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Dominic Tarr committed on 8/8/2017, 7:16:07 AM

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1 +# Nomic
2 +
3 +Initial Set of Rules
4 +
5 +## Immutable Rules
6 +
7 +### 101.
8 +
9 +All players must always abide by all the rules then in effect,
10 +in the form in which they are then in effect.
11 +The rules in the Initial Set are in effect whenever a game begins.
12 +The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
13 +
14 +### 102.
15 +
16 +Initially rules in the 100's are immutable and rules in the 200's
17 +are mutable. Rules subsequently enacted or transmuted
18 +(that is, changed from immutable to mutable or vice versa)
19 +may be immutable or mutable regardless of their numbers,
20 +and rules in the Initial Set may be transmuted regardless of
21 +their numbers.
22 +
23 +
24 +### 103.
25 +
26 +A rule-change is any of the following: (1) the enactment,
27 +repeal, or amendment of a mutable rule; (2) the enactment,
28 +repeal, or amendment of an amendment of a mutable rule;
29 +or (3) the transmutation of an immutable rule into a mutable
30 +rule or vice versa.
31 +
32 +(Note: This definition implies that, at least initially,
33 +all new rules are mutable; immutable rules, as long as they
34 +are immutable, may not be amended or repealed; mutable rules,
35 +as long as they are mutable, may be amended or repealed; any
36 +rule of any status may be transmuted; no rule is absolutely
37 +immune to change.)
38 +
39 +
40 +### 104.
41 +
42 +All rule-changes proposed in the proper way shall be voted on.
43 +They will be adopted if and only if they receive the required
44 +number of votes.
45 +
46 +
47 +### 105.
48 +
49 +Every player is an eligible voter.
50 +Every eligible voter must participate in every vote on rule-changes.
51 +
52 +### 106.
53 +
54 +All proposed rule-changes shall be written down before
55 +they are voted on. If they are adopted,
56 +they shall guide play in the form in which they were voted on.
57 +
58 +
59 +### 107.
60 +
61 +No rule-change may take effect earlier than the moment of the
62 +completion of the vote that adopted it, even if its wording
63 +explicitly states otherwise. No rule-change may have retroactive
64 +application.
65 +
66 +
67 +### 108.
68 +
69 +Each proposed rule-change shall be given a number for reference.
70 +The numbers shall begin with 301, and each rule-change proposed
71 +in the proper way shall receive the next successive integer,
72 +whether or not the proposal is adopted.
73 +
74 +If a rule is repealed and reenacted, it receives the number of
75 +the proposal to reenact it. If a rule is amended or transmuted,
76 +it receives the number of the proposal to amend or transmute it.
77 +If an amendment is amended or repealed, the entire rule of which
78 +it is a part receives the number of the proposal to amend or repeal
79 +the amendment.
80 +
81 +
82 +### 109.
83 +
84 +Rule-changes that transmute immutable rules into mutable rules
85 +may be adopted if and only if the vote is unanimous among the
86 +eligible voters. Transmutation shall not be implied, but must
87 +be stated explicitly in a proposal to take effect.
88 +
89 +
90 +### 110.
91 +
92 +In a conflict between a mutable and an immutable rule,
93 +the immutable rule takes precedence and the mutable rule
94 +shall be entirely void. For the purposes of this rule a
95 +proposal to transmute an immutable rule does not "conflict"
96 +with that immutable rule.
97 +
98 +### 111.
99 +
100 +If a rule-change as proposed is unclear, ambiguous, paradoxical,
101 +or destructive of play, or if it arguably consists of two or more
102 +rule-changes compounded or is an amendment that makes no difference,
103 +or if it is otherwise of questionable value, then the other players
104 +may suggest amendments or argue against the proposal before the vote.
105 +A reasonable time must be allowed for this debate.
106 +The proponent decides the final form in which the proposal is to be
107 +voted on and, unless the Judge has been asked to do so,
108 +also decides the time to end debate and vote.
109 +
110 +### 112.
111 +
112 +The state of affairs that constitutes winning may not be altered
113 +from achieving n points to any other state of affairs.
114 +The magnitude of n and the means of earning points may be changed,
115 +and rules that establish a winner when play cannot continue may be
116 +enacted and (while they are mutable) be amended or repealed.
117 +
118 +### 113.
119 +
120 +A player always has the option to forfeit the game rather than
121 +continue to play or incur a game penalty.
122 +No penalty worse than losing, in the judgment of the player to
123 +incur it, may be imposed.
124 +
125 +### 114.
126 +
127 +There must always be at least one mutable rule.
128 +The adoption of rule-changes must never become completely
129 +impermissible.
130 +
131 +### 115.
132 +
133 +Rule-changes that affect rules needed to allow or apply
134 +rule-changes are as permissible as other rule-changes.
135 +Even rule-changes that amend or repeal their own authority are
136 +permissible. No rule-change or type of move is impermissible
137 +solely on account of the self-reference or self-application of a
138 +rule.
