------------- The Core Game ------------- Rule 1/0 (Power=3) Nomic Rights and Privileges The rules may define persons as possessing specific rights or privileges. Be it hereby proclaimed that no binding agreement or interpretation of Nomic law may abridge, reduce, limit, or remove a person's defined rights. A person's defined privileges are assumed to exist in the absence of an explicit, binding agreement to the contrary. This rule takes precedence over any rule which would allow restrictions of a person's rights or privileges. 1) Every person has the privilege of doing what e wilt. 2) Every player has the right to perform an action which is not regulated. 3) Every person has the right to initiate a formal process to resolve matters of controversy, in the reasonable expectation that the controversy will thereby be resolved. Every person has the right to cause formal reconsideration of any judicial determination that e should be punished. 4) Every person has the right to refuse to become party to a binding agreement. The absence of a person's explicit, willful consent shall be considered a refusal. 5) Every person has the right to not be considered bound by an agreement, or an amendment to an agreement, which e has not had the reasonable opportunity to review. 6) Every player has the right of participation in the game. 7) Every person has the right to not be penalized more than once for any single action or inaction. 8) Every player has the right to deregister rather than continue to play. Please treat Nomic right good forever. Rule 2/0 (Power=3) Regulated Actions An action is regulated if: 1) The actions prohibited. 2) The rules state that a player is permitted to perform some action if certain conditions are met 3) The action would, as part of its effect, modify information for which some player is required to keep records of 4) The action would, as part of its effect, make it impossible to make arbitrary modifications to the rules by any actions by any players Rule 3/0 (Power=3) Entities Two rule-defined entities CANNOT have the same name. If a rule-defined entity has the rules concerning it amended in such a way that it is no longer rule-defined, the entity ceases to exist. If a rule-defined entity has the rules concerning it amended in such a way that its properties change, then the entity continues to exist with its new properties to whatever extent is allowed by the rules defining the entity. The power of an entity is a non-negative rational number. An entity with a positive power is an instrument. The power of an entity can only be modified as allowed by the rules. All entities have a power of 0 unless the rules state otherwise. A rule that secures a change (hereafter the securing rule) thereby makes it IMPOSSIBLE to perform that change except as allowed by an instrument with power greater than or equal to the change's power threshold. This threshold defaults to the securing rule's power, but CAN be lowered as allowed by that rule. Rule 4/0 (Power=3) Power Defines Mutability No entity with a power below this rule's power can 1) Cause an entity to have power greater than its own 2) Adjust the power of an instrument greater than its own 3) Modify any aspect of an instrument with power greater than its own unless that aspect is a substantial aspect. An instrument aspect is substantial if it affects the operation of the instrument. Rule 5/0 (Power=3) Win by Paradox If a rule-defined formal process to resolve a matter of controversy in the permissibility of a rule-defined action of any sort decides that the matter is undecidable, then the person who initiated the formal process wins the game upon all rule-defined actions in this formal process ending. ----- Rules ----- Rule 6/0 (Power=3) Rule Definition A rule is a type of instrument that can govern the game generally. A rule's content is a text of unlimited scope. Every rule's power must be between 1 and 3. It is impossible for a rule to have a power outside of this range. Rules have ID numbers, assigned by the Speaker. Rules have titles; if a rule does not have a title, the Speaker SHALL a title to it by announcement as soon as possible. The text, power, ID number, and the title of the rule are all substantial aspects of the rule. Rule 7/0 (Power=3) Rule Interpretation The text of the rules takes precedence in rule interpretation. If the text is silent, inconsistent, or unclear, it is augmented by game custom, common sense, past judgements, or the best interests of the game. Rule 8/0 (Power=3) Rule Precedence (for unequal powered rules) A rule with higher power takes precedence over a rule with lower power. No change to the ruleset can occur that would cause the a rule to stipulate any other means of determining precedence between rules of unequal power. This rule takes precedence over all rules that would permit such a change to the ruleset. Rule 9/0 (Power=3) Rule Precedence (for equal powered rules) If two or more rules with the same power conflict with each other, the rule with a lower ID number takes precedence. If one of the rules conflicting defers to another rule or explicitly states precedence over another rule, then this supercedes the numerical method of precedence determination. If all of the rules conflicting defer to another rule for determining precedence, then that rule determines precedence instead of this one. If two or more rules claim to take precedence over one another or defer to one another, the numerical method again determines precedence. Rule 10/0 (Power=3) Rule Modification An instrument may, when permitted by other rules, as part of its effect 1) Enact a rule. The rule has a power of 1, if the enacting instrument does not specify a power for the new rule, the power specified by the enacting instrument, or the maximum allowed power, if the power specified by the enacting instrument is larger than this maximum. 