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Yawetag/Nomic IV/Rules
Section 100: Immutable Rules
100-010
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 in Section 100 (immutable) and Section 200 (mutable).
100-020
Initially rules in Section 100 are immutable and rules in Section 200 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.
100-030
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.
Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.
100-040
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.
100-050
Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.
100-060
All proposed rule-changes shall be posted before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
100-070
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.
100-080
Each proposed rule-change shall be given a number for reference. The numbers shall begin with [b]Prop-001[/b], and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
100-090
If a proposed rule-change is adopted, it shall be given a number for reference. The numbers shall begin with the section [b]300-010[/b], and each rule-change adopted shall receive the next integer, counting by 10 (300-020, 300-030).
100-100
If a rule is repealed and reenacted, it receives the next number using Rule 100-090. If a rule is amended, its number remains the same. If a rule is transmuted, it receives the next number of the section it was transmuted to. If an amendment is amended or repealed, the entire rule of which it is a part of keeps its same rule number.
100-110
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.
100-120
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.
100-130
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.
100-140
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.
100-150
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.
100-160
There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
100-170
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.
100-180
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.
100-190
In ease of keeping the game status updated, yawetag is the Judge of the game.
Section 200: Mutable Rules
200-010
Players shall alternate in alphabetical order by username, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
200-020
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.
200-030
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.
200-040
If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
200-050
An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
200-060
When a proposed rule-change is defeated, the player who proposed it loses 10 points.
200-070
Each player always has exactly one vote.
200-080
The winner is the first player to achieve 200 (positive) points.
200-090
At no time may there be more than 25 mutable rules.
200-100
Players may not conspire or consult on the making of future rule-changes unless they are team-mates.
200-110
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.
200-120
Judges are not allowed to become a player.
200-130
If players disagree about the legality of a move or the interpretation or application of a rule, then the Judge will 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 players taken before the next turn is begun. If a Judge's Judgment is overruled, then the question will be posed to all of the players for a vote. A majority will win in voting.
200-140
Judges may 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.
200-130
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.