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Initial Set of Rules of Nomic

crc128 Apr 12th, 2020 23 Never
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  1. Initial Set of Rules of Nomic
  2.  
  3. 1. Immutable Rules
  4.  
  5. 101. All players must always abide by all the rules then in effect, in the form in
  6. which they are then in effect. The rules in the Initial Set are in effect whenever a
  7. game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213
  8. (mutable).
  9.  
  10. 102. Initially, rules in the 100's are immutable and rules in the 200's are mutable.
  11. Rules subsequently enacted or transmuted (i.e., changed from immutable to
  12. mutable or vice versa) may be immutable or mutable regardless of their
  13. numbers, and rules in the Initial Set may be transmuted regardless of their
  14. numbers.
  15.  
  16. 103. A rule change is any of the following: (1) the enactment, repeal, or amendment
  17. of a mutable rule; (2) the enactment, repeal, or amendment of an amendment, or
  18. (3) the transmutation of an immutable rule into a mutable rule, or vice versa.
  19. (Note: This definition implies that, at least initially, all new rules are mutable.
  20. Immutable rules, as long as they are immutable, may not be amended or
  21. repealed; mutable rules, as long as they are mutable, may be amended or
  22. repealed. No rule is absolutely immune to change.)
  23.  
  24. 104. All rule changes proposed in the proper way shall be voted on. They will be
  25. adopted if and only if they receive the required number of votes.
  26.  
  27. 105. Every player is an eligible voter. Every eligible voter must participate in every
  28. vote on rule changes.
  29.  
  30. 106. Any proposed rule change must be written down before it is voted on. If
  31. adopted, it must guide play in the form in which it was voted on.
  32.  
  33. 107. No rule change may take effect earlier than the moment of the completion of
  34. the vote that adopted it, even if its wording explicitly states otherwise. No rule
  35. change may have retroactive application.
  36.  
  37. 108. Each proposed rule change shall be given a rank-order number (ordinal
  38. number) for reference. The numbers shall begin with 301, and each rule change
  39. proposed in the proper way shall receive the next successive integer, whether or
  40. not the proposal is adopted.
  41.  
  42. If a rule is repealed and then re-enacted, it receives the ordinal number of the
  43. proposal to re-enact it. If a rule is amended or transmuted, it receives the ordinal
  44. number of the, proposal to amend or transmute it. If an amendment is amended
  45. or repealed, the entire rule of which it is a part receives the ordinal number of
  46. the proposal to amend or repeal the amendment.
  47.  
  48. 109. Rule changes that transmute immutable rules into mutable rules may be
  49. adopted if and only if the vote is unanimous among the eligible voters.
  50.  
  51. 110. Mutable rules that are inconsistent in any way with some immutable rule
  52. (except by proposing to transmute it) are wholly void and without effect. They
  53. do not implicitly transmute immutable rules into mutable rules and at the same
  54. time amend them. Rule changes that transmute immutable rules into mutable
  55. rules will be effective if and only if they explicitly state their transmuting effect.
  56.  
  57. 111. If a rule change as proposed is unclear, ambiguous, paradoxical, or destructive
  58. of play, or if it arguably consists of two or more rule changes compounded or is
  59. an amendment that makes no difference, or if it is otherwise of questionable
  60. value, then the other players may suggest amendments or argue against the
  61. proposal before the vote. A reasonable amount of time must be allowed for this
  62. debate. The proponent decides the final form in which the proposal is to be
  63. voted on and decides the time to end debate and vote. The only cure for a bad
  64. proposal is prevention: a negative vote.
  65.  
  66. 112. The state of affairs that constitutes winning may not be changed from
  67. achieving n points to any other state of affairs. However, the magnitude of n and
  68. the means of earning points may be changed, and rules that establish a winner
  69. when play cannot continue may be enacted and (while they are mutable) be
  70. amended or repealed.
  71.  
  72. 113. A player always has the option to forfeit the game rather than continue to play
  73. or incur a game penalty. No penalty worse than losing, in the judgment of the
  74. player to incur it, may be imposed.
  75.  
