e is also Immaculate upon returning to the Game. If a former Player returns to the Game and has no Blots recorded, e is Immaculate upon eir return. Blot Changes due to this Rule are detected and reported by the Tabulator. History: Created by Proposal 1458, Mar. 1 1995 ---------------------------------------- ======================================= Winning a Game, and the End of a Game This Category includes Rules specifying the winner of the Game and actions taken upon the end of a Game. ---------------------------------------- Rule 112/2 (Semimutable, MI=3) Ways to Win and Preclusions Thereof Ways for a Player to Win a Game may be defined by other Rules. Also, ways to prevent a Player from Winning a Game may be defined by other Rules. A Player Wins whenever a Win condition defined by one or more of those Rules occurs for that Player, provided that no Win-Preventing conditions are also occurring at that time for that Player. If no other Rule defining a way to Win exists, then a Player Wins upon each Winter and Summer Solstice, and upon each Vernal and Autumnal Equinox, with the Winner being chosen randomly by the Speaker from among all Voters not on Hold who are not ineligible to Win because of an applicable Win-preventing Rule. History: Initial Immutable Rule 112, Jun. 30 1993 Mutated from MI=Unanimity to MI=3 by Proposal 1268, Oct. 19 1994 Amended(1) by Proposal 1451, Mar. 1 1995 Amended(2) by Proposal 1735, Oct. 15 1995 ---------------------------------------- Rule 724/3 (Mutable, MI=1) Winning the Game The Winner is the first Active Voter to achieve sufficiently many Points. The minimum number of Points required for Player X to Win is 10*N*(1+G/6), where N is the number of Players currently registered in the Game, and G is the number of Games which Player X has already won. The value (1+G/6) is known as the "Handicap Factor". If more than one Voter achieves this condition simultaneously, then all such Voters Win. History: ... Amended(1) by Proposal 1403, Jan. 29 1995 Amended(2) by Proposal 1422, Feb. 7 1995 Amended(3) by Proposal 1449, Mar. 1 1995 ---------------------------------------- Rule 1498/0 (Mutable, MI=1) Another Way to Win Another Way to Win If, at any time, there is only one Immaculate Player, that Player may Win the Game by announcing this fact to the Public Forum, providing that Player has not also Won the previous Game in this manner. History: Created by Proposal 1671, Aug. 22 1995 ---------------------------------------- Rule 1433/2 (Mutable, MI=1) End of a Game Due to a Win A Game ends when a Win occurs. If there is more than one simultaneous Winner, there is nevertheless only one Game end. When a Game ends due to a Win: - If there is only one Winner, that Voter becomes the Speaker-Elect. If there was already a Speaker-Elect, the old Speaker-Elect ceases to be Speaker-Elect. - If there is more than one Winner, the Winner with the highest Point total becomes the Speaker-Elect. If more than one Winner is tied for the highest score, the Speaker randomly selects one of them to be Speaker-Elect. If there was already a Speaker-Elect, the old Speaker-Elect ceases to be Speaker-Elect. - For every Treasury other than the Bank, if that Treasury possesses Points, a commensurate number of Marks computed using the secondary Mark Exchange Rate are transferred from the Bank to that Treasury, and all Points in that Treasury are transferred to the Bank. These transfers are to be detected and reported by the Scorekeepor. - A new Game is begun. All Rules and Proposals retain the status they had at the end of the old Game. History: Created by Proposal 1450, Mar. 1 1995 Amended(1) by Proposal 1601, Jun. 19 1995 Amended(2) by Proposal 1691, Sep. 1 1995 ---------------------------------------- Rule 755/1 (Mutable, MI=1) Champions Let there be known the Patent Title known as Champion. This Patent Title shall be given to every Player who Wins a Game of eNomic, or who has Won a Game of eNomic. This Patent Title shall be awarded automatically, without need for a Proposal. If a Player Wins a Game despite a handicap factor X, then that Player shall instead receive the Patent Title "Champion*X", substituting for X the ratio of the Points required for that Player to Win, over the Points required for an unhandicapped Player to Win. [CFJ 812: "eNomic" includes Agora. It may or may not include other Nomics played via electronic media.] History: ... Amended by Proposal 2042, Dec. 11 1995 ---------------------------------------- Rule 1465/2 (Mutable, MI=1) Champion's Reward Any Player who wins a game after the creation of this Rule shall be granted the Champion's Reward: the right to cast a third vote on Proposals. The Champion's Reward shall be granted to a winning Player beginning at the start of the first full Nomic Week after the the legal and correct announcement that that Player has won a game. The Champion's Reward shall last for four Nomic weeks from this time, and is then withdrawn from that Player. Responsibility is given to the Registrar to accurately record in eir Report the times of commencement and conclusion of of all Champion's Rewards which have been granted and have not yet been withdrawn. In addition, ten Extra Votes shall be transferred from the Bank to any Player who wins a game after the creation of this Rule, at the commencement of that Player's Champion's Reward. History: Created by Proposal 1594, Jun. 2 1995 Amended(1) by Proposal 1663, Aug. 18 1995 Amended(2) by Proposal 1721, Oct. 6 1995 ---------------------------------------- Rule 388/1 (Mutable, MI=1) Game Status When a New Game Begins Whenever a new game of Nomic is begun, the status of the new Game when it begins shall be the same as the status of the old Game when it ended, in all respects where the Rules do not specify otherwise. History: ... Amended(1) by Proposal 1734, Oct. 15 1995 ---------------------------------------- Rule 1491/0 (Mutable, MI=1) Win Tokens and the Tabulator Let there be a Currency known as a Win Token. Any Player may possess any number of Win Tokens, which are created, destroyed, transferred, and otherwise manipulated only according to this and other Rules. The Recordkeepor for Win Tokens is the Tabulator. The Tabulator is responsible for keeping track of the status of Win Tokens. E shall post to the Public Forum at least once per Week, a report of the number of Tokens currently possessed by each Player, as well as a description of the changes since the previous report. Additionally, e shall make a report as soon as possible following a Win By Tokens. Upon creation of this Rule, all Players start with 0 Win Tokens. When a Player joins the Game, e starts with 0 Win Tokens. Whenever a Game ends (for any reason), all Win Tokens are