THE SHORT LOGICAL RULESET ====================================================================== The Game of Agora ---------------------------------------------------------------------- Rule 1020/0 (Power=3) Name Is Agora The Official Name of this Nomic shall be Agora. ---------------------------------------------------------------------- Rule 2105/0 (Power=1) The Map of Agora ____ _ /| DARWIN -> \_ |/ | / \ __/ / | | <- DSV / / | \ _ \ \_ | \ MORNINGTON CRESCENT -> / | <- GREAT BARRIER REEF _ _/ | \_/\_/ \ / \\ <- SHARK BAY | | / | | \ <- TOWNSVILLE ___/ | | \_ __/ | | | / | | \ / O <- L. DISAPPOINTMENT |/\ | | | |_ | | | EMERALD -> \ \ |__________=_____, \ / | | | <- BRISBANE \ O <- LT. ANNE MOORE | __ _\ \ | |_______/ \/ | | __/\ <- TARCOOLA / LORD HOWE -> \ __/ \_ / / PERTH -> | _ __/ | /| IVANHOE -> | <- WOLLONGONG / _/ \/ \ / / | / |_ / <- ESPERANTO v /__ |_ / <- CANBERRA \_/ \ | \_ _| | | \__/ \___=_ ___| MELBOURNE -> \/ /\__ | | | / \_/ <- HOBART ---------------------------------------------------------------------- Rule 101/1 (Power=3) Obey the Rules All Players must always abide by all the Rules currently in effect, in the form in which they are currently in effect. However, a Player besides the Speaker may always deregister rather than continue to play. Whatever is not prohibited or regulated by the Rules is permitted and unregulated, with the sole exception of changing the Rules, which is permitted only when the Rules explicitly or implicitly permit it. Any change to the game state which would make it impossible to make arbitrary modifications to the Rules by any combination of actions by Players does not occur, any Rule to the contrary notwithstanding. The Rules in the Initial Set are in effect at the beginning of the first game. The Initial Set consists of Rules 101-116 (Immutable) and 201-219 (Mutable). ---------------------------------------------------------------------- Rule 1011/4 (Power=2) Definition of Nomic Property A Nomic Property is any property of any entity the value of which is defined by the Rules. Other Rules may define procedures by which the value of a Nomic Property may be changed. ---------------------------------------------------------------------- Rule 1527/3 (Power=1) Timing of Multiple Events in One Message Whenever a message contains more than one action -- such as a notification, report, or other communication -- on which the Rules place some legal significance, the actions in that message shall be taken to have been sent sequentially in the order which they appear in the message. If a message attempts to perform multiple actions simultaneously without explicitly stating a specific order for the actions, then the attempt shall be considered ambiguous and without effect if the gamestate would be substantively different for any two orderings of the actions. For the purposes of this test, the actual order the actions are performed in is not considered substantive, but other differences may, at the discretion of a judge, be considered substantive. ---------------------------------------------------------------------- Rule 754/5 (Power=3) Freedom of Communication Freedom of speech being essential for the healthy functioning of any non-Imperial nomic, it is hereby resolved: (1) No Player shall be prohibited from participating in the Fora. (2) No Player shall be punished for accurately quoting a Rule, Proposal, Statement, Judgement, another Player, or another reference. Regularity of communication being essential for the healthy function of any nomic, it is hereby resolved: (3) A difference in spelling, grammar, or dialect, or the use of a synonym or abbreviation in place of a word or phrase, is inconsequential in all forms of communication, as long as the difference does not create an ambiguity in meaning. (4) A term explicitly defined by the Rules shall be interpreted as having that meaning, as shall its ordinary-language synonyms not explicitly defined by the rules. In particular, the term "number" shall be interpreted as "real number". (5) Any term primarily used in mathematical or legal contexts, and not addressed by previous provisions of this Rule, shall be interpreted as having the meaning it has in those contexts. (6) Any term not addressed by previous provisions of this Rule shall be interpreted as having its ordinary-language meaning. This rule takes precedence over any other rules which dictate terminology or grammar. ---------------------------------------------------------------------- Rule 1497/8 (Power=1) Truth in Advertising Any Player who willfully makes a false statement of fact as part of evidence submitted in support of a Claim of Error, Call for Judgement, or Judgement, or in response to a Judicial or Appellate Order requiring that Player to disclose information known to that Player, commits the Class 10 Crime of Perjury. Any Player who willfully makes a false statement of fact as part of a public message, as