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Wisdom

Change is inevitable. We should seek a new way for this, somehow it needs to be inspiring. Maybe it's just too random or maybe it's just too clunky. If one looks deep into oneself, one may find the answer. If you can find the answer, let it seep through your bloodstream and spill into the world.

Score

player points VK class
akvadrako 132 2 Buddha
RamonRB 126 0 Police
rknegjens 59 0 Lobbyist
fpug 13 0 Zombie
roarandrock 55 1 Dark Buddhist

Mutable Rules: 16 Target Points: 191 (§208, §311)

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.

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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.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

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.)

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

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.

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. g

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.

303. All player have a "voting karma" (VK) score, which is separate to the points defined in rule 112. All players begin with zero VK. A player's voting karma is modified based on how promptly they perform the voting actions of proposing a rule and voting on a rule when required to. If a player does either action on time (defined below) their VK score is incremented by one. If they are late to perform either action their VK score is decremented by the number of days they exceeded the on time deadline, rounded to the nearest 24 hours.

In order to propose a rule on time the proposal must be submitted no later than 48 hours after midnight (UTC) of the day that the previous rule was voted on. In order to vote on a rule on time the vote must be cast no later than 24 hours after midnight (UTC) of the day the proposal was submitted or last amended or last discussed. A rule is amended when the proposer updates the rule via a new git commit. A rule is discussed when a player comments on the pull request of the rule. Successive comments by the same player without a response from other players are ignored i.e. only the time of the first comment should be considered in this case.

304. When a proposed rule-change is defeated, the player who proposed it shall subtract half of the points (rounded down to the nearest integer) he or she is about to gain in part (2) of the turn from his or her score.

306. Class Each player has one class from a list in the Class.md file. Classes give specific players special abilities and otherwise override the common rules for one player.

  • The default class for all players is Peasant.
  • Classes do not count as rules.
  • Unless otherwise specified, classes also overrride later rules.
    • Note: Unless this rule is immutable, classes cannot override immutable rules.
  • A player may change their class on their turn, after their proposal is voted on. They should do this by adding a comment in the PR. This change will occur after points are calculated.
  • Instead of effectively mutating the rule list, a player may add, remove or amend a class. They do this formally by proposing the null rule and patching the Class.md file. The proposal will be voted on as normally done for rule changes.
  • The null rule is "This rule has no effect and is immediately repealed."

309. Voting for a rule-change is completed when one of these two conditions is met (if both conditions are true, then only the condition that happened first):

  • (1) The rule-change is approved by majority of players. If this condition is met, then the rule change is adopted. Majority is defined for 5 or more players as half the players rounded up (i.e. 3 players in a 5 player game).
    • (1a) In a four player game, majority is defined as 3 players.
    • (1b) In a three player game, majority is defined as 2 players.
    • (1c) In a one or two player game, majority is defined as all players.
  • (2) The rule-change is rejected by majority of players, same as defined in (1). If this condition is met, then the rule change is not adopted.
  • (3) In case of a tie (i.e. 2 approve, 2 reject in a four player game) then karma points will be the tie breaker. Each side will tally their total karma points and the side with the largest sum of karma points will be considered the majority.
    • (3a) In case of a second tie in karma points, the youngest player will decide if the rule is approved or rejected.

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

311. For every day after the first between a rule proposal and the final vote (resulting in the rule being approved or denied), the amount of points needed to win this game is reduced. The amount to subtract from the total points needed to win the game is calculated by summing the number of 24-hour periods between proposal and result, rounded down to a whole number, minus 1.

312. (Amends rule §201) Players may take a turn whenever a turn is not currently in progress. A player may not take two turns in a row. Once a turn is started it may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

If multiple players attempt to take a turn at the same time, the current turn will be that of the player who can show they were the first to start e.g. via a GitHub pull request. In this case any other attempts to start a turn are void and should be deleted. No turn order or queue is established by failed turn attempts.

Rule §303 applies equally to all players that are eligible for proposing a new rule i.e. if a new rule is not proposed on time all such players will receive the same voting karma penalty.

313. The first 3 players who approve this rule earn 50 extra points. The implied vote from the active player is counted first.

Players may not propose rules that immediately give themselves or other players extra points, for example this rule.

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