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Scum Nomic

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Player Points Health Rating Status* Class Items**
CoolBot 71 100 Fighter RG(2), RC, Ba, MK(0), 2 Sil, Ch
Narninian 39 99 P RG(2), RC, GSH, Ba, MK(0), Sil, Ch
Scalebane 30 100 S RG(3), RC, GSH, Ba, MK(0)
SpeedyKQ 46 100 BK Cleric RB(3), RC, GSH, Ba, MK(0), Ch
* - P: Proposer, BK: Book Keeper, S: Suspended
** - RG: Raygun, RC: Recharger, GSH: Giant Sticky Hand, Ba: Bandage, MK: Med-Kit, Sil: Silmaril, Ch: Chest


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 within one week of the proposal being made. They will be adopted if and only if they receive the required number of votes.

105. Every player that votes within one week of the proposal being made is an eligible voter. If a player does not vote within one week of a proposal being made, that player is not an eligible voter.

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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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.

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.

117. At all times, one player is the Book Keeper. The Book Keeper's duty includes any logistical need of the game. This includes, but is not limited to, keeping the ruleset up to date and keeping player's points up to date.

118. The player who is the Book Keeper rotates alphabetically every four weeks. If the player who is the Book Keeper becomes a suspended player, the Book Keeper becomes the next player.

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.)

203. 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.

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

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

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.

210. If any player does not post in the game thread for two weeks, the player becomes a suspended player. Suspended players may not be elegible voters and are not considered active players in any way. A suspended player becomes a normal player with any post in the game thread.

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.

301. Each player has a Health Rating (HR) associated with them. The Health Rating is a whole number between 0 and 100. Every turn, players gain 10 HR. Any HR above 100 is lost.

304. Each player on their turn, in addition to submitting a rule proposal, may optionally submit an item proposal. The player gives the item a name and an ability to influence the game in some way. Players vote yes or no for the item independently from their votes on the rule. If a majority of players vote in favor of the item, each player receives one copy of the item. A list of items owned by each player is maintained by the Book Keeper.

Players may establish a store, where they must maintain a list of items for sale and the price in points for each item. A player may at any time buy an item from another player's store by declaring such in the game thread, at which time the Book Keeper should record the transfer.

305. The Infirmary. If a player's HP becomes 0, then the player is in the infirmary. While in the infirmary, players may not preform any game action except making a new proposal. A player leaves the infirmary when his HP rises above 25 HP.

306.A. New players can join the game at any time every player already in the game has made the same amount of proposals. (In other words, if the player on top of the list is about to propose a new rule.) They will join the turn order on the last place and are considered active players and elegible voters from that moment. They will start with 0 points, no items, and a Health Rating of 25.

B. If a player leaves the game he may request a new player to 'replace' him, a new player will in that case take all the statistics from the leaving player, including points, place in the turn order, and items.

307. Players may, if it is their turn to propose a rule, declare, in the thread, that they are "passing". If a player passes, it then becomes the turn of the next player (in turn order) to propose a proposition. If a player does not post in the thread or propose a proposition within 3 days of their turn beginning, they are assumed to be passing. A player who passes 2 turns in succession is considered to be a suspended player as defined by rule 210.

310. At the beginning of each player's turn they may choose to declare a "class". The classes that they may declare are Fighter, Cleric, Rogue and Mage. If the player currently has no declared class, they immediately become that class. If they had previously declared a class - they remain their previously declared class(with any advantages or disadvantages) until their NEXT turn.

311. Players shall alternate in clockwise order, taking one whole turn apiece. Turns may be skipped or passed.

312. 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.

313. Once during any turn, a player of the class fighter (attacker) may attack any one player (defender) by posting so in the game thread. The attacker must post x 10 sided dice rolls, where x depends on the defender's class:

Defender's Class - x
Rogue - 1
Fighter - 2
Mage - 3
Cleric - 4
No Class - 4
The sum of the dice the attacker rolled is the damage inflicted, and is decducted from the defender's HP.

314. Once during a turn a player of the class, mage - may use the ability summon: phantom object. He will be succesful in doing this provided he rolls a 2-6 on a 6 sided die and is not *intererupted. They will then be able to summon an item of their choosing, but it will only be in existence until their next the turn, as well as any other effects the object may provide.