any part of a response to a request for information where that Player was required to respond, or as part of a message to an Officer upon which that Officer is then required to act, commits the Class 4 Crime of Misrepresentation. For the purposes of this Rule, the Speaker shall be considered an Officer. For the purpose of this Rule, for a Player to "willfully make a false statement of fact", all of the following conditions must be true at the time the Player makes the statement. a) The Player must present the statement as if it were true. b) The Player must know that the statement is false. In particular, the following things are not willful: excusable negligence, reasonable error, or reasonable reliance on the representations of another. c) The statement is not a conclusion as to the interpretation of the Rules, or as to their application to a particular situation. ---------------------------------------------------------------------- Rule 1926/1 (Power=1) The Official Secrets Act The Rules may designate certain pieces of information to be secret. Any player who knowingly reveals secret information to another player, except as explicitly permitted or required by the rules, commits the Crime of Unlawful Disclosure, a Class 5 Crime. All secret information is deemed private, with respect to the Freedom of Information Act. ---------------------------------------------------------------------- Rule 1478/5 (Power=1) Executors and Limited Executors (a) An Executor of an entity is a Player who is empowered by the Rules to act on behalf of that entity, who is called the Executee. There may be more than one such Player. An Executor of an Executee may perform on behalf of the Executee all such actions as the Rules permit the Executee to perform. (b) A Limited Executor of an entity is a Player who is empowered by the Rules to perform on behalf of that entity a subset of the actions which the Rules permit the entity to perform. A Limited Executor is permitted to perform on behalf of an Executee only such actions as are explicitly permitted by the Rules. (c) A Player is always eir own Executor. Other entities have Executors (or Limited Executors) only as and when the Rules provide. (d) A Player acting on behalf of an entity other than emself must clearly indicate on whose behalf e is acting. A Player who does not clearly indicate that e is acting on behalf of some entity other than emself is presumed to be acting on eir own behalf. (e) Only persons may perform actions. Non-persons perform actions only via the agency of persons, as specified by the Rules. ---------------------------------------------------------------------- Rule 1989/1 (Power=1) Prime Executors (a) The Prime Executor of an entity with respect to a certain action is the Player who is responsible for performing that action. For each action that an entity is required to perform, there shall be at most one Prime Executor of that entity with respect to that action. Any penalty incurred due to an entity's failure to perform as required by the Rules is incurred by the Prime Executor of that entity. (b) Any other Rule to the contrary notwithstanding, the Prime Executor of an entity with respect to a certain action must be an Executor of that entity, or a Limited Executor of that entity who is permitted to perform that action on behalf of that entity. (c) If the Rules designate a Player to be the Prime Executor of an entity, without specifying particular actions that the Prime Executor is responsible for performing, then that Player is the Prime Executor of that entity with respect to all actions that the entity is required to perform. (d) Unless otherwise specified by the Rules, each Player is eir own Prime Executor. (e) If a Player is the sole Executor of an entity, then e is the Prime Executor of that entity. This provision does not apply to a Player who is the sole Limited Executor, but not the Executor, of an entity. ---------------------------------------------------------------------- Rule 1630/3 (Power=1) Impersonation Any Player who knowingly attempts to act as, or purports to be, the Executor of an Entity, of which e is not the Executor, commits the Class 4 Crime of Impersonation. ---------------------------------------------------------------------- ====================================================================== Definitions ---------------------------------------------------------------------- Rule 1727/14 (Power=1) Happy Birthday WHEREAS, in June 1993, the world's only MUD-based nomic, Nomic World, had recently collapsed; yet, many of its players enjoyed nomic and did not wish to forego such a noble pursuit; And WHEREAS, Originator Chuck Carroll therefore composed an Initial Ruleset for an email nomic, based on the Initial Rulesets of Peter Suber, inventor of Nomic, and on the Rulesets of Nomic World and other nomics, And WHEREAS, a nomic thus rose like a phoenix from the ashes of Nomic World, played on