1. Post 0: Current Ruleset
2. Post 1: Initial Ruleset
3. Post 2: Active Proposals and Miscellaneous Stuff
4. Post 3: Change Log
5. Post 4: Event History
101: Players must follow all currently active rules.
102: A rule is active (except as excluded in 103) if it passes and is formally recognized as active by the moderator.
103: A rule is no longer active if it is completely overridden by another rule or repealed.
104: No rule shall be made to stop further amendments, additions, or deletions of the rules.
105: Five active players are required to make, vote upon, or pass proposals.
106: Inactive players automatically abstain on all proposals.
107: Voting threshold changes due to additional players or inactive players are considered instantly.
108: Immutable rules automatically override mutable rules unless an immutable rule specifies otherwise.
109: Whenever a mutable law conflicts with a mutable law, or an immutable law conflicts with an immutable law, the lowest ordinal shall take precedence unless otherwise dictated by the laws. If both defer to each other, then the number rule applies again.
110: All players are eligible to vote.
111: All immutable rules may be transmuted to mutable rules by unanimous consent.
112: Mutable rules may be transmuted to immutable rules by unanimous consent.
113: To calculate the total number of active votes, tally up the number of votes possessed by active players minus the votes of abstaining players.
114: All new rules are mutable.
115: In the initial ruleset, rules 101-115 are immutable, and rules 201-212 are mutable.
202: An inactive player is any player who has not posted for a total of 72 hours.
204: Unless otherwise specified, all mutable rules require an absolute majority of active votes to amend or repeal.
205: New proposals begin at 301 and ascend in number. They are numbered in accordance to the time they are proposed regardless of whether they pass or fail.
207: The game begins when there are at least five active players, including the moderator.
209: Votes for proposals should be done using the vote tags and include "Yea" or "Nay" (and variants and any other options that are allowed in future rules) and include the proposal number.
210: It is the player's responsibility to number proposals correctly. Proposals with missing or wrong proposal numbers will be ignored by the moderator.
211: Players may VOTE: ABSTAIN # to abstain on a proposal. (Please use vote tags or bold.)
303: Someone is automatically assumed to be voting for their own proposal unless they vote otherwise.
306: There is a currency called Reputation. A player earns 5 Reputation when a proposal suggested by them passes. This proposal is retroactive from the beginning of the game.
308: Players may amend their own proposals by posting in bold AMENDED PROPOSAL #: New description. (Other variants of notation are fine as long as the moderator can understand its an amendment to an active proposal.) When a player amends a proposal, all votes cast on it by players other than the proposer are invalidated.
309: The moderator (and anyone else with the ability to do so) may not edit or delete other players' posts. If a player is caught doing this, they lose three reputation.
312: Players who have not posted in 48 hours shall be sent regular reminder pms by the moderator requesting that they either come and post or quit.
316: A player earns 3 Reputation if they convince someone else to sign up for the game. The referred must specify the referrer's name when signing up and each referred can only specify one referrer.
317: New rules require an absolute majority of active votes to pass unless another rule currently in force or the proposer of the new rule imposes a higher minimum threshold.
319: All players are given at least one vote to vote Yea or Nea to proposals. No player shall be allowed to unilaterally approve a proposal due to extra votes.
321: A player may, at any time, transfer some or all of their Reputation to another player by announcing such transfer in bold in the thread.
323: Players may not join under alternate accounts.
331: Players may make motions in addition to proposals. Unlike proposals, which are permanent in nature, all motions are temporary and must cease to be in effect after a certain time. No motion may last longer than 1 week after passing. Motions are proposed, voted upon, passed, and failed in a similar manner as proposals. Numbering shall begin at M001 and increase with each proposed motion.
333: Players may withdraw any of their own proposals made after the passage of this rule. A withdrawn proposal is treated as if it failed immediately upon withdrawal for the purposes of rules affecting failed proposals.
336: Players cannot win the game while they have less than 0 reputation.
339: Any proposal, motion, etc. that requires a supermajority must obtain 2/3rds of active votes in favor to pass.
343: Whenever a player joins, they draw one card from a 52 card deck of playing cards, excluding jokers. The drawing is simulated by the moderator. A copy of the drawn card is then added back into the deck, and the deck shuffled. Cards players own are private, and cards drawn by a player are only known by the player who drew them.
344: When a ruling is required, the moderator shall make an initial ruling. If the players are dissatisfied with this ruling, they may ask the moderator to make a more formal ruling and reference the ruleset directly. If players are still dissatisfied after the formal ruling, they may override the ruling with a supermajority of active votes (with the moderator counting as abstaining). There is no set format for voting for an override so long as the moderator can understand the intention.
345: Rule 305 is hereby repealed.
346: A player may spend 30 reputation to draw a card and then shuffle a copy of it into it's respective deck.
