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NomicScum Mutable Rules: Difference between revisions

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Each game week shall last at least 6 days, 23 hours, and 59 minutes, ending at the first occurrence of 11:59 p.m UTC on a Saturday after that length of time is complete.
Each game week shall last at least 6 days, 23 hours, and 59 minutes, ending at the first occurrence of 11:59 p.m UTC on a Saturday after that length of time is complete.


'''204.''' A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.
<s>'''204.''' A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.</s> <sub>Amended by 304, below</sub>


'''205.''' If and when rule-changes can be adopted without unanimity, first, the players who vote against winning proposals shall receive 10 points each, and second, the players who fail to explicitly vote on a proposal before close of voting shall lose 5 points and have their votes placed in favor.
'''205.''' If and when rule-changes can be adopted without unanimity, first, the players who vote against winning proposals shall receive 10 points each, and second, the players who fail to explicitly vote on a proposal before close of voting shall lose 5 points and have their votes placed in favor.
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'''206.''' An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
'''206.''' An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.


'''207.''' When a proposed rule-change is defeated, the player who proposed it loses 10 points.
<s>'''207.''' When a proposed rule-change is defeated, the player who proposed it loses 10 points.</s> <sub>Amended by 305, below</sub>


'''208.''' Each player always has exactly one vote.
'''208.''' Each player always has exactly one vote.
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This rule supersedes and supplements Rule 201.
This rule supersedes and supplements Rule 201.
'''304.''' A rule-change is adopted if and only if it receives support from a simple majority (greater than 50%) of eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.
'''305.''' Should a proposal fail to pass, the proposer shall be penalized 10 points. Further, if the proposer is more than half way to the score required to win the game on points, then he/she will be deducted, on top of the normal penalty of 10 points, 2 points for every 20 he/she is above 50% of the score to win on points. The maximum penalty under this method, excluding the initial 10 point penalty, shall not exceed 35 points.


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[[Category:Mish Mash]]

Revision as of 17:00, 9 August 2012

NomicScum Immutable Rules -- NomicScum

Mutable Rules

201. Players shall alternate in alphabetical order by username, taking one whole turn apiece. Turns may not be skipped or passed, nor parts of turns be omitted, except by the specific action of a rule or by the removal of the player from the playerlist prior to their turn's completion. After such an event, the turn of the next player alphabetically shall begin immediately. All players begin with zero points. The first turn shall go to the player alphabetically following the last player to complete a turn in the game immediately prior.

202. A player's turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) adding a number of points to their score. The number of points added shall be calculated by subtracting 291 from the ordinal number of their proposal and multiplying 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.)

Each player has forty-eight (48) hours from the start of their turn to propose a new rule. In the event that a player does not propose a rule in that time, they are prodded. In the event that they still have not proposed a rule change forty-eight (48) hours after being prodded, their turn shall be skipped. Upon a single player's turn being skipped for the third time by the action of this rule, they lose and are removed from the player list. (This clause implicitly enforces Rule 111.)

203. Each player shall be given one game week from the beginning of their turn to propose a rule-change and bring it to vote. When a rule-change has been brought to vote, each player shall be given one game week to vote on that rule change.

Each game week shall last at least 6 days, 23 hours, and 59 minutes, ending at the first occurrence of 11:59 p.m UTC on a Saturday after that length of time is complete.

204. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority. Amended by 304, below

205. If and when rule-changes can be adopted without unanimity, first, the players who vote against winning proposals shall receive 10 points each, and second, the players who fail to explicitly vote on a proposal before close of voting shall lose 5 points and have their votes placed in favor.

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

207. When a proposed rule-change is defeated, the player who proposed it loses 10 points. Amended by 305, below

208. Each player always has exactly one vote.

209. The winner is the first player to achieve 200 (positive) points. No player's points may increase or decrease except as ordained by a rule.

210. 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.

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.

301. Any player may propose a rule-change whilst the rule change of the player immediately before them in the turn order is being voted upon. If and when their turn begins, the most recent rule-change proposed thus shall be treated as if it were proposed at the beginning of their turn for all rule purposes save those specifying a minimum interval between proposal and voting.

This rule does not grant players the right to have said rule-change voted on before the beginning of their turn.

302. If, at any point, a person not currently playing but eligible to join (referred herein as "the Entrant") should make clear that they wish to join the current game, a vote as to whether to allow acceptance into the game is immediately undertaken amongst all current players, using a simple majority voting method. This vote shall last no less than 1 game week from moderator recognition of the entry. If the vote should result in an aye result, the Entrant is immediately accepted into the game, and is placed in the turn queue in alphabetical order. The Entrant shall start at 0 points. If the vote should result in a nay result, the Entrant is not accepted into the game, and is forthwith barred from joining the current game.

In addition, a "replacements queue" shall be created upon the acceptance of this rule with the purpose of replacing any player that should forfeit the game either voluntarily or due to idleness. Any eligible person may apply join this queue, and a vote similar as to the one described above shall be undertaken - if the result should be aye, the player is placed at the bottom of the queue; if nay, the player is not placed in the queue, and is barred from joining the current game. If a player should forfeit the game, either voluntarily or due to idleness, then the first entrant in the queue shall be contacted by the moderator via PM to confirm their willingness to "take over" from the forfeited player. If they should prove willing, they are immediately accepted into the game, are placed in the turn order in alphabetical order, and assume the points total of the departing player; if not, the moderator shall then contact the second in the queue, and then the third, and so on, until a suitable entrant is found. Should the list of replacements be exhausted, then no replacement will be issued for the departing player. Furthermore, if an entrant in the replacement queue should indicate that they wish to immediately join the game, rather than wait for a slot to become available, they will be removed from the replacement queue and join the game immediately, as above.

This rule supersedes and supplements Rule 201.

304. A rule-change is adopted if and only if it receives support from a simple majority (greater than 50%) of eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

305. Should a proposal fail to pass, the proposer shall be penalized 10 points. Further, if the proposer is more than half way to the score required to win the game on points, then he/she will be deducted, on top of the normal penalty of 10 points, 2 points for every 20 he/she is above 50% of the score to win on points. The maximum penalty under this method, excluding the initial 10 point penalty, shall not exceed 35 points.


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