the mailing list originally set up for discussion of Nomic World, and coming into existence at June 30, 1993, 00:04:30 GMT +1200, with a message sent by First Speaker Michael Norrish, which read, in part, "I see no reason to let this get bogged down; there are no precedents or rules that cover this situation, so I think we may as well begin directly.... Proposals for new rules are invited. In accordance with the rules, these will be published, numbered and distributed by me at my earliest convenience." And WHEREAS, this nomic began as a humble and nameless nomic, known unofficially as yoyo, after the mailing list it was played on, until its Players, much later, gave it its official name of Agora, And WHEREAS, Agora has now become the wisest, noblest, eldest, and most interesting of all active email nomics, due to the hard work and diligence of Agorans as well as the frequent advice of Agoraphobes, And WHEREAS, Agorans desire to joyously commemorate Agora's founding, BE IT THEREFORE RESOLVED that Agora's Birthday is defined to be the entire day of June 30, GMT +1200, of each year; BE IT FURTHER RESOLVED that, as soon as possible after the end of Agora's Birthday, the Herald shall award the boon of celebration to each Player who, during Agora's Birthday, publicly recognized Agora's Birthday; BE IT FURTHER RESOLVED that the Herald may select one Contract, in existence on Agora's Birthday, which has as its purpose encouraging the celebration of Agora's Birthday. Within the month following Agora's Birthday, that Contract may award its Members the Patent Title Nth Anniversary Ribbon, where N is the number of years of Agora's existence; BE IT FURTHER RESOLVED that the Courts shall be closed on Agora's Birthday; that is, the Clerk of the Courts shall not publish any Calls For Judgement, Judgements, notices of Appeals, Decisions of Appeals Boards, or Opinions, on Agora's Birthday; nor shall any Player submit to the Clerk of the Courts a Call For Judgement, notice of ineligibility to Judge, Judgement, call for Appeal, or Appellate Decision, on Agora's Birthday; nor shall any Player submit an Application to Submit an Opinion on Agora's Birthday; however, if any of the above do take place on Agora's Birthday, in violation of this Rule, this Rule does not deprive them of their usual effects. ---------------------------------------------------------------------- Rule 1586/2 (Power=2) Definition and Continuity of Entities No two Rule-defined entities shall have the same name or nickname. If the Rules defining some entity are repealed or amended such that they no longer define that entity, then that entity along with all its properties shall cease to exist. If the Rules defining an entity are amended such that they still define that entity but with different properties, that entity and its properties shall continue to exist to whatever extent is possible under the new definitions. ---------------------------------------------------------------------- Rule 2040/3 (Power=2) Switches A switch is a set of states associated with a class of entities. Each switch shall have a default state, which if not otherwise specified shall be the first state mentioned in the rule defining the switch. The recordkeepor for a class of entities shall also maintain records of any switches associated with that class, as well as the current state of the switch for each entity of the class. If the recordkeepor is required to publish a report, that report shall include records of these switches. The rules may require a different player to maintain and report these records. Whenever an entity is created in a class of entities associated with a switch, it shall be in the state of the switch specified by the order or provision creating it; if no state is specified, it shall be in the default state of the switch. Whenever an entity joins a class of entities associated with a switch, the entity shall be in the default state of the switch. Whenever an instrument indicates that a switch on an entity is set or changed to some state, and the rules do not otherwise forbid it, the entity shall come to be in that state and simultaneously cease to be in any other state of the switch. A player who may flip a switch on an entity to some state other than the current state of the switch may do so by announcement. In eir announcement, e must indicate the entity, switch, and new state. Upon this announcement, provided it is valid, the switch is set to the named state. A switch is loose unless the rules define it as stuck. An executor of an entity may flip any of the loose switches on that entity, unless the rules otherwise prohibit doing so. The stuck switches on an entity can be flipped only when the rules so indicate. Whenever a switch is created, or becomes associated with a class of entities, then each entity in the class that had previously been in a state that is now a state of the switch shall continue to be in that