forked from breadpunk/nomic
Initial commit of raw, unadulterated base rule set with simple README.
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# Odeon: Nomic on Github
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This repository represents a game of
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[Nomic](http://legacy.earlham.edu/~peters/nomic.htm) where the bookkeeping of
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the rules and possibly the scores is done through Markdown flavored text files.
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All players must always abide by all the rules then in effect, in the form in
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which they are then in effect. The rules in the Initial Set are in effect
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whenever a game begins. The Initial Set consists of Rules 101-116 (immutable)
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and 201-213 (mutable).
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Initially rules in the 100's are immutable and rules in the 200's are mutable.
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Rules subsequently enacted or transmuted (that is, changed from immutable to
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mutable or *vice versa*) may be immutable or mutable regardless of their
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numbers, and rules in the Initial Set may be transmuted regardless of their
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numbers.
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A rule-change is any of the following:
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1. the enactment, repeal, or amendment of a mutable rule;
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2. the enactment, repeal, or amendment of an amendment of a mutable rule; or
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3. the transmutation of an immutable rule into a mutable rule or *vice versa*.
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(Note: This definition implies that, at least initially, all new rules are
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mutable; immutable rules, as long as they are immutable, may not be amended or
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repealed; mutable rules, as long as they are mutable, may be amended or
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repealed; any rule of any status may be transmuted; no rule is absolutely
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immune to change.)
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All rule-changes proposed in the proper way shall be voted on. They will be
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adopted if and only if they receive the required number of votes.
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Every player is an eligible voter. Every eligible voter must participate in
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every vote on rule-changes.
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All proposed rule-changes shall be written down before they are voted on. If
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they are adopted, they shall guide play in the form in which they were voted on.
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No rule-change may take effect earlier than the moment of the completion of the
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vote that adopted it, even if its wording explicitly states otherwise. No
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rule-change may have retroactive application.
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Each proposed rule-change shall be given a number for reference. The numbers
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shall begin with 301, and each rule-change proposed in the proper way shall
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receive the next successive integer, whether or not the proposal is adopted.
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If a rule is repealed and reenacted, it receives the number of the proposal to
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reenact it. If a rule is amended or transmuted, it receives the number of the
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proposal to amend or transmute it. If an amendment is amended or repealed, the
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entire rule of which it is a part receives the number of the proposal to amend
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or repeal the amendment.
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Rule-changes that transmute immutable rules into mutable rules may be adopted
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if and only if the vote is unanimous among the eligible voters. Transmutation
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shall not be implied, but must be stated explicitly in a proposal to take
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effect.
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In a conflict between a mutable and an immutable rule, the immutable rule takes
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precedence and the mutable rule shall be entirely void. For the purposes of this
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rule a proposal to transmute an immutable rule does not "conflict" with that
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immutable rule.
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If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive
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of play, or if it arguably consists of two or more rule-changes compounded or is
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an amendment that makes no difference, or if it is otherwise of questionable
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value, then the other players may suggest amendments or argue against the
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proposal before the vote. A reasonable time must be allowed for this debate. The
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proponent decides the final form in which the proposal is to be voted on and,
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unless the Judge has been asked to do so, also decides the time to end debate
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and vote.
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The state of affairs that constitutes winning may not be altered from achieving
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*n* points to any other state of affairs. The magnitude of *n* and the means of
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earning points may be changed, and rules that establish a winner when play
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cannot continue may be enacted and (while they are mutable) be amended or
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repealed.
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A player always has the option to forfeit the game rather than continue to play
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or incur a game penalty. No penalty worse than losing, in the judgment of the
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player to incur it, may be imposed.
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There must always be at least one mutable rule. The adoption of rule-changes
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must never become completely impermissible.
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Rule-changes that affect rules needed to allow or apply rule-changes are as
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permissible as other rule-changes. Even rule-changes that amend or repeal their
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own authority are permissible. No rule-change or type of move is impermissible
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solely on account of the self-reference or self-application of a rule.
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Whatever is not prohibited or regulated by a rule is permitted and unregulated,
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with the sole exception of changing the rules, which is permitted only when a
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rule or set of rules explicitly or implicitly permits it.
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Players shall alternate in clockwise order, taking one whole turn apiece. Turns
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may not be skipped or passed, and parts of turns may not be omitted. All players
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begin with zero points.
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In mail and computer games, players shall alternate in alphabetical order by
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surname.
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One turn consists of two parts in this order:
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1. proposing one rule-change and having it voted on, and
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2. throwing one die once and adding the number of points on its face to one's
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score.
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In mail and computer games, instead of throwing a die, players subtract 291 from
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the ordinal number of their proposal and multiply the result by the fraction of
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favorable votes it received, rounded to the nearest integer. (This yields a
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number between 0 and 10 for the first player, with the upper limit increasing
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by one each turn; more points are awarded for more popular proposals.)
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A rule-change is adopted if and only if the vote is unanimous among the eligible
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voters. If this rule is not amended by the end of the second complete circuit of
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turns, it automatically changes to require only a simple majority.
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If and when rule-changes can be adopted without unanimity, the players who vote
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against winning proposals shall receive 10 points each.
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An adopted rule-change takes full effect at the moment of the completion of the
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vote that adopted it.
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When a proposed rule-change is defeated, the player who proposed it loses 10
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points.
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Each player always has exactly one vote.
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The winner is the first player to achieve 100 (positive) points.
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In mail and computer games, the winner is the first player to achieve 200
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(positive) points.
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At no time may there be more than 25 mutable rules.
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Players may not conspire or consult on the making of future rule-changes unless
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they are team-mates.
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The first paragraph of this rule does not apply to games by mail or computer.
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If two or more mutable rules conflict with one another, or if two or more
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immutable rules conflict with one another, then the rule with the lowest ordinal
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number takes precedence.
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If at least one of the rules in conflict explicitly says of itself that it defers
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to another rule (or type of rule) or takes precedence over another rule (or type
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of rule), then such provisions shall supersede the numerical method for
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determining precedence.
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If two or more rules claim to take precedence over one another or to defer to
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one another, then the numerical method again governs.
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If players disagree about the legality of a move or the interpretation or
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application of a rule, then the player preceding the one moving is to be the
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Judge and decide the question. Disagreement for the purposes of this rule may
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be created by the insistence of any player. This process is called *invoking
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Judgment*.
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When Judgment has been invoked, the next player may not begin his or her turn
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without the consent of a majority of the other players.
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The Judge's Judgment may be overruled only by a unanimous vote of the other
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players taken before the next turn is begun. If a Judge's Judgment is overruled,
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then the player preceding the Judge in the playing order becomes the new Judge
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for the question, and so on, except that no player is to be Judge during his or
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her own turn or during the turn of a team-mate.
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Unless a Judge is overruled, one Judge settles all questions arising from the
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game until the next turn is begun, including questions as to his or her own
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legitimacy and jurisdiction as Judge.
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New Judges are not bound by the decisions of old Judges. New Judges may,
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however, settle only those questions on which the players currently disagree
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and that affect the completion of the turn in which Judgment was invoked. All
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decisions by Judges shall be in accordance with all the rules then in effect;
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but when the rules are silent, inconsistent, or unclear on the point at issue,
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then the Judge shall consider game-custom and the spirit of the game before
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applying other standards.
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If the rules are changed so that further play is impossible, or if the legality
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of a move cannot be determined with finality, or if by the Judge's best
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reasoning, not overruled, a move appears equally legal and illegal, then the
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first player unable to complete a turn is the winner.
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This rule takes precedence over every other rule determining the winner.
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