destroyed. History: Created by Proposal 1653, Aug. 6 1995 ---------------------------------------- Rule 1492/0 (Mutable, MI=1) Winning by Tokens A Player not on Hold becomes the Winner (a Win By Tokens) when the number of Win Tokens e possesses is at least X greater than the number of Win Tokens possessed by any other Player at that time. X is the number of Players at the time the previous Game ended. The number of Tokens required to Win shall be listed by the Tabulator in eir report. [CFJ 808: "any other Player" means "all other Players individually," not "some arbitrarily chosen other Player."] History: Created by Proposal 1653, Aug. 6 1995 ---------------------------------------- Rule 1493/1 (Mutable, MI=1) Win Token Transfers During each Nomic Week, each Player not on Hold may make 0, 1, 2, or 3 transfers of Win Tokens, in addition to any transfers permitted by default Currency Rules. These transfers occur when a Player sends a legitimate message to the Tabulator, requesting the transfer, which the Tabulator must record. The following are the only legitimate transfers, except that the default Currency Rules may permit other kinds of transfers as well: * 1 Token created and given to any Player, except the requesting Player. * 1 Token removed from any Player and destroyed. * 1 Token moved from any Player to any other Player except the Player making the transfer. This counts as two transfers. [CFJ 809: A transfer as described in this Rule may not cause someone's Win Tokens to be negative.] History: Created by Proposal 1653, Aug. 6 1995 Null-Amended(1) by Proposal 1705, Sep. 4 1995 ---------------------------------------- ======================================= Changing Speakers This Category includes Rules regulating changing the Speaker. ---------------------------------------- Rule 785/2 (Mutable, MI=1) Abandonment of Speakerhood If any Player suspects that the Speaker has Abandoned, e may send a message to all Players calling on the Speaker to announce eir presence. The Speaker must reply to all Players within one week; if e does not, and the Speaker has not changed in that week, e is defined to have Abandoned. If the Speaker has Abandoned, then if there is already a Speaker-Elect e immediately becomes Speaker, and the old Speaker becomes a Voter. If not, a new Speaker shall be chosen according to the Order of Succession, defined elsewhere, with the first Player who called for the Speaker to announce eir Presence as the Arbiter of Succession. The new Speaker shall make reasonable effort to obtain the former Speaker's materials: proposal queue, voting records, etc. but if this is not possible, then the new Speaker shall request that these be resubmitted by the Players. A Speaker who Abandons commits a Class A Crime History: ... Amended(1) by Proposal 1424, Feb. 7 1995 Amended(2) by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 681/3 (Mutable, MI=1) Giving Up Speakership The Speaker may voluntarily give up Speakership by announcing the fact to all Players. If there is already a Speaker-Elect, e remains Speaker-Elect. If not, a Speaker-Elect is chosen according to the Order of Succession, defined elsewhere in the Rules, with the Speaker as the Arbiter of Succession. If a Speaker-Elect chosen by this method ceases to be a Player, a new Speaker-Elect shall be chosen according to the Order of Succession with the Speaker as the Arbiter of Succession. When a Speaker voluntarily gives up Speakership in this manner, the former Speaker shall lose 25 Marks, and e shall further be prevented from Winning until the start of the next Game. History: ... Amended(1) by Proposal 1423, Feb. 7 1995 Amended(2) by Proposal 1695, Sep. 1 1995 Amended(3) by Proposal 1734, Oct. 15 1995 ---------------------------------------- Rule 1375/2 (Mutable, MI=1) Speaker Going On Hold If the Speaker is On Hold, a new Speaker shall be chosen according to the Order of Succession. The Arbiter of Succession shall be the Registrar; unless the Office of Registrar is vacant, or the Speaker is also the Registrar, in which case the Arbiter of Succession is the first Voter to post a message to the Public Forum stating that e is willing to act as Arbiter of Succession. The new Speaker shall make reasonable effort to obtain the former Speaker's materials: proposal queue, voting records, etc., but if this is not possible, then the new Speaker shall request that these be resubmitted by the Players. A Speaker who goes on Hold while e is still Speaker commits a Class B Crime. History: Created by Proposal 1375, Jan. 17 1995 Amended(1) by Proposal 1428, Feb. 5 1995 Amended(2) by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 942/4 (Mutable, MI=1) Replacement of Impossible Speaker If a Speaker is determined by CFJ to have made further play impossible by eir actions or lack thereof, and the CFJ is not appealed within the allowed time, or if such a determination is made upon appeal of a CFJ; AND if the Speaker has not changed since the CFJ was made, then if there is a Speaker-Elect e immediately becomes Speaker, and the old Speaker becomes a Voter. If not, a new Speaker is selected according to the Order of Succession, as defined elsewhere, with the Player who made the CFJ as Arbiter of Succession. The new Speaker shall make reasonable effort to obtain the former Speaker's materials: proposal queue, voting records, etc., but if this is not possible, then the new Speaker shall request that these be resubmitted by the Players. A Sepaker who makes further play impossible by eir actions or lack thereof commits a Class A Crime. "Impossible" is defined here to mean overwhelmingly psychotic behavior, a complete lack of interest in the Game, or uncooperativeness of the highest order. It does *not* include normal Speaker latitudes which have been taken by past Speakers for various reasons, whether justifiable or not, including but not limited to: temporary suspension of proposal distribution, resetting of scores, or accidental illegal actions. The Judge of the CFJ *must* take these extremely tight standards into account, and the accused Speaker *must* be given an opportunity to defend eirself. This Rule adds to the set of valid classes of Judgements, and takes precedence over other Rules which may attempt to prevent this class of Judgement. History: ... Amended(1) by Proposal 1425, Feb. 7 1995 Amended(2) by Proposal 1448, Feb. 21 1995 Amended(3) by Proposal 1601, Jun. 19 1995 Amended(4) by Proposal 1682, Aug. 22 1995 ---------------------------------------- Rule 786/2 (Mutable, MI=1) Rule of Succession for Speaker or Speaker-Elect When a Speaker or Speaker-Elect is to be filled according to the Order of Succession, that order is defined to be: Promotor Assessor Justiciar Clerk of