139 +
140 +### 116.
141 +
142 +Whatever is not prohibited or regulated by a rule is permitted
143 +and unregulated, with the sole exception of changing the rules,
144 +which is permitted only when a rule or set of rules explicitly
145 +or implicitly permits it.
146 +
147 +## Mutable Rules
148 +
149 +### 201.
150 +
151 +Players shall alternate in clockwise order, taking one whole turn
152 +apiece. Turns may not be skipped or passed, and parts of turns may
153 +not be omitted. All players begin with zero points.
154 +
155 +In mail and computer games, players shall alternate in alphabetical
156 +order by surname.
157 +
158 +### 202.
159 +
160 +One turn consists of two parts in this order: (1) proposing one
161 +rule-change and having it voted on, and (2) throwing one die once
162 +and adding the number of points on its face to one's score.
163 +
164 +In mail and computer games, instead of throwing a die, players
165 +subtract 291 from the ordinal number of their proposal and multiply
166 +the result by the fraction of favorable votes it received, rounded
167 +to the nearest integer. (This yields a number between 0 and 10 for
168 +the first player, with the upper limit increasing by one each turn;
169 +more points are awarded for more popular proposals.)
170 +
171 +### 203.
172 +
173 +A rule-change is adopted if and only if the vote is unanimous
174 +among the eligible voters. If this rule is not amended by the
175 +end of the second complete circuit of turns, it automatically
176 +changes to require only a simple majority.
177 +
178 +### 204.
179 +
180 +If and when rule-changes can be adopted without unanimity,
181 +the players who vote against winning proposals shall receive
182 +10 points each.
183 +
184 +### 205.
185 +
186 +An adopted rule-change takes full effect at the moment
187 +of the completion of the vote that adopted it.
188 +
189 +### 206.
190 +
191 +When a proposed rule-change is defeated, the player who
192 +proposed it loses 10 points.
193 +
194 +### 207.
195 +
196 +Each player always has exactly one vote.
197 +
198 +### 208.
199 +
200 +The winner is the first player to achieve 100 (positive) points.
201 +
202 +In mail and computer games, the winner is the first player to
203 +achieve 200 (positive) points.
204 +
205 +### 209.
206 +
207 +At no time may there be more than 25 mutable rules.
208 +
209 +### 210.
210 +
211 +Players may not conspire or consult on the making of future
212 +rule-changes unless they are team-mates.
213 +
214 +The first paragraph of this rule does not apply to games by
215 +mail or computer.
216 +
217 +
218 +### 211.
219 +
220 +If two or more mutable rules conflict with one another,
221 +or if two or more immutable rules conflict with one another,
222 +then the rule with the lowest ordinal number takes precedence.
223 +
224 +If at least one of the rules in conflict explicitly says of
225 +itself that it defers to another rule (or type of rule) or
226 +takes precedence over another rule (or type of rule), then
227 +such provisions shall supersede the numerical method for
228 +determining precedence.
229 +
230 +If two or more rules claim to take precedence over one another
231 +or to defer to one another, then the numerical method again governs.
232 +
233 +### 212.
234 +
235 +If players disagree about the legality of a move or the
236 +interpretation or application of a rule, then the player
237 +preceding the one moving is to be the Judge and decide the
238 +question. Disagreement for the purposes of this rule may be
239 +created by the insistence of any player. This process is
240 +called invoking Judgment.
241 +
242 +When Judgment has been invoked, the next player may not begin
243 +his or her turn without the consent of a majority of the other
244 +players.
245 +
246 +The Judge's Judgment may be overruled only by a unanimous vote
247 +of the other players taken before the next turn is begun.
248 +If a Judge's Judgment is overruled, then the player preceding
249 +the Judge in the playing order becomes the new Judge for the
250 +question, and so on, except that no player is to be Judge during
251 +his or her own turn or during the turn of a team-mate.
252 +
253 +Unless a Judge is overruled, one Judge settles all questions
254 +arising from the game until the next turn is begun, including
255 +questions as to his or her own legitimacy and jurisdiction as Judge.
256 +
257 +New Judges are not bound by the decisions of old Judges.
258 +New Judges may, however, settle only those questions on which
259 +the players currently disagree and that affect the completion
260 +of the turn in which Judgment was invoked. All decisions by
261 +Judges shall be in accordance with all the rules then in effect;
262 +but when the rules are silent, inconsistent, or unclear on the
263 +point at issue, then the Judge shall consider game-custom and
264 +the spirit of the game before applying other standards.
265 +
266 +### 213.
267 +
268 +If the rules are changed so that further play is impossible,
269 +or if the legality of a move cannot be determined with finality,
270 +or if by the Judge's best reasoning, not overruled,
271 +a move appears equally legal and illegal, then the first player
272 +unable to complete a turn is the winner.
273 +
274 +This rule takes precedence over every other rule determining
275 +the winner.
276 +

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