Initial Set of 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.
(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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.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. 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.
Players shall alternate in clockwise order, 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. In mail and computer games, players shall
alternate in alphabetical order by surname.
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.)
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.
204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
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. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.
The first paragraph of this rule does not apply to games by mail or computer.
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.
301 (not accepted) One turn consists of
three parts. The first two parts may occur in any order, or
simultaneously. The parts are:
(1) Proposing one rule-change, and having it voted on.
(2) Proposing one new player, and having their playership voted on.
(3) Increasing one's score by a number of points, which number is
determined as specified below.
Part (2) is optional. A new player is accepted on the same terms as
a rule-change being accepted. The new player becomes a player at the
end of the turn in which they are proposed (should they be accepted),
or when they consent to being a player; whichever should happen later.
To determine how many points one's score increases; 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.)
Players shall alternate in alphabetical order by surname. New players
willing to join after the game has started - i.e. after a rule change
bearing ordinal number 301 has been proposed - proclaim their intention in a
message showing the words "New Player" in its title and indicating their
surname. New players enter the game on the occasion of the turn starting
immediately after the completion of the circuit of turns during which the
said message was published.
At all times there shall be a player designated 'The Scribe.' It is
the job of The Scribe to tally votes, keep an official copy of the rules, keep
track of point totals, and do any other jobs later delegated to The Scribe.
The Scribe will receive 1 (one) additional point at the end of each of
his/her turns as payment for being The Scribe. If at any time there is no
Scribe, the game may not continue until a new Scribe is chosen by a majority
vote. If a majority vote cannot be reached, any player may invoke
Judgement, as per rule 212, to decide between the highest-vote-receiving
If at any time rule 212 is renumbered, replace all instances of '212' within
this rule with the new number.
A rule-change is adopted if and only if the required percentage of
votes were in favour of it. Abstentions (should they be allowed) are
not counted as votes for this purpose.
((Thus, if there are three FOR votes, two AGAINST and one ABSTENTION
then the percentage of FOR votes is 60%))
Should a rule-change consist of parts which have different required
percentages then the highest of them is the required percentage for
the change as a whole.
The required percentages are:
80% - Transmutation of a rule.
60% - Creation of a new rule, Amendment of an existing rule.
Majority - Any other rule-change.
305. Replace Rule 203 by the following:
"1.Votes on a rule-change can be expressed as votes "for", "against" or
"blank". The expression of the vote is to be given in the title of the
message answering the one submitting the proposal to the vote.
2. Vote messages showing in their title, in addition to the reference to the
proposal on which it is voted, no indication, more than one of the above
indications or a different indication (e.g. "Perhaps", "Maybe",
"Definitely", "Certainly not" ) are void.
3. A rule-change is adopted if and only if the vote is unanimous among the
eligible voters whose vote was neither blank nor void. Taking into account
blank and void votes for the adoption of a rule change does not imply that
this rule-change could be adopted without unanimity for the purview of rule
4. If an adopted rule-change is not amended by the end of the second
complete circuit of turns following the one when it was adopted, it
automatically changes to require only a simple majority. "
A rule change is adopted if and only if the votes 'for' outnumber the votes
All votes shall be sent to the Scribe at his current e-mail address, along
with any reasons the voter has. These reasons impact the vote in no way,
but will be posted after the completion of voting.
Valid votes are 'for,' 'against,' and 'abstain.' Any other vote given will
be counted as an 'abstain.' All votes not submitted to the Scribe within 72
hours of the posting of the relevant proposal will be counted as 'abstain.'
After 72 hours, or after all votes are received, whichever comes first, it
is the obligation of the Scribe to post the votes of all players, along with
the reasons they gave, if any.
Thou shall give to every new proposal an accurate title. If a new proposal
will come out, then it shall be with its title of its own. When thou shall
post a proposal, thou shan't forget its title.
From now on, a proposal without any title in its subject makes its author
lose 7 points and pass his turn. Not any vote shall be given to a titleless
308. At any point a player may announce that they are taking Time Off.
This is effective immediatly. If they have not voted on any Proposals
currently under consideration then their vote is considered to have
been cast as "abstain".
At any point a player may announce that they wish to stop taking Time
Off. This is effective at the end of the current round.
While a player is on Time Off then the following things happen:
. Their score does not change.
. They are considered to have voted "abstain" on all proposals under
. They do not get a turn.
. They cannot win.
309. Temporary forfeiture
Subject to what is said in Rule 308 Time Off – or its equivalent should Rule 308 happen at any time to be renumbered - turns may not be skipped or passed, and parts of turns may not be omitted. However, should a player not having announced to be on Time Off fail to take his or her turn within 72 hours after the completion of the previous turn, the turn becomes that of the next player. A 5 points penalty for temporary forfeiture is imposed on the defaulting player.