the Courts Assistant Rulekeepor Registrar Archivist with the order determined at the time the Call for Volunteers is made. Any Rule which requires a Speaker or Speaker-Elect to be filled according to the Order of Succession must specify an Arbiter of Succession; if it does not, a Speaker or Speaker-Elect shall not be chosen according to that Rule, and this Rule takes precedence over such Rules. When the position of Speaker or Speaker-Elect is to be filled, the Arbiter of Succession shall, as soon as possible, announce that fact to the Public Forum in a Call for Volunteers. All Voters who are willing to fill the position shall indicate such in a message to the Arbiter of Succession, within three days of the Call for Volunteers. If there are no volunteers, the Arbiter of Succession shall make another Call for Volunteers. As soon as possible after the end of the three-day period, and within four days after the end of that three-day period, the Arbiter of Succession shall announce which Voter, of those who indicated a willingness to fill the position, is highest on the order of succession. That Voter shall immediately become Speaker or Speaker-Elect, whichever position was to be filled. If e becomes Speaker, the old Speaker shall become a Voter. The Arbitration Period is defined as the period in the Order of Succession starting with the Call for Volunteers and ending with: 1) the announcement by the Arbiter of Succession of the new Speaker or Speaker-Elect; 2) the filling of the position to be filled by another method; 3) the time when it becomes no longer necessary to complete the Order of Succession, according to other Rules; 4) or seven days after the Call for Volunteers is issued; whichever comes first. If the Arbitration Period ends without any of the first three criteria for the end of the Arbitration Period being fulfilled, then a new Order of Succession shall begin to fill the required position, with the first Voter to post eir willingness to the Public Forum as Arbiter of Succession, excluding any Voters who have already served as Arbiter of Succession for this particular requirement to fill the position. History: ... Amended(1) by Proposal 1426, Feb. 7 1995 Amended(2) by Proposal 1539, Apr. 4 1995 ---------------------------------------- Rule 402/2 (Mutable, MI=1) The Speaker-Elect There shall be a position known as the Speaker-Elect. Only Voters may be Speaker-Elect; whenever a Rule specifies that the Speaker-Elect becomes Speaker, e shall cease to be Speaker-Elect. Only one Voter may be Speaker-Elect at any one time. A Voter may not become Speaker-Elect except as specified in the Rules. The position of Speaker-Elect is not an Office. Whenever there is a Speaker-Elect: 1) The Speaker shall forward copies of all necessary materials for the performance of eir position, as soon as possible to the Speaker-Elect. 2) The Speaker-Elect shall acknowledge the receipt of said materials as soon as possible after step 1. 3) As soon as possible after step 2, the Speaker shall post a message to the Public Forum announcing that the Speaker-Elect has become the Speaker. At the "Date:" of the Speaker's posting, the old Speaker shall become a Voter and the Speaker-Elect shall become the Speaker. If the Speaker-Elect changes before the completion of this procedure, it must be begun again from step 1. If another Rule specifies that the Speaker-Elect becomes Speaker before the completion of step 3, then this Rule defers to it, and the procedure above need not be completed. History: ... Amended(1) by Proposal 1421, Feb. 7 1995 Amended(2) by Proposal 1700, Sep. 1 1995 ---------------------------------------- Rule 1427/0 (Mutable, MI=1) Precedence of Speaker/Speaker-Elect Selection If a Rule requires that the position of Speaker or Speaker-Elect is to be filled during the Arbitration Period for filling the position of Speaker, then that requirement is negated; this Rule takes precedence over such Rules. If a Rule requires that the position of Speaker-Elect is to be filled during the Arbitration Period for filling the position of Speaker-Elect, then that requirement is negated; this Rule takes precedence over such Rules. If a Rule requires that the position of Speaker is to be filled during the Arbitration Period for filling the position of Speaker-Elect, then the Order of Succession procedure for Speaker-Elect is not completed, and the position of Speaker is filled according to that Rule. This Rule takes precedence over Rules requiring the position of Speaker-Elect to be filled by the Order of Succession in such a case. If a Voter becomes Speaker-Elect during a Arbitration Period by winning the game, then the Order of Succession procedure shall not be completed, and the Speaker-Elect fills the position. That is, -if the position to be filled is Speaker-Elect, the Speaker-Elect remains Speaker-Elect. -if the position to be filled is Speaker, the Speaker-Elect immediately becomes Speaker and the old Speaker becomes a Voter. In such a case, this Rule takes precedence over any Rule requiring the Order of Succession to be completed. History: Created by Proposal 1427, Feb. 7 1995 ---------------------------------------- ======================================= Organizations This Category includes Rules regarding Organizations in general. ---------------------------------------- Rule 1528/0 (Mutable, MI=1) Organizations Let there be a set of Nomic Entities known as Organizations. Every individual Organization has associated with it a body of text known as its Compact, a Player known as the Organization's Administrator, a set of Players who are within the Jurisdiction of the Organization's Compact, and a unique specific Name. In addition, any Organization which possesses Treasuries has a Player who is Executor of the Organization. An Organization only possess Treasuries if the Rules governing that Orginization specify so. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1546/0 (Mutable, MI=1) Classes of Organizations All Organizations have a property of belonging to one specific Class. No Class can exist which is not defined in the Rules. The Class of an existing Organization cannot change once that Organization is created. Each Organization within a specific Class can be properly referred to as a singular instance of that Class. (i.e. Every Organization within the Class "Groups" can be referred to as a Group.) This Rule takes precedence over every other Rule referring to Classes of Organizations. History: Created by Proposal 2034, Dec. 4 1995 ---------------------------------------- Rule 1529/1 (Mutable, MI=1) Compacts: Statutes, and Warranties The Compact of an Organization is a text consisting of either or both of the following elements: i) Statutes; All Statutes must be obeyed by Players within the Compact's Jurisdiction as if those Statues were Rules. ii) Warranties; All Warranties shall be obeyed by Players within the Compact's Jurisdiction or those Players shall invoke penalties defined within the Rules or the Compact. A Compact can only possess those elements allowed it by the Rules defining its Class of Organization. If these Rules do not specify, the Compact may only consist of Warranties. If an Organization exists whose Class is not defined in the Rules, that Organization may not possess a Compact. This Rule takes precedence over all other Rules referring to Compacts. [CFJ 830: Being a Statute causes a part of a Compact to be legally binding, rather than vice versa.] History: Created by Proposal 1760, Oct. 21 1995 Amended(1) by Proposal 2035, Dec. 4 1995 ---------------------------------------- Rule 1530/0 (Mutable, MI=1) Compacts: Jurisdiction The Jurisdiction of an Organization's Compact is a subset of the set of all Players. A Compact has no force to require, or oblige, anything of Players who are not within its Jurisdiction. (This does not absolve any Players of duties required of them by the Rules.) Within its Jurisdiction, a Compact's ability to dictate Players' activity is limited to the extent permitted by the Rules. A Compact can only have Jurisdiction over Players permitted to it by the Rules governing its Class of Organization. No Compact may have effect prior to its Creation, nor may it have effect subsequent to its dissolution. This Rule takes precedence over any other Rule governing Compacts. [CFJ 818: If the Rules regarding a certain class of Organization are silent on which Players can be under Jurisdiction of its Compact, Organizations of that class have no Players under its Jurisdiction.] History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1531/0 (Mutable, MI=1) Administrators and Their Duties The Administrator of an Organization must keep an accurate copy of its Compact and an accurate list of the Players within the Compact's Jurisdiction. E must record any and all changes to the Compact, and must, As Soon As Possible after such changes, distribute an up-to-date copy of the Compact to every Player within the Compact's Jurisdiction. E must also notify the Notary whenever the Executor (if any) of eir Organization Changes. When the Administrator of an Organization changes, the new Administrator must inform the Notary of this change. These notifications must be made As Soon As Possible. The Administrator of an Organization must come from within the Jurisdiction of the Organization's Compact unless otherwise specified by the Rules governing its Class. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1532/0 (Mutable, MI=1) Organizations' Executors and Their Duties The Executor of an Organization is the person legally responsible for reporting, to the appropriate Recordkeepors, any and all transfers out of the Organization's Treasury. The Executor may only transfer funds as permitted by the Rules governing the Class of the Organization e is Executor of, and e may be further bound by the Compact of eir Organization. The Executor of an Organization must come from within the Jurisdiction of the Organization's Compact unless otherwise specified by the Rules governing its Class. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1547/0 (Mutable, MI=1) Some Organizations Can Cast EVs If the Rules define a Class of Organization as a Voting Entity, and that Class of Organization is one which possesses Treasuries, all Organizations within that Class are permitted to cast extra Votes on a Proposal as if those Organizations were Players. Such extra Votes may only be cast by the Executor of the voting Organization notifying the Assessor. History: Created by Proposal 2036, Dec. 4 1995 ---------------------------------------- Rule 1533/1 (Mutable, MI=1) Creation of Organizations, and Their Compacts Organizations (and, simultaneously, their initial Compacts) are created in the following manner: A set of Players, known as the Foundors, sends a message to the Notary containing the following information: i) The Class of the created Organization. ii) The Unique Name of the particular Organization being created. iii) The inital Compact for the proposed Orginization. iv) Any information required by Rules governing that specific Class of Organization. The Organization is created, and its Foundors enter the Jurisdiction of its Compact, once the Notary receives the above information from all Founders required by the Rules governing the Organization's Class. If such Foundors are not defined, the Organization cannot be created. This Rule takes precedence over any Rule which does not explicitly state that it takes precedence over the default Rules for Organizations. History: Created by Proposal 1760, Oct. 21 1995 Amended(1) by Proposal 2035, Dec. 4 1995 ---------------------------------------- Rule 1536/0 (Mutable, MI=1) Treasuries of Dissolving Organizations If an Organization is to dissolve, and if a provision exists within its Compact for dividing its Treasuries (if any) upon dissolution, the Treasuries are divided in accordance with this provision before its dissolution. Otherwise, the Treasuries are divided as evenly as possible among all Players within the Compact's Jurisdiction before its dissolution. The Executor of the Organization notifies all appropriate Recordkeepors of the above Transfers. If no Executor exists, and there is no provision in the Rules or the Compact for someone to act as Executor, all Treasuries' contents go to the Bank. (Detected by the relevant Recordkeepors.) This Rule takes precedence over other Rules demanding a different distribution of such Treasuries' assets. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1535/0 (Mutable, MI=1) Compact Defaults The Compact of an Organization can specify any or all of the following. i) How the Compact, and/or the Name of its Organization, can be Changed. If this is not specified, it may only be changed by unanimous consent of Players within the Compact's Jurisdiction. Consent is shown by a Player by sending an identical copy of the change to the Notary. The change takes effect when the last Player so consents. In all cases, when the Name of an Organization changes, the Administrator must inform the Notary of the new Name As Soon As Possible. ii) How the Organization can be dissolved. If this is not specified, the Organization cannot dissolve unless it is required to do so by the Rules. As Soon As Possible after an Organization's dissolution, the Player who was the last Administrator of that Organization must inform the Notary of that Organization's dissolution iii) How additional Players enter the Jurisdiction of the Compact. If this is not specified, the Compact cannot expand its Jurisdiction. iv) How individual Players leave the Jurisdiction of the Compact. If this is not specified, the Compact can only lose Jurisdiction over a Player when the Rules require it to do so. Whenever there is any change in a Compact's Jurisdiction, the Administrator of its Organization must inform the Notary of the change As Soon As Possible. These defaults defer to language applying to a specific Class of Organization. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1534/1 (Mutable, MI=1) Compacts Can Require Some Currency Transfers An Organization's Compact is empowered to require Currency transfers. If it does so, these transfers are reported by the Executor in the case of an Organization with Treasuries, or the Administrator Otherwise. An Organization's Compact is empowered to require Currency transfers that are made from the Treasuries it possesses (if any such exist) or from a Player within the Jurisdiction of its Compact. This Rule takes precedence over any Rule which would permit a Compact to require a transfer prohibited by this Rule. History: Created by Proposal 1760, Oct. 21 1995 Amended(1) by Proposal 2035, Dec. 4 1995 ---------------------------------------- Rule 1537/0 (Mutable, MI=1) Compacts as Evidence If a Judge or Justice requires disclosure of part of any Organization's Compact to em for the purpose of Judging a CFJ, the Administrator of that Organization is required to provide a copy of that Compact to the Judge or Justice As Soon As Possible after the Judge's or Justice's request. If this involves a Compact from a Private Organization, the Judge or Justice receiving it is bound by the strictures governing the dissemination of the contents of that Compact, and is prohibited from attaching a copy of it to eir Judgement as evidence. This takes precedence over any Rule which would require a Judge or Justice to include the Compact of a Private Organization as part of the evidence justifying eir Ruling. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- ======================================= Groups and Contests This Category includes Rules regulating Groups and Contests ---------------------------------------- Rule 766/4 (Mutable, MI=1) Groups Let there be a Class of Organization known as a Group. A Group's Compact consists only of Statutes, and are known collectively as its Ordinances, an individual Statute of its Compact is known as an Ordinance. Its Administrator is known as the Group's Ordinancekeepor. A Group has one Treasury, and its Executor is known as the Group's Vizier. A Group is the Mintor of an associated form of Currency. The generic name of all Group Currencies is "Coins." The specific name of a Group's Currency is Coins, where is the Name of the Group. Players within the Ordinances' Jurisdiction are known as the Group's Membership. Both the Vizier and the Ordinancekeepor of the Group must be Members of the Group. At all times there must be a Vizier and Ordinancekeepor for every Group. [CFJ 816: There may exist more than one Group.] History: ... Amended(1) by Proposal 1415, Feb. 1 1995 Amended(2) by Proposal 1601, Jun. 19 1995 Amended(3) by Proposal 1760, Oct. 21 1995 Amended(4) by Proposal 2035, Dec. 4 1995 ---------------------------------------- Rule 1458/1 (Mutable, MI=1) The Notary There shall exist an Officer called the Notary. The Notary shall generally be responsible for maintaining a Record of Organizations and the Players under the Jurisdiction of their Compacts. The Notary shall maintain an up-to-date list of the Names of all Organizations, and an up-to-date list of the Players under the Jurisdiction of the Compacts of those Organizations. E Shall also keep track of the Administrators of each Organization, and the Executors of those Organizations with Treasuries. The Notary's Salary shall be 5 Points per Nomic Week. History: Created by Proposal 1575, Apr. 28 1995 Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 716/3 (Mutable, MI=1) How to Form a Group To form a Group, there must be three or more Foundors. In addition to what other Rules require them to provide to the Notary, the Foundors must also specify the following information: i) A complete list of the initial Membership of the Group. No Player on this list may be a Member of any other Group. ii) The identity of the initial Ordinancekeepor and Vizier. A Group is Public, and as soon as possible after the Notary has received the required information from the third Foundor e shall then post in the Public Forum that the Group has been formed, along with its Name, Membership, and the identity of the Vizier and Ordinancekeepor. History: ... Amended(1) by Proposal 1680, Aug. 22 1995 Amended(2) by Proposal 1754, Oct. 21 1995 Amended(3) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 719/1 (Mutable, MI=1) Joining a Group A Player not affiliated with any Group may become a Member of a Group at any time after creation of the Group, subject to the following restrictions: i) Membership procedures in the Ordinances are void if they conflict with the Rules. ii) No Player shall become a Member of a Group without eir sending a request for Membership to the Vizier of that Group. iii) A Player may never be a Member of more than one Group. Other Rules, and the Ordinances, may Provide additional Restrictions on Membership. History: ... Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 721/2 (Mutable, MI=1) The Ordinances, and Defaults No Member of any Group is bound to observe any Ordinance or set of Ordinances that conflict with the Rules. The Ordinances of a Group may specify the following: i) The Vizier of the Group, so long as the Vizier is a Member of that Group. If the Ordinances of a Group do not so specify, the Vizier shall be the Player whose Application for that Group was received first by the Notary, if e is still a Member of that Group. ii) The Ordinancekeepor of the Group, so long as the Ordinancekeepor is a Member of that Group. If the Ordinances do not so specify, then the Vizier of that Group shall also be its Ordinancekeepor. iii) How the Members of the Group shall determine the manner in which the Group shall cast its Group votes. If the Ordinances do not so specify, the Group is prohibited from casting Group votes. The Group is also prohibited from casting any votes on a Proposal if it was not in existence at the beginning of the Voting Period of that Proposal, or if it has less than three Members. The Group's Vizier is responsible for informing the Assessor of how the Group votes on a Proposal. History: ... Amended(1) by Proposal 1641, Aug. 1 1995 Amended(2) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 718/1 (Mutable, MI=1) Resignation from a Group A Player may resign from a Group of which e is a Member, at any time, by sending such a message to the Notary and the Group's Vizier. This rule takes precedence over all other Rules concerning Groups. History: ... Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1397/2 (Mutable, MI=1) Dissolution of Groups An Organization ceases to exist when any of the following conditions become true: i) Its Compact ceases to have Jurisdiction over any Players and no provision exists for the Jurisdiction to expand. ii) The continued existence of the Organization would result in the absence of a Administrator (and/or the absence of an Executor in the case of a Orginization with Treasuries) with no provision for any Player to fulfill the role(s). iii) The Organization is required to dissolve in accordance with its Compact or the Rules. At the moment an Organization dissolves, the following occurs, in order. i) Any Currencies remaining in the Organization's Treasuries (if such exist) are distributed as provided for by other Rules. ii) All Players cease to be within the Jurisdiction of the Organization's Compact. iii) The Organization's Treasuries, Compact, and the Organization itself, cease to exist. Whenever a Public Organization dissolves, the Notary shall report that event to the Public Forum As Soon As Possible after e is notified as required by other Rules. Other Rules may define additional causes of dissolution. History: Created by Proposal 1397, Jan. 29 1995 Amended(1) by Proposal 1687, Sep. 1 1995 Amended(2) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 717/1 (Mutable, MI=1) The Group Report Not less than once each Nomic Week, the Notary must post a report of all Public Organizations in the Public Forum. This report shall contain: i) The Name and Class of each Public Organization. ii) The Players within the Jurisdiction of each Public Organization's Compact. iii) The identity of the Administrator of each Public Organization. iv) The identity of the Executor of each Public Organization which has Treasuries. History: ... Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1501/3 (Mutable, MI=1) Group Ordinances Must Be Provided Upon Request An Organization is Public unless the Rules defining its Class permit (or require) it to be Private. If its Class permits Privacy, but does not require it, an Organization is Public unless its Compact claims Privacy. The Compact of a Public Organization must be provided by the Administrator of that Organization to any Player As Soon As Possible on demand. If, between the time of the demand and the time the Administrator fulfills the demand, the Compact has changed, the Administrator must provide the Compact as it existed at the time of the demand, and must additionally document every change made to the Compact between the demand and its fulfillment. History: Created by Proposal 1680, Aug. 22 1995 Amended(1) by Proposal 1715, Sep. 12 1995 Amended(2) by Proposal 1760, Oct. 21 1995 Amended(3) by Proposal 1785, Nov. 13 1995 ---------------------------------------- Rule 1474/1 (Mutable, MI=1) Coins An Organization is permitted to be the Mintor of a Currency _only_ if that Organization possesses a Treasury, _and_ if the Rules defining that Organization's Class specifically permit it to become the Mintor of a Currency. Each Rule that permits an Organization of a specific Class to be a Mintor must define a unique generic name for every type of Currency associated with that Class of Organization. The name of any Currency associated with a specific Organization shall be the Name of the Organization followed by the unique generic name defined by the Class of that Organization. The Recordkeepor of any Organization's Currency is the Executor of the associated Organization. The MUQ of all such Currencies is 1. History: Created by Proposal 1601, Jun. 19 1995 Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1539/0 (Mutable, MI=1) Regulations and Membership of Contests A Contest's Regulations consist only of Statutes, any one of which is referred to as a Regulation. No Player within Jurisdiction of a Contest's Regulations is bound by a Regulation or combination of Regulations that conflict with the Rules. The Regulations can specify the following: i) How a Contestmaster is replaced. No person may become Contestmaster without eir consent. If left unspecified, the Contestmaster cannot change while the Contest exists. ii) How the Currencies in the Contest Fund shall be spent. If this is not specified, they may only be spent when the Rules require it. iii) The amount of the Entry Fee for the Contest, in the form of units of any specific Currency. iv) Additional restrictions on Players to become Contestants, and conditions under which Contestants cease to be Contestants. A Player becomes a Contestant by notifying the Contestmaster and paying the prescribed Entry Fee to the Contest Fund. A Contestant may quit a Contest at any time by so notifying the Contestmaster. A Contestmaster may resign at any time by posting a message to that effect to the Public Forum, at which time e ceases to be Contestmaster. History: Created by Proposal 1760, Oct. 21 1995 ---------------------------------------- ======================================= Contracts This Category includes Rules defining and regulating Contracts and Bearerbonds. ---------------------------------------- Rule 1455/1 (Mutable, MI=1) Contracts Let there be a class of Organization known as a Contract, whose Compact can also be referred to as a Contract. A Contract consists only of Warranties, which are known as its Terms, the Players within its Jurisdiction are known as the Parties to the Contract, and the Administrator for all Contracts is the Notary. Contracts do not possess Treasuries, nor do they possess Executors. Contracts have the legal force to impose penalties upon Parties that do not abide by the Terms of the Contract. Parties that are unwilling or unable to abide by the Terms are said to be in Breach of the Contract. A Contract may specify the following: i) What actions the parties to the contract are required to perform, or are prohibited from performing, and under what conditions these requirements or prohibitions have force. ii) What penalties are imposed upon a party who Breaches the Contract. The Foundors of a Contract must be the set of all Parties to the Contract. In addition to what other Rules require them to provide to the Notary, the Foundors must also specify the following information: i) The identity of each Party to the Contract, each of whom must be named in the Terms of the Contract itself. Providing a unique Name for the Contract is optional, this takes precedence over the general requirements