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 on. They will be adopted if and only if they receive the required number of votes.
105. Every player is 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 If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.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. Use /out to forfeit the game.
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.
201. All players begin with zero points.
205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
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 moderator 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. If a Judge's Judgment is overruled, then a new Judge is voted upon by the players following the rules of simple majority except that no player is to be Judge during his or her own turn. 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.
214. Players may /in to the game at any time to join the game.
215. At least 3 players (including the moderator) must be in the game before proposals may be voted upon.
302. Amend rule 203 to state "A proposal is adopted when a majority of voters vote for it within the voting period of 48 hours."
305. Any player caught intentionally violating the rules shall be assessed a 5 point penalty for each rule purposefully violated. Note: Point values can become negative. (In the case that this rule is unclear, the Judge shall decide what constitutes intentional violations of the rules.)
307. You may, at any time while your proposal is being voted on, pull the proposal from voting and self-reject it.
308. Watermelons are bumblebees.
310. Any player may spend 1 point to acquire a watermelon.
313. When a proposal passes it's author shall receive 3 points.
324. If a player has not posted in the thread for 72 hours then they are no longer a player. They become an inactive player and are not counted towards the voting threshold. They keep all points and other items. An inactive player can become a player again by posting in the thread.
331. Amend rule 207 to say that all players have exactly one vote unless another rule specifically overrides this rule.
334. Create a new rule that states "Each player starts with 15 lightbulbs", and also grants all players except me 3 points.
335. Creates the Lightbulb Market. Any player may invest by spending a number of lightbulbs equal to (# investors + 1), or withdraw their investment to receive a number of lightbulbs equal to (# investors).
336. Repeal rule 332.
338. When this proposal passes every current player receives 15 lightbulbs.
341. Any player may exchange any lightbulb for a raspberry at any time.
342. The first player to consume 7 unique pieces of fruit after this rule is instated wins. Fruits may only be consumed one at a time, with a 24 hour cooldown between consumptions. Give DiplomatDC a lemon.
346. Objects do not inherently belong to any given food category; a rule must be passed to designate an object as belonging to a specific food category. Objects can only belong to one food category at a time.
347. Oranges, apples, raspberries, blueberries, blackberries, and grapes are categorized as "Fruits".
352. Any player voting yes on another player's proposal is awarded one point if that proposal passes.
353. Repeal rule 204.
354. A player may spend 8 lightbulbs to gain an extra vote on one proposal, overriding rule 331. This may only be done once per proposal.
356. Any player may invest in the lightbulb market a maximum of three times, but not twice within 24 hours. The price to invest goes up every time a player invests, and goes down when a player withdraws (they receive their payment after withdrawing, therefore the price is adjusted before they get paid).
360. Lemons are fruit. Give everybody a lemon.
361. Smash half of DiplomatDC's lightbulbs (at the point of this proposal's approval), rounded up. Smashed lightbulbs remains in DiplomatDC's inventory.
363. Inventory may not be altered unless a rule, or set of rules, permits or directs it.