state; all other entities in the class shall be in the default state of the switch. Whenever a state ceases to be a state of a switch, all entities in the class that had previously been in that state shall be flipped to the default state of the switch. ---------------------------------------------------------------------- Rule 478/14 (Power=3) Fora Publicity is a stuck forum switch with values null, Discussion, and Public. A forum's Publicity may not be changed except as described in this rule. The Registrar may, without objection, flip the publicity of a forum. In addition to any other requirements the rules place on this action, the Registrar's announcement of intent must be sent to that forum, and if the forum is being made Public, then the announcement by which the Registrar performs the modification must be sent to all existing Public fora. It is the responsibility of each active player to ensure that e can receive messages via each Public forum. The Registrar shall include as part of eir Report all Public or Discussion fora and sufficient data regarding each such forum to allow players to receive messages via that medium. The Registrar need not keep track of fora with null state. A message is not public unless some rule states that it is public. A message is public if it is sent via a Public forum, or if it is sent to all players via a combination of fora and contains a clear designation of intent to be public. A player publishes information by publicly sending a message containing that information, and announces something by publishing it. If the rules state that a player may perform an action by announcement, then that player may perform that action by announcing that e performs it. If the rules state that a player may perform an action by private message to some player, then that player may perform that action by sending a message privately to the specified player indicating that e performs it. In either case, such a message must unambiguously describe the action to be performed. ---------------------------------------------------------------------- Rule 459/5 (Power=1) Agoran Epochs Days, weeks, months, quarters, and years are epochs. The corresponding Agoran epochs are Agoran days, Agoran weeks, Agoran months, Agoran quarters, and Agoran years, respectively. Agoran days begin at midnight GMT. Agoran weeks begin at midnight GMT on Monday. Agoran months begin at midnight GMT on the first day of each Gregorian month. Agoran quarters begin when the Agoran months of January, April, July, and October begin. Agoran years begin when the Agoran month of January begins. An Agoran epoch lasts until the next Agoran epoch of the same type begins. Except in this Rule, when the Rules refer to an epoch as an independent entity (e.g. "each month"), they shall be interpreted as referring to the corresponding Agoran epoch. However, when the Rules refer to an epoch as a relative duration (e.g. "one month after", "within one month", "for one month"), they shall be interpreted as referring to the ordinary-language meaning of that duration. Automatic events that happen daily, weekly, monthly, quarterly, or yearly happen at the beginning of the corresponding Agoran epoch. Any activity that must be performed daily, weekly, monthly, quarterly, or yearly must be performed at least once during each corresponding Agoran epoch. Other Rules may explicitly define alternate schedules for events or classes of events. ---------------------------------------------------------------------- Rule 1274/2 (Power=3) Definition of Indices An Index (plural: Indices) is a Nomic Property. The value of an Index shall be either a non-negative real number or the special value Unanimity. An Index of Unanimity is greater than any other Index. When comparing other Indices, the Index which is numerically greater is the greater Index. ---------------------------------------------------------------------- Rule 1688/1 (Power=3) Power Power is an Index. An Instrument is an entity with nonzero Power. The Power of a given entity is zero unless otherwise defined by the Rules. ---------------------------------------------------------------------- Rule 1023/16 (Power=2) Definition of "As Soon As Possible" A requirement to perform an action "as soon as possible" is a requirement to perform the action within a week. If a Player fails to observe such a requirement, and no other Rule defines a penalty for the failure, then the Player commits the Class 1 Infraction of Tardiness, which may be reported by any Player. This Rule does not prevent late actions from taking effect, but merely penalizes the Player for being late. Other Rules may grant extensions of the penalty-free period to non-active Players without conflicting with this Rule. ---------------------------------------------------------------------- Rule 1079/4 (Power=1) Definition of "Random" (a) When a Rule requires a random choice to be made, then the choice shall be