for information provided. If no Name is provided, the Notary must provide a unique Name for the Contract and provide this Name to all Parties. Parties can then change the Name as provided for in the Contract or in other Rules. A Contract is Private, and the Notary shall send a notification to all the Parties of a Contract As Soon As Possible after it has been legally entered into. The Contract shall be in force no sooner than the moment of that notification. A Contract ceases to have force at the moment it is dissolved in accordance with its Terms, or one or more of the Parties of the Contract ceases to be a Player, or the Contract is breached as described elsewhere. When a Contract is changed (including any change in the Parties) a current Party to the Contract must inform the Notary of the change as soon as possible after it occurs. If a Party is being added to, or removed from, the Contract, the change only has effect if _that_ Party sends the notification. The Notary shall forward this notification of change to all current Parties of the Contract As Soon As Possible thereafter. History: Created by Proposal 1575, Apr. 28 1995 Amended(1) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1459/3 (Mutable, MI=1) Confidentiality of Contracts An Organization can only be Private if the Rules defining its Class permit (or require) it to be Private. If its Class permits Privacy, but does not require it, an Organization is not Private unless its Compact claims Privacy. Any Organization which is not a Private Organization is a Public Organization. The Compact of a Private Organization are privileged, and may only be divulged by Players within the Compact's Jurisdiction. (This defers to the Compact where it forbids such disclosure.) The following are the only legal exceptions: i) Disclosure of any part of the Compact to a Player within its Jurisdiction. ii) Disclosure of any part of the Compact to the current Notary. iii) Disclosure of any part of the Compact to a Judge or Justice judging a CFJ, where the Caller of the CFJ is a Player within the Compact's Jurisdiction, and the evidence provided by the Caller of the CFJ contains text purported to be part or all of the Compact. This Rule takes precedence over any Rule which would require any Player to provide the Compact of a Private Organization upon request. History: Created by Proposal 1575, Apr. 18 1995 Amended(1) by Proposal 1684, Aug. 29 1995 Amended(2) by Proposal 1760, Oct. 21 1995 Amended(3) by Proposal 1789, Nov. 13 1995 ---------------------------------------- Rule 1456/3 (Mutable, MI=1) Breach of Contract: Definition and Penalties A Contract is Breached if any party to the Contract fails, for any reason, to perform any action required of em by the Contract, or performs, for any reason, any action prohibited of em by the Contract. A Breach is officially determined when the Notary finds a Player in Violation of the Contract's Terms, as described in other Rules. If a Party cannot fulfill the Terms of the Contract because to do so would conflict with the Rules, e is required to Breach the Contract and must suffer the penalties for a Breach. (This applies even if other Rules absolve the Party from obeying the Terms.) The following shall take place in the event that a party of a Contract breaches that contract: i) 20 Marks shall be immediately transferred from the breaching Player to the Bank. ii) The breaching Player shall gain 3 Blots. iii) 30 Marks shall be divided as evenly as possible and transferred from the breaching Player to each of the other parties of the Contract. A Contract may specify additional penalties which are to be imposed in the event of a breach; however, such penalties shall be limited to the transfer of Currencies from the party who breached the Contract to any or all of the other Parties of the Contract. The Notary shall be responsible for reporting all Currency and Blot changes which arise as a result of this Rule. In the event of a breach, the Notary shall have the authority to order all specifically enumerated Currency transfers required by the Rules pertaining to Contracts and by the Contract which has been Breached. This authority is limited to ordering the transfer of Currencies from the Party in breach to the Bank and/or to other Parties of the Contract. History: Created by Proposal 1575, Apr. 28 1995 Amended(1) by Proposal 1682, Aug. 22 1995 Amended(2) by Proposal 1696, Sep. 1 1995 Amended(3) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1457/2 (Mutable, MI=1) Breach of Contract: Judicial Procedure When any Player within the Jurisdiction of a Compact believes the Compact to have been Violated by another Player, e shall inform the Administrator of that Compact's Organization of that belief, along with the nature of the Violation, the Violated text of the Compact, and the identity of the Violating Player. The Administrator shall then, As Soon As Possible, distribute this information to all Players within the Jurisdiction of the Violated Compact. If, within seven days of this distribution, no Player within the Compact's Jurisdiction disputes the claim, the Administrator shall declare the Compact Violated. The Administrator is then allowed to initiate any corrections and penalties allowed by the Rules and eir Organization's Compact. If, however, any Player under the Compact's Jurisdiction disputes the claim of Violation within seven days, then any Player within the Compact's Jurisdiction may submit a Call for Judgement, alleging that a specific Player has Violated the Compact. Such a Call for Judgement cannot be made in any other circumstance. All Players within the Compact's Jurisdiction are automatically ineligible to Judge such a CFJ. In the event that such a CFJ is found TRUE, the Compact has been Violated and the Compact's Administrator shall perform the same duties as when no Player contests the claim. In the event that such a CFJ is found FALSE, the Player which called the CFJ shall lose 5 Marks to the Bank; this transfer shall be detected and reported by the Administrator of the Compact's Organization, if the Organization does not possess a Treasury, by its Executor otherwise. History: Created by Proposal 1575, Apr. 28 1995 Amended(1) by Proposal 1697, Sep. 1 1995 Amended(2) by Proposal 1760, Oct. 21 1995 ---------------------------------------- Rule 1499/2 (Mutable, MI=1) Bearerbonds Let there be a Class of Organization known as a Bearerbond, whose Compact can also be referred to as Bearerbond. Organizations in this Class are created, maintained, and otherwise behave in exactly the same manner as Organizations of the Class Contracts with the only exceptions being those given in the Rules explicitly applying to Bearerbonds. History: