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 101-119 (immutable) and 201-220 (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
At any time, one player is the Speaker. The Speaker is responsible for updating the list of active rules and proposals as necessary.
104
The Speaker for the first game shall be mwpuppire.
105
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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
106
All rule-changes legally proposed shall be voted on. They will be adopted if and only if they receive the required number of votes and quorum is achieved.
107
All proposed rule-changes shall be posted in the #voting channel before they
are voted on. If they are adopted, they shall guide play in the form in which
they were voted on.
108
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.
109
The Speaker shall give each proposed rule change a number for reference. The numbers shall begin with 301, and each rule-change legally proposed 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If a rule is repealed and reenacted, it receives the number of the proposal to reenact it.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 If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
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.
111
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.
112
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
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.
114
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.
115
There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
116
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.
117
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.
118
Members of this Discord server who are not bots are considered players. A player may opt out at any time from being considered a player by making some declaration to that effect, and likewise can opt in by the same method.
119
A bot may never be considered to be a player.
201
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.
202
All players begin with zero points. Points may not be gained, lost, or moved except as explicitly stated in the rules.
203
One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) subtracting 291 from the ordinal number of the proposal and multiplying the result by the fraction of favorable votes it received, rounded to the nearest integer, and adding this to the player’s score.
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
A quorum is considered to be half of all players. No vote on a rule-change is considered valid or finalized until at least a quorum of players have participated in it.
This means no turn is considered completed until a quorum of players have participated in any required votes.
206
If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
207
An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
208
When a proposed rule-change is defeated, the player who proposed it loses 10 points.
209
Each player always has exactly one vote.
210
Votes are made in the #voting channel, by making some declaration to the
effect of affirming or rejecting a proposal. Votes may not be cast by any other
means.
211
The winner is the first player to achieve 200 (positive) points. When a player wins in this way:
- that player becomes the Speaker,
- all players’ scores are reset to 0,
- and a new game is begun. All rules and proposed rule changes retain the status they had at the end of the prior game.
212
At no time may there be more than 33 mutable rules.
213
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.
214
If players disagree about the legality of a move or the interpretation or application of a rule, then a player may invoke Judgment by making a declaration to that effect. Disagreement, for the purposes of this rule, may be created by the insistence of any player.
When Judgment has been invoked, the next player may not begin their 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 their 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 their 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.
215
When Judgment is invoked, one player is randomly selected to be the Judge. If the Judge fails to deliver a judgment within this time, they are penalized 10 points and a new Judge is appointed.
216
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.
217
A player’s turn is considered to begin when either:
- the player takes their first legal action as part of their turn,
- or the Speaker declares their turn is next.
218
If a turn has not been completed within 72 hours, the Speaker may choose at any time to end the turn. If it is unclear how to proceed to the next turn, the Speaker may call for Judgment before the next player begins.
219
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, with no provision for starting another game.
This rule takes precedence over every other rule determining the winner.
220
In addition to duties listed elsewhere in the rules, the Speaker has the following duties:
- keeping an up-to-date list of players and their current scores, and making such list available to players.
- keeping an up-to-date list of the current rules, and making such list available to players.
- making random choices when needed by the rules.
- keeping track of turns, and (while turn order exists) declaring whose turn is next.