made using whatever probability distribution among the possible outcomes the Rules provide for making that choice. If the Rules do not specify a probability distribution, then a uniform probability distribution shall be used. (b) Where the Rules do not indicate who is required to make a particular random choice, it shall be made by the Speaker. (c) When making a random choice as required by the Rules, a Player may rely on any physical or computational process whose probability distribution among the possible outcomes is reasonably close to that required by the Rules. (d) For the purposes of this Rule, tossing a platonic solid that is not specially weighted has a probability distribution among the possible outcomes that is reasonably close to uniform. (e) For other methods, the Courts are the final arbiter of whether a method's probability distribution among the possible outcomes is reasonably close to that required by the Rules. ---------------------------------------------------------------------- Rule 1769/2 (Power=2) Holidays A Holiday is a period of time, not to exceed 17 days in length, designated as such by the Rules. If one Holiday begins within 72 hours of the end of another Holiday, the two Holidays and the time between them are taken as a single Holiday, unless this would cause the combined Holiday to exceed 17 days in length, in which case the first Holiday is extended to 17 days and the second Holiday does not occur. During a Holiday, no Proposal may be distributed by the Promotor, nor may any Call for Judgement, Judgement, notice of Appeal, Decision of Appeals Boards, or Opinion be published by the Clerk of the Courts; however, if any of the above do take place during the Holiday in violation of this Rule, this Rule does not deprive them of their usual effects. If some Rule requires that an action be done prior to a given time, and that given time falls during a Holiday, or within the 72-hour period immediately following that Holiday, then that action need not be done until 72 hours after that Holiday ends. If some Rule bases the time of a future event upon the time of another event, or requires that a Player perform some action within some time of another event, and that other event occurs during a Holiday, the time at which the Holiday ends shall be used instead for the purpose of determining the time of the future event or of the time by which the Player must perform the specified action. This Rule takes precedence over all Rules pertaining to the timing of events, and over all Rules which require Players to perform events before a specified time. ---------------------------------------------------------------------- Rule 1787/1 (Power=1) April Fool's Day A break from all the stress and strife and matters of much gravity, is what this Nomic sorely needs: a dithyramb to levity! In order that, just once a year, our hearts be light and gay, Let April Fool's Day, every year become a Holiday! And should it one day be observed by any wag who breaks a Rule, the Speaker will one Boon award to em who was the biggest Fool. ---------------------------------------------------------------------- Rule 1870/3 (Power=1) Merry Christmas, Agora, And A Happy New Year! The period each year from midnight GMT on the morning of 24 December to the beginning of the first Agoran week to begin after 2 January is a Holiday. There exists a Boon known as Shiny New Toy, and an Albatross known as Lump of Coal. For the purposes of this rule, Players with a Stain of at least one Blot are known as Naughty, and Players with a Stain of less than one Blot are known as Nice. As soon as possible after the conclusion of the Holiday described above, the Herald shall award a Shiny New Toy to each Nice Player, and a Lump of Coal to each Naughty player. ---------------------------------------------------------------------- Rule 1750/1 (Power=1) Read the Ruleset Week The first Agoran week each year which falls entirely in February is Read the Ruleset Week. Agorans are encouraged to read the ruleset during Read the Ruleset Week. ---------------------------------------------------------------------- ====================================================================== The Rules ---------------------------------------------------------------------- Rule 1482/1 (Power=3) Precedence between Rules with Unequal Power In a conflict between Rules with different Power, the Rule with the higher Power takes precedence over the Rule with the lower Power. CFJ 1103 (Judged TRUE, Aug. 21 1998): "In the case of conflict between Rules of unequal Power, the higher Powered Rule cannot defer to the lower Powered Rule, unless the higher Powered Rule takes precedence over Rule 1482." ---------------------------------------------------------------------- Rule 1030/4 (Power=3) Precedence between Rules with Equal Power If two or more Rules with the same Power conflict with one another, then the Rule with the lower 