2) Repeal a rule. A repealed rule ceases to be a rule, and the Rulekeeper need not keep a record of the rule. 3) Amend the rule text. 4) Retitle a rule. 5) Change the power of a rule. A rule change is anything which falls into the above. Rule changes always occur sequentially, rather than simultaneously. Any ambiguity in a rule change causes the rule change to not happen. A variation in whitespace or capitalization in rule quotation does not constitute ambiguity. This rule is the only mechanism by which any rule change may happen. Rule 11/0 (Power=1) The Ruleset Each rule in the ruleset is assigned to a category, and the rules are grouped according to their category. Changes to this grouping occur as the Speaker sees fit. The listing of each rule must include the substantive aspects of the rule, and its revision number. The Rulekeepr is encouraged not to add additional information to the ruleset, unless it increases the readability of the ruleset. ------- Offices ------- Rule 12/0 (Power=2) Offices A role is an office if and only if it is defined as such by the rules. Each office is at any time either vacant or filled by exactly one player. The holder of an office is an officer, and may be referred to by the name of the office. Any player may make a player the holder of an office (hereafter the nominee), thus removing any previous holder from the office, with Nomic Consent and the consent of the nominee. Rule 13/0 (Power=1) Reports For each office, if the office has a report defined, then the officer for that office MUST maintain the information for the report and MUST report on the information at least once every week. Rule 14/0 (Power=2) The Speaker The Speaker is an office; its report includes: 1) The list of players 2) The ruleset 3) The list of officers The Speaker may only change holders when a player wins the game or when the Speaker explicitly leaves the office. If the Speaker leaves the office, then the rule 12 mechanism for changing officers takes effect. Otherwise, this rule takes precedent over rule 12. The Speaker is the default vote collector for all decisions without an explicitly defined vote collector. Rule 15/0 (Power=1) Deputisation Any player CAN perform an action as if e held a particular office (deputise for an office) if: 1) The rules require the officer to perform the action as part of holding the office. 2) A time limit has expired during which the officer must perform the action 3) The deputy announced between 2 and 14 days ago the intent to deputise to perform the action 4) It would be possible for the deputy to perform the action if e held the office. ------------------- Players and Persons ------------------- Rule 16/0 (Power=1) Joining and Leaving Nomic The verb "to be registered" means to become a player, and the verb "to be deregistered" means to cease to be a player. A person CAN register, unless prevented by the rules, by any nonambigous means of specifying the intent to register. A person CAN deregister. This person CANNOT register again within 30 days of deregistering. A player who is not a person CAN be deregistered by announcement. Rule 17/0 (Power=2) Personhood A person is an entity that has the capacity to be the subject of rights and obligations under the rules. An entity is only a person if so defined by a rule with power 2 or greater. Any biological organism which can communicate via English is a person. ----- Votes ----- Rule 18/0 (Power=3) Decisions When the rules call for a decision to be made, the decision-making process takes place in three stages: 1) Initiation of the decision 2) Voting 3) Resolution of the decision. Rule 19/0 (Power=3) Initiating Decisions A decision is initiated when a person that is allowed to by the rules to initiate it publishes a valid notice which sets forth the intent to initiate the decision. This notice is invalid if it lacks any of the following information, and the lack is correctly identified within one week after the notice is published: 1) The matter to be decided (for example, "the adoption of proposal 4781"). 2) A description of the class of eligible voters sufficient to enable public agreement on which persons are eligible. In particular, an explicit list of the eligible voters is always sufficient for this purpose. 3) A clear indication of the options available. 4) The identity of the vote collector. 