347: A player may discard a playing card to gain Reputation equal to it's number. For the purpose of this rule, Aces are 11, and the face cards (Kings, Queens, and Jacks) are 10.
350: Coins are a point system. Each 24 hour period after this is passed, each player gains 5 coins.
351: Players coin counts are public and can be seen by all players.
353: A player may duel another player by announcing their intention do so in in bold in the thread. Starting a duel costs 5 coins. Only one duel may take place at a time. The player challenged may decline the duel within 24 hours, which costs 5 coins. All players not in the duel have one vote to vote for a winner of duel, which they do by posting a vote tag with the dueler's name. The dueler with the majority of votes wins the duel. If there is a tie when all active players have voted, the defender wins the duel. The loser of the duel loses 10 Reputation and the winner gains 10 Reputation.
354: A player newly joining the game gains 25 coins.
355: Players can make contracts between one another. Contracts must be followed by all signatories, but may not override the rules. Contracts shall provide the process for becoming a signatory, and can limit who may become a signatory. A player may not leave a contract except as provided for by the contract or by unanimous agreement of all signatories. Contracts may be amended or repealed as provided for by the contract or by unanimous agreement of all signatories.
356: Breaking a contract for any reason results in a -30 reputation penalty.
359: Players may spend 200 reputation in order to get a Vote Token. Players may not have more than 3 vote tokens at a time. Players may spend one (I) vote token in order to vote on one (I) given proposal an extra time. Majority may be shifted using Vote Tokens.
360: The position of the president shall be established. The president shall have the right to unilaterally veto a single proposal during their term by specifying VOTE: VETO ###.
362: Whenever a president's term ends and at the time of passing of this proposal, a presidential election shall occur. During the first 48 hours (known as the primary phase), players may nominate another player as a candidate for the general election. Players may not self-nominate. After the primary phase ends, the general election phase begins. Players may vote for any legal candidate put forth during the primary phase. Once a candidate reaches an absolute majority of votes, that candidate becomes the president.
366: The President, when elected, must appoint at least 3 other players to become his Advisory Board. The Advisory Board can overturn any ruling the President makes with a 2/3ds vote within 48 hours. In the event that the President passes anything, the Advisory board must, with a 2/3rds majority and within 48 hours, agree with the passing before the approval goes through.
368: Players should not edit their proposals once another player has posted. If an edit on a post containing a proposal occurs two minutes or more after another player posts, the editor shall be penalized 2 reputation.
369: A president is elected immediately upon achieving the required number of votes to be elected.
370: Whenever a player wins a duel, they draw a card from the playing card deck.
371: Anything that requires voting to end ends immediately when the winner is clear. This includes proposals/motions passing/failing, presidential elections, duels, etc.
372: Repeal rule 358.
373: Every time a president is elected, they gain 1 reputation and draw a card. This rule is applied retroactively upon passing.
379: Players may exchange all of the following cards at once: Two of Clubs, Three of Diamonds, Five of Hearts, and Seven of Spades for a single vote token.
380: The president may exchange both the Ace of Clubs and Ace of Spades at once for an extra veto during their term.
382: Players may spend 15 coins in order to get 1 reputation, and vice versa.
387: There is hereby established the concept of a party. Two or more people may form a party by making a contract in accordance with rule 355, as amended hereafter. Each party must have a distinct name. The signatories of said contract are considered the members of the party. A player can be a member of only one party at a time. A party must consist at all times of at least two people—a party with fewer than two members is automatically dissolved. There is no limit on how many players may be in a party.
389: There may be no more than eight pending proposals at any given time. A pending proposal is a proposal that has not yet been acknowledged by the moderator as having passed or failed.
390: Players may "credit" proposals to a player other than themselves. Doing so gives any rewards gained upon passing to the credited player.
393: Unless stated otherwise, all points of any type may be freely given to other players.
396: The game shall end when all players (except possibly the moderator) are inactive. The winner shall be determined by a future proposal.
397: In the case the game ends via rule 396, the winner is the player with the most Reputation.
398: Presidents gain 1 reputation for each consecutive term, multiplied by the number of terms.
403: Presidents cannot be elected more than 3 times in a row.
405: A player may vote "[Yea/Nay] with reservations" on any proposal made after this rule, which shall henceforth be known as a vote with reservations. A player who does so should, but is not required to, explain the reservations the player holds that prevent an unqualified vote. A vote with reservations is indistinct from a normal vote for the purposes of calculating the number of votes needed to pass a proposal.
407: All presidential nominees automatically vote for themselves in the general election phase of an election.
408: Any proposals that have lasted 96 hours after this proposal is approved or when they are proposed, whichever comes second, will be denied.
409: A proposal automatically fails if half or more (rounded to nearest) of active players abstain on the proposal.
411: Players may not attempt to give away things they do not possess. This includes things like reputation, coins, cards, etc. Any player caught attempting to do this shall be penalized 1 reputation.