  76. 114. There must always be at least one mutable rule. The adoption of rule changes
  77. must never become completely impermissible.
  78.  
  79. 115. Rule changes that affect rules needed to allow or apply rule changes are as
  80. permissible as other rule changes. Even rule changes that amend or repeal their
  81. own authority are permissible. No rule change or type of move is impermissible
  82. solely on account of the self-reference or self-application of a rule.
  83.  
  84. 116. Whatever is not explicitly prohibited or regulated by a rule is permitted and
  85. unregulated, with the sole exception of changing the rules, which is permitted
  86. only when a rule or set of rules explicitly or implicitly permits it.
  87.  
  88. 2. Mutable Rules
  89.  
  90. 201. Players shall alternate in clockwise order, taking one whole turn apiece. Turns
  91. may not be skipped or passed, and parts of turns may not be omitted. All players
  92. begin with zero points.
  93.  
  94. 202. One turn consists of two parts, in this order: (1) proposing one rule change and
  95. having it voted on, and (2) throwing one die once and adding the number of
  96. points on its face to one's score.
  97.  
  98. 203. A rule change is adopted if and only if the vote is unanimous among the
  99. eligible voters.
  100.  
  101. 204. If and when rule changes can be adopted without unanimity, the players who
  102. vote against winning proposals shall receive 10 points apiece.
  103.  
  104. 205. An adopted rule change takes full effect at the moment of the completion of
  105. the vote that adopted it.
  106.  
  107. 206. When a proposed rule change is defeated, the player who proposed it loses 10
  108. points.
  109.  
  110. 207. Each player always has exactly one vote.
  111.  
  112. 208. The winner is the first player to achieve 100 (positive) points.
  113.  
  114. 209. At no time may there be more than 25 mutable rules.
  115.  
  116. 210. Players may not conspire or consult on the making of future rule changes
  117. unless they are teammates.
  118.  
  119. 211. If two or more mutable rules conflict with one another, or if two or more
  120. immutable rules conflict with one another, then the rule with the lowest ordinal
  121. number takes precedence.
  122.  
  123. If at least one of the rules in conflict explicitly says of itself that it defers tog
  124. another rule (or type of rule) or takes precedence over another rule (or type of
  125. rule), then such provisions shall supersede the numerical method for determining
  126. precedence.
  127.  
  128. If two or more rules claim to take precedence over one another or to defer to
  129. one another, then the numerical method must again govern.
  130.  
  131. 212. If players disagree about the legality of a move or the interpretation or
  132. application of a rule, then the player preceding the one moving is to be the Judge
  133. and to decide the question. Disagreement, for the purposes of this rule, may be
  134. created by the insistence of any player. Such a process is called invoking
  135. judgment.
  136.  
  137. When judgment has been invoked, the next player may not begin his or her
  138. turn without the consent of a majority of the other players.
  139.  
  140. The judge's judgment may be overruled only by a unanimous vote of the other
  141. players, taken before the next turn is begun. If a judge's judgment is overruled,
  142. the player preceding the Judge in the playing order becomes the new judge for
  143. the question, and so on, except that no player is to be judge during his or her
  144. own turn or during the turn of a teammate.
  145.  
  146. Unless a judge is overruled, one Judge settles all questions arising from the
  147. game until the next turn is begun, including questions as to his or her own
  148. legitimacy and jurisdiction as judge
  149.  
  150. New judges are not bound by the decisions of old judges. New judges may,
  151. however, settle only those questions on which the players currently disagree and
  152. that affect the completion of the turn in which judgment was invoked. All
  153. decisions by Judges shall be in accordance with all the rules then in effect; but
  154. when the rules are silent, inconsistent, or unclear on the point at issue, then the
  155. judge's only guides shall be common morality, common logic, and the spirit of
  156. the game.
  157.  
  158. 213. If the rules are changed so that further play is impossible, or if the legality of a
  159. move is impossible to determine with finality, or if by the judge's best reasoning,
  160. not overruled, a move appears equally, legal and illegal, then the first player who
  161. is unable to complete a turn is the winner
  162. This rule takes precedence over every other rule determining the winner.
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