310. Player of the Bi-Day
the end of every even numbered day of the month the Scribe will choose
one player that has made any post since the last even numbered day using the following random method:
1) List and number all players in order as they take their turns (i.e. 1, 2,
2) Using http://www.irony.com/mailroll.html, the Scribe shall roll four
dice, using enough sides on the dice to meet or exceed the number of
players, sending all results to the Scribe and the player of whom the turn
is currently on for verification of results.
3) If the number of the first die corresponds to a player then that player
is named Player of the Bi-Day and the random method ends.
4) Continue through the dice, in order rolled, until the number rolled
corresponds, and thus names, the Player of the Bi-Day.
5) If no die corresponds to a player then the Scribe will repeat this
process until someone is named Player of the Bi-Day.
The Player of the Bi-Day shall be declared so in a post by the scribe and
be instantly awarded 2 points. This declaration shall be confirmed, by post,
by the player who received the confirmation roll e-mail.
311. In the beginning
now exists The World. It is defined by the gif image known as The
Map of the World, located at
http://www.variantbank.com/rules/w/world8-2.gif. It consists of 2 types of
areas; land and water. Water areas have blue borders. Land areas have
black borders.. Areas are separated by thick lines. All players and any
"items" that may later come into existence exist and take up space in The
World. For our purposes, all small circles on The Map of the World will be
A unit of currency exists, known as the Zoid. Each player starts with a
number of Zoids equal to their current number of points, when this proposal
passes. Zoids may be exchanged between any two players, provided both
players give consent.
A new position is created, known as the Object Orienter. The Object
Orienter keeps track of the location of all players and items, and the
numbers of Zoids each player owns. The Object Orienter is selected by the
Scribe, but may not be the Scribe. The Object Orienter is granted 1 Zoid
and 1 point each of his turns for his troubles. Note that "his" in this
case refers to the neuter in English and can be either male or female.
Any player who does not have a position will post his desired position,
using the appropriate 3-letter designation according to The Map of the World
(all areas are written either as three letters, or have three letters
underlined - this is the 3-letter designation). This position must be
posted within 72 hours of said player not having a position, or the player
will be penalized 5 points. The player loses an additional 5 points for
each 72 hours after the initial 72 hour period is finished. Players may
only exist in land areas."
JA: MAW, RH: SOP, JVG: BEI + YSE, ZT: ITA, BR: UNI, FW: THU
312. Votes (Amending 306)
A rule change is adopted if and only if the votes 'for' outnumber the
The first one to vote shall be the scribe, by replying by mail to the
message containing the proposal. If he still hasn't voted 48 hours after
the proposal was published, his vote will be considered as "abstain". As
soon as the player receives the vote, or 48 hours later, he'll publish a
message on the newsgroup to open the vote for the other players, for 48
hours as well. Then, votes shall be sent to the Scribe at his current e-
mail address, along with any reasons the voter has. These reasons impact
the vote in no way, but will be posted after the completion of voting.
Valid votes are 'for,' 'against,' and 'abstain.' Any other vote given
will be counted as an 'abstain.' All votes not submitted to the
Scribe within 48 hours of the posting of the message opening the vote
will be counted as 'abstain.'
After 48 hours, or after all votes are received, whichever comes
first, it is the obligation of the Scribe to post the votes of all
players, along with the reasons they gave, if any. The recipient of the
scribe vote has to confirm it to finally valide the results of the vote.
313. Once per turn, the
Object Orienter is tasked with determining if expansions
take place. This is done by rolling two dice for each player; the first is
the Die of Odds (DOO), and the second is the Die of Move (DOM). Each die is
to have a number of sides equal to the current number of players with
positions on the Map of the World (as per rule 311, or its equivalent should
rule 311 be at any time renumbered). If the Object Orienter fails to do so,
he or she loses 5 points (subject to rule 308) and is removed from the
position of Object Orienter. The dice rolls are carried out via
http://www.irony.com/mailroll.html; with the results being mailed to the
Object Orienter and the player whose turn it is, unless if the player whose
turn it is is the Object Orienter, in which case the rolls are sent to the
Scribe. The dice are rolled for players in alphabetical order; that is, if
Amery is the first in the order, then the first roll is considered his. The
dice rolls are posted to the newsgroup, and confirmed by the other player
that received them.
If at any roll the number on DOO equals the number on DOM, the player to
whom this number corresponds receives 2 zoids and 2 points, and is entitled
to an additional position contiguous to one of the positions he or she
occupies. This additional position can be land, or water.
The additional position is signalled via a message showing the tag
[Expansion] in Subject header. If two or more players entitled to such a
choice select the same position, the position is allocated to the player
posting first. The other players have to make an alternative choice among
the eligible positions.
If the additional position selected and allocated is already occupied by
another player, that player has to move to another vacant position of his or
her choice, and the player that occupies the occupied position receives 10 zoids and 10