Nomic

For completed/abandoned Mish Mash Games.
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Post Post #13 (isolation #0) » Mon Dec 01, 2003 11:25 am

Post by Stewie »

Damn, already 6. If you can strech it even further, /in. If not , /in for next. And I say
nay
for the Cam wins proposal.
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Post Post #22 (isolation #1) » Tue Dec 02, 2003 11:51 am

Post by Stewie »

I don't understand what you mean by concurrent either. If you mean, as scalebane said, all rules 3xx, then yes. If not, then no.
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Post Post #24 (isolation #2) » Tue Dec 02, 2003 1:12 pm

Post by Stewie »

but loses twice as much than what he or she would win. If I am in a hurry and can't post it, I don't want to loose the points. However, only one set of rules would be fast to post. I'll hold my vote until someone explains what Coolbot meant.
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Post Post #32 (isolation #3) » Wed Dec 03, 2003 11:20 am

Post by Stewie »

Then:
nay
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Post Post #36 (isolation #4) » Wed Dec 03, 2003 12:53 pm

Post by Stewie »

Well, before I judge we have to invoke judgement, but in a case like this I'd say that the people that already voted would have to either confirm their vote or change it, and the people that didn't vote should vote. If that's not against the rules, of course. afaik, it's not.
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Post Post #54 (isolation #5) » Thu Dec 04, 2003 10:47 am

Post by Stewie »

aye.


Who's next?
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Post Post #58 (isolation #6) » Thu Dec 04, 2003 2:36 pm

Post by Stewie »

Ok, let's discuss first this time. I think it would be unfair for a person that has to go on vacation for a period longer than 72hs. other than that, I'm all in for the proposal
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Post Post #78 (isolation #7) » Fri Dec 05, 2003 2:06 pm

Post by Stewie »

I think it's reasonable.
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Post Post #80 (isolation #8) » Fri Dec 05, 2003 2:21 pm

Post by Stewie »

I have a small vacation 2 or 3 times a year, plus unexpected blackouts, or internet problems. 6 is a much better number, but adding 4 chances more will pretty much eliminate the fact that someone might have problems for longer than 3 days, and therefore miss 3 turns in a row. 10 is good.
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Post Post #106 (isolation #9) » Mon Dec 08, 2003 10:47 am

Post by Stewie »

aye


heh, I love saying that. :)
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Post Post #142 (isolation #10) » Mon Dec 15, 2003 12:04 pm

Post by Stewie »

aye
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Post Post #162 (isolation #11) » Tue Dec 16, 2003 11:40 am

Post by Stewie »

Can't that be abused though? Imagine, player a and b send their choices to player c. Player c wants the proposal to be passed, so player c changes player a's choice if necessary, so he beats player b, and the proposal is passed.
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Post Post #165 (isolation #12) » Tue Dec 16, 2003 4:15 pm

Post by Stewie »

or we can make it like this, which would be fool proof, in my opinion:

both player a and b make an account in www.invisionfree.com , a site that gives free boards. They then make a post there, saying either rocks, papers, or scisors. When both players are done posting their choice, they post here telling everyone so. When both players did so, they give the links to their boards (which by the way, they didn't do before, so the board was private) and then we check the boards timetag to confirm that the post was done before he or she came here to say that they posted. THis way we get a impartial judge, and a fair desicion. Unless someone wants to point out it's problems (other than the fct that it's time consuming)
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Post Post #167 (isolation #13) » Tue Dec 16, 2003 4:42 pm

Post by Stewie »

yes, and after that the boards would be deleted, so if there's a need to use them again, the players can make one with a different url, so the opponent can't see their choice.
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Post Post #210 (isolation #14) » Mon Jan 05, 2004 10:02 am

Post by Stewie »

yes
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Post Post #219 (isolation #15) » Thu Jan 08, 2004 10:26 am

Post by Stewie »

It sounds ok, but we have to think a way to define X. Maybe, just to encourage voting no for things you do not agree on, X is the number of votes against all the proposals in the round, but only if there was someone else voting "no." (otherwise it can become a problem with rule 304)
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Post Post #231 (isolation #16) » Mon Jan 12, 2004 11:35 am

Post by Stewie »

Vote: yes
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Post Post #252 (isolation #17) » Thu Jan 15, 2004 12:24 pm

Post by Stewie »

That was just plain evil.
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Post Post #268 (isolation #18) » Wed Jan 21, 2004 11:57 am

Post by Stewie »

Vote: no
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Post Post #284 (isolation #19) » Mon Jan 26, 2004 8:03 am

Post by Stewie »

Ahh. I hate it when the "new posts" thing doesn't work. It happens when I log in but don't check all forums.

The coolbot propositions sound good.
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Post Post #299 (isolation #20) » Wed Jan 28, 2004 1:21 pm

Post by Stewie »

vote: yes
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Post Post #325 (isolation #21) » Sun Feb 01, 2004 2:57 pm

Post by Stewie »

Number issue: Since Coolbot's proposal was 307, it shall remain as rule 307, to evade confusion (since then fishbulb would have to do the same for his rule, and so on for all the players) There will be no rule 306, since shady's proposal wasn't passed.

Sorry I wasn't here before, but it keeps telling me that it has no new posts. I'll just have to get used to checking this thread.
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Post Post #326 (isolation #22) » Sun Feb 01, 2004 2:59 pm

Post by Stewie »

Immutable Rules


101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

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


104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

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

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.


Mutable Rules


201. Players shall alternate turns in alphabetical order by screenname.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score.

In mail and computer games, instead of throwing a die, players subtract 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

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

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

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

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

In mail and computer games, the winner is the first player to achieve 200 (positive) points.