412: Players may not transfer negative quantities of things to other players. Anyone attempting or succeeding in doing so shall be penalized 50 reputation and 100 coins. This penalty shall be applied retroactively.
413: If any player has shown reservations within their vote on a proposal, their vote cannot lead to the passing or failing of that proposal until either the reservation is cleared up, or the last vote isn't a reserved vote.
414: A player may spend 100,000 coins to declare a card of their choice in a deck, draw it, and add a copy of it back into the deck.
415: All minigames and anything of that nature shall be played in Frogstar World B rather than in this thread. A link to the game shall be posted and included in this thread while the game is ongoing.
417: For proposals, "a timely matter" is defined as seven (7) days, and "an officially timely matter" is defined as the end of the next week. A day ends at 12:00 AM, from this point on called "midnight", in the EST or EDT time zone. As of passing, it is the EDT time zone. The moderator decides when the time zones change. A week ends upon any given Saturday ending.
418: All times shall be rounded up to the nearest five minute mark.
420: If a player trades in two cards of the same rank at once (i.e.: a poker pair), that player gains a bonus of 5 coins.
421: Players may not make proposals that target specifically named players. Attempting to do so will cause the player to lose 5 reputation.
423: Rules may have explanations, which follow the rule in square brackets. Explanations are not part of the rules, but they are a part of the text of the rules. [This means explanations can be amended and are shown in the first post, but don't have legal weight.]
424: Every player starts with 20 thousand (20,000) Life. It may be increased or decreased by other rules. Life does not count as "points" for the purposes of 393. A player cannot win while they have less than 1 Life. While a player has 0 Life or less, they gain a thousand (1,000) Life every time they would gain coins. [I know what I'm doing with this, trust me.]
425: Players may exchange 1 reputation for a thousand (1,000) Life, but not vice versa. This is done automatically if any given player has more than 0 reputation and 0 or less Life.
427: The president shall reign as president for seven days before a new president must be selected.
433: Players shall not use voting tricks to bypass rule 413. Examples include unvoting and then revoting, voting Abstain and then revoting, and voting the opposite of what you did originally and then revoting the original. Players shall not be found in violation of this rule if 48 hours or more pass between the two actions. Players guilty of breaching this rule are penalized 5 reputation, and their vote change is not recorded (meaning the proposal won't pass or fail). This rule only applies in cases where rule 413 applies, and the player in question must initially be voting for/against the proposal.
437: If a proposal fails due to the timer running out, all players not voting on the proposal lose 250 Life.
440: Weapons may be used to subtract life from other players. Armor may be used to block the subtraction of life from yourself or others. Weapons and armor may also have descriptions, detailing information about them. [The description would contain things such as how much life can be subtracted, how many uses you have, when you can use the weapon, or even if these items can be traded between people.]
441: Weapons and armor may have additional effects. Additional effects detail what else the weapon/armor causes. All additional effects are superseded by both rules and motions.
442: Proposed motions must either specify only the motion number (M###) or specify Motion M###. Failure to follow one of these formats will result in the motion being invalid. [This means that doing something like Proposal M010 would be invalid under this rule.]
443: Proposed motions that do not pass within 72 hours of being proposed are automatically denied.
446: Proposals and motions made after the passage of this rule may not be retroactive in nature unless such retroactive application is intended to benefit all players.
447: There is hereby created a weapons shop, from which players may use coins to buy weapons, as well as an armor shop, from which players may use coins to buy armor. Players may make motions to add items to either shop. Such motions must include a price for each item, although the same price can apply to multiple items. Items so added for sale are removed therefrom when the motion adding them expires unless otherwise stated in the motion adding the item.
448: During the primary phase of the presidential election, players may nominate only up to one candidate. Further nominations will be ignored.
449: The primary phase of the presidential election automatically ends when {Number of Players} - 2 nominations have been made.
450: There may be a max of three (3) pending motions at a time. A pending motion is a motion that has not passed or failed yet. Any excess motions at the time this proposal passes are automatically failed.
451: Players may buy lottery tickets for 20 coins. Every time a player buys a lottery ticket, 10 coins are added to the pot. A 1d{Number of Tickets} shall be rolled in the thread. The moderator will keep track of lottery ticket numbers; the winner is the player whose lottery ticket number is rolled. Lottery ticket numbers begin at 1 each week. The winner gains all of the coins in the pot, and draws a card.
452: Players may get status conditions. Status conditions last for a set/variable amount of time or a set/variable amount of posts. The effects of status conditions are mentioned in the condition itself.
457: Players may not attack themselves if doing so would cause them to gain life.
459: Status conditions cannot last for an indefinite period of time. Any status condition that fails to list a time or post count when they expire shall expire after either two weeks pass or 500 posts pass since the status condition was inflicted, whichever comes first.