Nomic

For completed/abandoned Mish Mash Games.
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Post Post #400 (ISO) » Mon Mar 01, 2004 9:37 am

Post by PolarBoy »

So he does.
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Post Post #401 (ISO) » Mon Mar 01, 2004 9:39 am

Post by PolarBoy »

Rules


Immutable Rules


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

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

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

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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)


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

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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.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

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.

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.

Rule 307. (Abstentions)
A. Players may abstain from any vote.
B. 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.
E. If Proposal 306 passes, it shall take the number 307, and Clause E shall be deleted.

Rule 309. (An Additional Variable) Each player shall be assigned an absract attribute called x, which has an initial value of 0 and may be referred to as player.x or player's x, where player is the name of the player which x belongs to. This attribute may be manipulated by other rules. Also, after every vote on a rule is completed, each player's x value shall be increased by 840.

Rule 310. (Transmuted from rule 112) The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
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Post Post #402 (ISO) » Mon Mar 01, 2004 9:40 am

Post by PolarBoy »

Check me out mathcam, I look-a smart. And I get 5 points.
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Post Post #403 (ISO) » Mon Mar 01, 2004 9:41 am

Post by mathcam »

Nicely done...I missed my chance at sniping. Shame on me. :)

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Post Post #404 (ISO) » Mon Mar 01, 2004 9:59 am

Post by shadyforce »

Dammit Cam, your too slow!
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Post Post #405 (ISO) » 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 #406 (ISO) » Mon Mar 01, 2004 11:48 am

Post by PolarBoy »

right, I don't like this proposal.
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Post Post #407 (ISO) » Mon Mar 01, 2004 12:46 pm

Post by CoolBot »

Why not, PB? I think it might help in speeding up the game.
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Post Post #408 (ISO) » Tue Mar 02, 2004 3:55 am

Post by PolarBoy »

Actually, I misread it. I see now that at most it would only put 3 new points into the economy on a turn. I thought initially that it allowed a player to simply spam the current proposer to earn points. Sorry. I like it better now.
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Post Post #409 (ISO) » Tue Mar 02, 2004 4:00 am

Post by mathcam »

I still somewhat dislike the proposal. Can players be "reminded" as soon as it's their turn? If so, this proposal simply gives 3 points to whoever can manage to be the last voter of the previous round. People will hold off their vote in order to do so, so the game would actually
slow down
.If not, the proposal is way too ambiguous in terms of how long you have to wait before something's considered a reminder.

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Post Post #410 (ISO) » Tue Mar 02, 2004 10:09 am

Post by PolarBoy »

mathcam has a point, especially when one considers that a player only has 72 hours to submit their proposal, meaning that by the time you know that they need reminding, their turn is already over. That's an argument for not waiting at all, which gives players an excuse to simply ignore the thread until they find a message in their inbox stating that it's their turn.
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Post Post #411 (ISO) » 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 #412 (ISO) » Tue Mar 02, 2004 11:16 am

Post by mathcam »

I see. Okay, I'll think about that for a while. I'm not sure why we need the proposal, though, CoolBot does it for free anyway. :)

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Post Post #413 (ISO) » Tue Mar 02, 2004 11:31 am

Post by CoolBot »

Hey, I wouldn't mind the points. :mrgreen: Besides, I've missed a few players.
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Post Post #414 (ISO) » Wed Mar 03, 2004 3:53 am

Post by shadyforce »

I don't like this proposal, since it will turn into a tactical race to see who can prod the new person first.
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Post Post #415 (ISO) » Wed Mar 03, 2004 6:11 am

Post by PolarBoy »

Stewie's assurance of points only being given when a prod was "needed" does not impress me. The criteria is entirely too subjective to constitute a rule.
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Post Post #416 (ISO) » Wed Mar 03, 2004 6:21 am

Post by mathcam »

Yeah, sorry Stewie, but

Vote: No


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Post Post #417 (ISO) » Wed Mar 03, 2004 6:31 am

Post by PolarBoy »

Vote: No
Other players have until 5:21 PM GMT on March 6th to vote.
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Post Post #418 (ISO) » Wed Mar 03, 2004 6:43 am

Post by CoolBot »

vote: No
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Post Post #419 (ISO) » Wed Mar 03, 2004 12:36 pm

Post by Scalebane »

Vote: No
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Post Post #420 (ISO) » Sat Mar 06, 2004 3:45 pm

Post by CoolBot »

312:
Nomic Land
  • A. There exist nine territories.
    • 1. Each territory is uniquely designated by a number 0 through 8.
      2. Every territory
      t
      borders territories
      t
      -1,
      t
      +1,
      t
      -3, and
      t
      +3. If, in calculating bordering territories, a territory number larger than 8 is calculated, subtract 9. If, in calculating bordering terriotries, a territory number less than 1 is calculated, add 9.
    B. There exists a moon that is always above a territory.
    • 1. The territory the moon is above is the territory with a number equal to the remainder of (
      P
      -2)/9, where
      P
      is the proposal number.
      2. If any player has no territories, that player is in exile on the moon.
    C. Territory Disbursment
    • 1. When Proposal 312 is passed, each player, taking turns in playing order, will claim a territory number. Players may not claim territory 4.
      2. After claiming a territory, a player must name the territory.
      3. Territory 4 shall be named The Core.
      4. Once all players have claimed and named a territory, Clause "Territory Disbursment" of Rule 312 is deleted, and replaced by a Clause "Territory Names." This Clause will have a subclause listing the choosen name of the territories. Another subclause will be added reading "Territory names may not be changed."
    D. Territory Points
    • 1. Every player has territory points equal to 2^(
      m
      -1), where
      m
      is the number of territories owned.
      2. If a player has territory 4, subtract 56 points from his or her territory points.
      3. A player may not have negative territory points.
      4. When determing a winner, territory points are added to a player's points.
Last edited by CoolBot on Sat Mar 06, 2004 3:53 pm, edited 1 time in total.
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Post Post #421 (ISO) » Sat Mar 06, 2004 3:53 pm

Post by CoolBot »

Here's a graphical representation of the territories:

Code: Select all

+---+---+---+
|   |   |   |
| 0 | 1 | 2 |
|   |   |   |
+---+---+---+
|   |   |   |
| 3 | 4 | 5 |
|   |   |   |
+---+---+---+
|   |   |   |
| 6 | 7 | 8 |
|   |   |   |
+---+---+---+

0, 1, & 2 border 6, 7, & 8 respectivly. 2 & 3, 5 & 6, and 8 & 0 border each other.
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Post Post #422 (ISO) » Sat Mar 06, 2004 6:20 pm

Post by PolarBoy »

Proposal 311 fails. Stewie loses 10 points for making a failing proposal. All players' x increase by 840. It is now CoolBot's turn to make proposal 312, which he has. Also note that from now on proposals not transmuting an immutable rule into a mutable one will require only a simple majority of votes to pass.
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Post Post #423 (ISO) » Sun Mar 07, 2004 4:03 am

Post by Norinel »

I like this proposal, as it allows for rules to get more interesting than procedural stuff, but it might do too much at once.
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Post Post #424 (ISO) » Sun Mar 07, 2004 5:15 am

Post by Scalebane »

I love it, coolbot.

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