5) Any additional information required by the rules for this announcement. The publication of such a valid notice initiates the voting period for the decision. By default, the voting period lasts for seven days. This rule takes precedence over any rule which would require a voting period for some decision to be shorter than seven days, unless the decision is whether to approve a dependent action. Rule 20/0 (Power=3) Voting on Decisions An eligible voter on a decision submits a ballot to the vote collector by publishing a valid notice of eir votes. To be valid, the ballot must: 1) Be submitted within the voting period by an eligible voter. 2) Clearly identify the matter to be decided. 3) Clearly identify the selected option. 4) Not be retracted within the voting period. The strength of an option is the number of valid ballots selecting that option. Other rules may further constrain the validity of ballots. No rule may loosen the constraints in this rule. Rule 21/0 (Power=3) Resolution of Decisions At the end of the voting period for a decision, the vote collector SHALL, by announcement, resolve the decision. This announcement is only a valid resolution if: 1) It is published after the end of the voting period. 2) It clearly identifies the resolved matter. 3) It specifies the option selected, and a tally of the valid votes on each option. This rule takes precedence over any rule that would provide another mechanism by which a decision could be resolved. Rule 22/0 (Power=3) Proposals A proposal is a document describing changes to the Nomic. A player submits a proposal with clear indication that it is meant as a proposal. The Speaker must, as soon as possible, initiate the decision to adopt a submitted proposal. If the adoption index for a proposal is not specified, then it defaults to 1. Determining whether to adopt a proposal is a decision, with valid votes FOR and AGAINST, and the eligible voters are the persons that were players at the beginning of the decision. If the strength of FOR to AGAINST is greater than the adoption index of a proposal, then the proposal is adopted. The adoption of a proposal makes the proposal into an instrument, which can change the rules, with the power set to the proposal's adoption index. The proposal, upon changing the rules, ceases to be an instrument. Rule 23/0 (Power=3) The Proposal System is Protected It must always be possible to adopt proposals within a 4-week period. Any action which would prevent this does not happen. ------------ Abjudication ------------ Rule 24/0 (Power=2) Judicial Cases A Call for Judgement, or judicial case, is a procedure designed to settle matters of controversy. Judicial cases have ID numbers, to be assigned by the Speaker. Rule 25/0 (Power=2) Initiating a CFJ A player CAN initiate a CFJ by announcement, specifying a matter of controversy to be decided upon. Rule 25/0 (Power=2) Judge Assignment The Speaker MUST, upon a CFJ being initiated, assign a judge to the case. E may only assign a judge who is a player and is not a judge for a currently-active case. Rule 26/0 (Power=2) Case Activity and Decisions A case is active if a decision has yet to be made in the case. A judge CAN decide TRUE, FALSE or UNDECIDABLE to a case assigned to em. The decision of the judge should guide further play. A judge SHOULD decide upon a case as soon as possible. Rule 27/0 (Power=2) Appeals A player CAN, within a week of the judicial decision being made, appeal a case. Upon doing so, the case becomes active again, without a judge. The Speaker MAY NOT assign the same judge to the case. ----------- Definitions ----------- Rule 28/0 (Power=3) Definition Definitions Any difference in spelling, grammar, or dialect, is inconsequential, so long as the difference does not create an ambiguity in meaning. A term defined by the Rules has that meaning. Anything not so defined has, by default, its ordinary linguistic meaning. This rule takes precedence over any other rules that dictate terminology or grammar. Rule 29/0 (Power=3) Temporal Definitions All times and dates are, unless otherwise specified, the UTC time/date. All time units are, unless otherwise specified, SI units. Rule 30/0 (Power=3) ID Numbers If a rule defines an entity as having an ID Number, then: 1) Whenever the entity does not have an ID Number, then the player responsible SHALL assign an ID Number as soon as possible. 2) Only a natural number may be assigned as an ID Number. 3) Once assigned, the ID Number may not be changed. Rule 31/0 (Power=3) Mother, May I? The following terms are defined: 1) CANNOT: Attempts to perform the described action do not occur 2) MAY NOT, MUST NOT: Attempts to perform the described action are in violation of the rule in question 3) SHOULD NOT: Before performing the action in question, the consequences of the action should be considered 4) CAN: Attempts to perform the described action occur 5) MAY: Performing the described action is permitted. 6) MUST, SHALL: Failing to perform the described action is a violation of the rule in question. 7) SHOULD: Before failing to perform the action in question, the consequences of not doing so should be considered. If one of the above terms is in upper-case, the definition above is used. Otherwise, the definition above SHOULD be used. -------- Trophies -------- Rule 32/0 (Power=3) First Speaker The First Speaker shall be ---------------.