Created by Proposal 1676, Aug. 22 1995 Amended(1) by Proposal 1754, Oct. 21 1995 Amended(2) by Proposal 2033, Dec. 4 1995 ---------------------------------------- Rule 1544/0 (Mutable, MI=1) Roles in a Bearerbond Within the Terms of a Bearerbond, one or more of the Parties are identified only by unique abstract Role names. (such as Bearer, or Party of the First Part and Party of the Second Part, or Feduciacrator, Honker, and Trusiast, or whatever) At all times, exactly one Player is associated with each Role; the Player associated with a particular Role is known as the Rolebearer for that Role in that Bearerbond. When the Bearerbond is created, all Foundors must send the Notary a statement clearly identifying the initial Rolebearer for each Role in the Bearerbond. All these statements must identify the same Rolebearers for the same Roles. All Rolebearers are Parties of the Bearerbond as long as they are Rolebearers. History: Created by Proposal 2033, Dec. 4 1995 ---------------------------------------- Rule 1545/0 (Mutable, MI=1) Changing Rolebearers in a Bearerbond To change the Rolebearer for some Role in a Bearerbond, the current Rolebearer and the new Rolebearer notify the Notary of the transaction, clearly indicating the unique abstract Role name, and the Name of the Bearerbond. The Rolebearer for any Role may be changed in this way at any time, unless the Terms of the Bearerbond state differently. When any Rolebearer in a Bearerbond changes, the Notary shall notify all Parties to that Bearerbond of the change, the Role involved, and the identity of the new Rolebearer. This notification shall occur As Soon As Possible. The change of Rolebearer takes effect when the Notary sends this notification. History: Created by Proposal 2033, Dec. 4 1995 ---------------------------------------- ======================================= Honour This Category includes Rules regulating Honour and Kudos. ---------------------------------------- Rule 1062/1 (Mutable, MI=1) Kudos and Honour Let there be an Entity called the Kudo (plural: Kudos). The amount of Kudos a Player holds is called eir Honour. All Players possess at all times an integral number of Kudos not less than 0. A new Player, or a Player with no Kudo record starts with 20 Kudos. If a Player is deregistered but returns within three months, e starts with the same number of Kudos e had when e left. If e returns after a longer time than three months, e is treated as a new Player with respect to Kudos. History: ... Amended(1) by Proposal 1376, Jan. 17 1995 ---------------------------------------- Rule 1377/0 (Mutable, MI=1) The Herald Let there be an Officer called the Herald, who is responsible for keeping track of the Kudos of all Players, as well as any ex-Players who have been Players within the past three months. The Herald shall post to the Public Forum once per Week, a current Kudo report. This report shall list the Kudos held by each holding Entity. For any Entity whose Kudos have changed since the previous report, the Herald must include the reasons for the Kudo change, including, if applicable, the reasons provided by a Player requesting a Kudo transfer, as provided by other Rules. History: Created by Proposal 1377, Jan. 17 1995 ---------------------------------------- Rule 1378/2 (Mutable, MI=1) Kudo Transfers In each Nomic Week, each Player not On Hold (the Transferring Player) is permitted to transfer a maximum of two Kudos from Players of eir choice to other Players of eir choice, subject to these restrictions: 1) The Transferring Player is not permitted to transfer more than one Kudo from any Player, and is not permitted to transfer more than one Kudo to any Player, within the Week. 2) The Transferring Player is not permitted to transfer Kudos to emself. A Kudo transfer occurs when a Player sends to the Herald a legitimate Kudo transfer request, including a reason for the transfer. Other Rules are permitted to provide for other types of Kudo changes. History: Created by Proposal 1378, Jan. 17 1995 Amended(1) by Proposal 1497, Mar. 15 1995 Amended(2) by Proposal 1628, Jul. 17 1995 ---------------------------------------- Rule 1008/0 (Mutable, MI=1) The Shogun Let there be the Patent Title known as `Shogun', which is awarded to the Mighty Samourai (or Mighty Samourais) with the most Kudos. Only the Player(s) who have currently the most Honour my hold this title. The determination and announcement of assignment and revoking of the Title is made by the Herald, who must make the announcement as soon as possible after becoming aware of a change in holder of the Title. ---------------------------------------- Rule 1379/0 (Mutable, MI=1) The Honourless Worm and the Samourai A Player who holds less than 6 Kudos is known as an "Honourless Worm". A Player who holds at least 40 Kudos is known as a "Mighty Samourai". The Herald shall indicate these titles in eir report. History: Created by Proposal 1378, Jan. 17 1995 ---------------------------------------- ======================================= Foreign Policy This Category includes Rules concerning Foreign Policy (i.e. dealing with other Nomics) and the Office of Ambassador. ---------------------------------------- Rule 1070/4 (Mutable, MI=1) The Ambassador There shall be an Office known as the Ambassador. The Ambassador shall have the sole power to conduct Foreign Policy. Foreign Policy is defined as interacting with other Nomic Games in an official capacity, and/or participating on behalf of the Players of this Nomic Game in any Central Nomic Game to be created. The Ambassador shall report to the Public Forum once a Nomic Week on any new Foreign Policy developments of that Nomic Week or the previous one. The Ambassador shall receive a salary of two (2) Points. Directives may be issued directing the Ambassador to conduct a single piece of Foreign Policy Business in a specified manner. A Proposal containing a Foreign Policy Directive shall have an Adoption Index of at least 1. The Ambassador shall maintain a record of all Foreign Policy Directives. The Ambassador shall publish active FPD's at least once per Nomic Game Week. History: ... Amended(1) by Proposal 1333, Nov. 22 1994 Amended(2) by Proposal 1468, Mar. 8 1995 Amended(3) by Proposal 1735, Oct. 15 1995 Amended(4) by Proposal 1754, Oct. 21 1995 ---------------------------------------- Rule 893/1 (Mutable, MI=1) Precedence of FPD's Newer foreign policy directives take precedence over older ones. A foreign policy directive may be dropped from the records by Explicit Self-Repeal, or by being explicitly superceded by another directive, or by being repealed via another directive. History: ... Amended(1) by Proposal 1467, Mar. 8 1995 ----------------------------------------