NomicScum, Game 2

For completed/abandoned Mish Mash Games.
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NomicScum, Game 2

Post Post #0 (ISO) » Mon Apr 02, 2012 2:22 pm

Post by Packbat »

The following is a variation of Peter Suber's Initial Rules, intended to encourage a succession of games to be played on the mafiascum.net forums and wiki.

Spoiler: Game 1 Initial Rules
Meta Rules


I.
All players must always abide by all the rules then in effect, in the form in which they are then in effect. All Meta Rules are in effect whenever a game begins. Wherever there is a contradiction between any Meta Rules and any other rules, the Meta Rules shall govern. The Meta Rules consist of rules I-V.

II.
No changes will be made to the Meta Rules except by unanimous agreement of all players. No changes will be made to the Meta Rules by the agreement of fewer than five players.

III.
Each game shall begin with a written ruleset consisting of these Meta Rules and a set of Game Rules. If no game is in progress and no set of Game Rules have been proposed, the winner of the previous game shall have the right to propose such a set. If no such winner exists, or if said winner fails to propose such a set within a reasonable time, or if, after such a set is proposed, no game starts, any person with an unbanned Mafiascum.net account may propose a set of Game Rules.

IV.
Each game shall start with a written player list. The player list shall be drawn exclusively from persons with unbanned Mafiascum.net accounts.

V.
If a game has no players on the player list, the game may be terminated by any person with an unbanned Mafiascum.net account.

Immutable Rules


101. The game shall start at 11:59 p.m. UTC on Saturday, April 7 with an initial set of Game Rules consisting of Rules 101-118 (immutable) and 201-213 (mutable). Until the game starts, any eligible person may add or remove themself from the player list at will; after the game starts, the player list shall be fixed except where other rules permit its alteration.

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.

(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.)


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.

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

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. Any player who has lost (by forfeiture or otherwise) shall be removed from the player list. No person may join the player list of a game from which they have been removed.

115. Any player whose action violates the rules shall lose and be removed from the player list. The action in question and all actions following it shall then be reversed.

116. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

117. 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.

118. 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


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 where the player of the turn shall be removed from the playerlist prior to that turn's completion. In the event of such a player's removal, the turn of the next player alphabetically shall begin immediately. All players begin with zero points.

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.)


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.

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.

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.


. . Wiki.
Last edited by Packbat on Sun Jun 10, 2012 4:52 pm, edited 8 times in total.
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Post Post #1 (ISO) » Mon Apr 02, 2012 2:27 pm

Post by Chevre »

not a fan of Suber, but I like to make rules. /in.
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Post Post #2 (ISO) » Mon Apr 02, 2012 2:33 pm

Post by Xalxe »

/in
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Post Post #3 (ISO) » Mon Apr 02, 2012 2:38 pm

Post by Lord Mhork »

/in
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Post Post #4 (ISO) » Mon Apr 02, 2012 2:38 pm

Post by animorpherv1 »

/in
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Post Post #5 (ISO) » Mon Apr 02, 2012 2:39 pm

Post by Cybele »

/in
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Post Post #6 (ISO) » Mon Apr 02, 2012 2:45 pm

Post by Packbat »

...interesting. Something funny is going on when I edit the post. Moving playerlist here:
  • animorpherv1
  • Chevre
  • CSL
  • Cybele
  • JDGA
  • Lord Mhork
  • Packbat
  • Xalxe


Moving again...
Last edited by Packbat on Wed Apr 04, 2012 6:34 am, edited 2 times in total.
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Post Post #7 (ISO) » Mon Apr 02, 2012 2:46 pm

Post by Xalxe »

Length is fucking with post editing.
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Post Post #8 (ISO) » Mon Apr 02, 2012 2:47 pm

Post by animorpherv1 »

In post 7, Xalxe wrote:Length is fucking with post editing.
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Post Post #9 (ISO) » Mon Apr 02, 2012 2:49 pm

Post by CSL »

/confirm pre-in

:o
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Post Post #10 (ISO) » Mon Apr 02, 2012 2:54 pm

Post by Packbat »

In post 8, animorpherv1 wrote:
In post 7, Xalxe wrote:Length is fucking with post editing.

It won't let me abridge it, though.
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Post Post #11 (ISO) » Mon Apr 02, 2012 2:57 pm

Post by Xalxe »

In post 10, Packbat wrote:
In post 8, animorpherv1 wrote:
In post 7, Xalxe wrote:Length is fucking with post editing.

It won't let me abridge it, though.


It's fucking a lot.

Goddamn slut posts.
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Post Post #12 (ISO) » Mon Apr 02, 2012 5:30 pm

Post by Packbat »

Ah, I figured it out. The characters in the URL must count, too.
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Post Post #13 (ISO) » Mon Apr 02, 2012 7:16 pm

Post by Packbat »

In all seriousness, though, is there anything that needs fixing in the ruleset? It's easier to repair things now (when all you need to convince is me) than next week (when all you need to convince is
everyone
).
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Post Post #14 (ISO) » Mon Apr 02, 2012 7:35 pm

Post by izakthegoomba »

/egosearch

This will be funny.
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Post Post #15 (ISO) » Mon Apr 02, 2012 8:35 pm

Post by JDGA »

/in for teh lulz and maybe possibly hopefully not having the game abandoned (although, considering it's Packbat...)
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Post Post #16 (ISO) » Mon Apr 02, 2012 9:57 pm

Post by cg5 »

Have I got this right?

On your turn you
have
to make a proposition, and in the first two turn cycles, if the votes aren't unanimous in favour then it fails and you lose 10 points? That's a bit harsh.
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Post Post #17 (ISO) » Mon Apr 02, 2012 10:47 pm

Post by JDGA »

Of course, you also gain points depending on how many people accepted your proposition, so you won't lose ten points each time.
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Post Post #18 (ISO) » Tue Apr 03, 2012 3:22 am

Post by Packbat »

I have yet to see a game where that rule remained unamended for the first two turn cycles.
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Post Post #19 (ISO) » Tue Apr 03, 2012 4:22 am

Post by Elmo TeH AzN »

In post 14, izakthegoomba wrote:/egosearch

This will be funny.
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Post Post #20 (ISO) » Wed Apr 04, 2012 1:07 am

Post by Robotnick2 »

In post 19, Elmo TeH AzN wrote:
In post 14, izakthegoomba wrote:/egosearch

This will be funny.

Also, /in, if you don't have a full playerlist.
If you do, /in to replace.
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Post Post #21 (ISO) » Wed Apr 04, 2012 4:56 am

Post by Kcdaspot »

In post 19, Elmo TeH AzN wrote:
In post 14, izakthegoomba wrote:/egosearch

This will be funny.
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Post Post #22 (ISO) » Wed Apr 04, 2012 5:01 am

Post by Chevre »

why are you all egosearching this instead of just playing? You know if you just egosearch it and be like "oh I'll look at this for the lulz" you never will.

:roll:
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Post Post #23 (ISO) » Wed Apr 04, 2012 5:01 am

Post by izakthegoomba »

I can't play... but I would... dammit, stop tempting me!
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Post Post #24 (ISO) » Wed Apr 04, 2012 6:29 am

Post by Packbat »

Bumping player list to top of page...
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