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

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

301. If a player finds they posted the first post on a new page, he or she shall immediately post the numbered and currently active rules. If the player does this before anyone else posts, he or she shall recieve 5 points. If the player does not do this before anyone else posts, he or she shall lose 10 points.

302. Each player has 72 hours from the time their turn begins to submit a new proposal for voting. If he/she does not submit a proposal on time, the turn will move to the next player. If any player forfeits their turn three times during the course of the game, they shall be removed from the game.

303. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.

304. (Trial by Combat) After any vote (proposed, say, by Player A) in which all but one of the eligible voters votes yes (say, Player B), Player A may challenge Player B to a game of Paper-Rock-Scissors (conducted via PM to the current Judge, or the next player up that is not Player A or B). If Player A wins, Player B must change his vote to yes and the proposition pases. If Player B wins, Player A must give Player B one tenth (rounded up) of his current points, with a minimum of five points (this can make Player A go negative). The only bond preventing the game's judge from cheating is his honor at mafiascum.

307. (Abstentions)
A. Players may abstain from any vote.
B. Rule 303 shall be amended to read "Every player is an eligible voter. Any player who does not vote within 72 hours of the first vote cast shall abstain from the vote."
C. If a player abstains from a vote, then his or her vote does not count for or against the proposal. Further, an abstaining vote does not count towards the required number of yes votes to pass.
D. If more than 50% of the players abstain, the vote fails due to lack of interest.
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Post Post #328 (isolation #23) » Mon Feb 02, 2004 12:12 pm

Post by Stewie »

Ok, let's use yours. And the reason my ruleset is innacurate is because I quoted massive's in the last page :oops:
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Post Post #334 (isolation #24) » Wed Feb 04, 2004 12:49 pm

Post by Stewie »

vote: nope
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Post Post #353 (isolation #25) » Mon Feb 16, 2004 1:00 pm

Post by Stewie »

I have a problem. If each player is player X, wouldn't we all have the same number?
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Post Post #355 (isolation #26) » Mon Feb 16, 2004 2:57 pm

Post by Stewie »

yes, but X is a constant, which means that X is a common number for all players. And if all players are having the same number, I don't see a point on having it in the first place. I want PB to clear this up, or to ammend.
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Post Post #360 (isolation #27) » Tue Feb 17, 2004 11:31 am

Post by Stewie »

vote: yes
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Post Post #396 (isolation #28) » Wed Feb 25, 2004 11:18 am

Post by Stewie »

[bVotee: Yes[/b]
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Post Post #405 (isolation #29) » Mon Mar 01, 2004 11:05 am

Post by Stewie »

Proposal 311 (sp?)

In a player's turn to make a proposal, any other player may send a reminder PM to that player. The player who sent the PM would win 3 points. In case of more than one person sending a message, the first one to do so will be awarded the 3 points. It has to be verified by the person who's turn it is, and the only thing keeping that player from lying is honour.
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Post Post #411 (isolation #30) » Tue Mar 02, 2004 11:14 am

Post by Stewie »

The time would be actually up to the player that needed the reminder. We hope, like we do with Cam's trial proposal, that each player would tell the truth. So if someone sends a PM to the player when they don't need it, the player that was PMed would be the judge. He could say, for example "Mathcam sent me a PM, but I really didn't need it." in which case mathcam would get no points. Now, if you want to know how someone can be the judge of it, well they just see if the Pm actually reminded them of the game, or if s/he was going to post anyways.

The point of this is not so much to speed up the game, but to get many proposals.
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Post Post #442 (isolation #31) » Wed Mar 10, 2004 11:35 am

Post by Stewie »

Vote: yes
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Post Post #479 (isolation #32) » Mon Mar 29, 2004 5:44 am

Post by Stewie »

I'll take 0 and call it "New Quahog" since I have a lack of imagination as of now.
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Post Post #511 (isolation #33) » Tue Apr 06, 2004 10:56 am

Post by Stewie »

vote: no


Call me self centered, but I'm the kind of person who can be a good amount of time not checking this game. For example, I don't check any game in mafiascum other than the mafia games on weekends.
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Post Post #516 (isolation #34) » Fri Apr 09, 2004 9:06 am

Post by Stewie »

Proposal 316 (Effects of moon)

A. If the moon is over a player's territory, this player may buy 2 "yes" votes at the same price of G$5000 instead of the normal maximum, 1. Note that rule 313 does not state that it has to be your turn for you to buy a vote.

B. If the moon is over a player, the player wins 10% more G$ that turn. Likewise, if any further rule allows a player to lose G$ (buying is considered exchanging, not losing) that player will lose 10% more money than he or she would if the moon wasn't over that player's territory.

C. If the player is exiled on the moon, the moon does not have any effects of A or B on him, but if the 10% money the player that has a territory with the moon above it comes from the players in exile in the moon, divided so that each exiled player pays the same ammount of money. Likewise, if the player with the territory below the moon loses money, the extra 10% is divided among the people in exile, evenly.
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Post Post #525 (isolation #35) » Fri Apr 16, 2004 10:54 am

Post by Stewie »

It only adds one more vote, only one player, and he has to pay twice the G$. But whatever.

Vote: yes
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Post Post #547 (isolation #36) » Fri Apr 23, 2004 10:59 am

Post by Stewie »

shadyforce wrote:Sorry,
vote: no
, mainly cos my proposal was rejected.
What was that about? I'll vote no for your next proposal too, just remind me when the time comes.

Vote: no
since I'm already far behind, giving coolbot more points won't help.
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Post Post #592 (isolation #37) » Sun May 09, 2004 8:15 am

Post by Stewie »

vote: yes

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