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 supercede the numerical method for determining precedence. If all of the Rules in conflict explicitly say that their precedence relations are determined by some other Rule for determining precedence relations, then the determinations of the precedence determining Rule shall supercede the numerical method for determining precedence. If two or more Rules claim to take precedence over one another or defer to one another, then the numerical method again governs. CFJ 1104 (Judged TRUE, Sep. 9 1998): "The presence in a Rule of deference clause, claiming that the Rule defers to another Rule, does not prevent a conflict with the other Rule arising, but shows only how the Rule says that conflict is to be resolved when it does arise." ---------------------------------------------------------------------- Rule 1513/4 (Power=1) Authority of Non-Rule Entities The Rules may grant to certain entities the power to require Players to perform (or refrain from performing) actions. Such Entities shall have whatever power is granted to them by the Rules. In the event that the requirements of such an Entity conflicts with the Rules, the Rules shall always take precedence. If two or more such Entities conflict with one another, then the relative precedence of the respective Rules which grant coercive Power to the Entities in conflict shall determine which requirements take precedence. If two or more Entities authorized by the same Rule conflict, then the Entity mentioned first in that Rule takes precedence over the others. No entity (including any body of text) may require a Player to perform or refrain from performing any action unless that Player has previously been provided with the information of which actions may be required of or prohibited em by that entity. ---------------------------------------------------------------------- Rule 2039/0 (Power=3) Ought implies can Other Rules to the contrary notwithstanding, the failure to perform an action required by the Rules, where the person required to act was not empowered to do so, shall never constitute the commission of a Crime or Infraction. ---------------------------------------------------------------------- ====================================================================== The Players ---------------------------------------------------------------------- Rule 869/15 (Power=1) Registered Players Any person who is not registered as a player may do so by sending a message to a public forum announcing that e registers as a player. Unless other rules provide additional necessary conditions for registration that have not been fulfilled or the rules otherwise prohibit the person from registering, e immediately becomes a registered player. Readiness is a stuck player switch with values ready and unready. An unready player may flip eir readiness to ready. Whenever a player registers, and that player has not previously been registered as a player in Agora at any time within the 365 previous days, e becomes unready and is subject to a Grace Period that begins at the time of eir registration and lasts sixty days, not including Holidays. A player is only subject to the Grace Period resulting from eir own registration. Whenever a Player's Grace Period concludes, e becomes Ready. ---------------------------------------------------------------------- Rule 2094/0 (Power=1) Corporate Players A collective of two or more persons (a Hive) none of whom is currently registered as a player may jointly register as a single player. A Hive is subject to a Grace Period only if each of its members would have been subject to a Grace Period had e registered as an individual at the time the Hive registered. This rule takes precedence over rule 869. ---------------------------------------------------------------------- Rule 1677/12 (Power=1) Honoring the New As soon as possible after the beginning of a Player's Grace Period, the Registrar shall announce eir Arrival. This Announcement shall have the effect of setting that Player's kudos to twice the Tabla Rasa. If a Player joins the game, but is neither subject to a Grace Period nor been a Player at any time since the last Turning of a New Parchment, then the Herald shall set eir Kudos to half the Tabla Rasa (rounded up). ---------------------------------------------------------------------- Rule 1976/5 (Power=1) Honoring the Old In the four weeks immediately after eir Grace Period ends, a Player (hereafter, the 'Protege') may post a single message of Gratitude, naming up to four other Players (hereafter, 'Mentors') e deems to have been helpful to em as a new Player. The effect of such a message is to award each Mentor the Boon of mentorship and award the Protege the Boon of politeness. ---------------------------------------------------------------------- Rule 103/1 (Power=3) The Speaker May Not Deregister At any time, there is exactly one Player who is the Speaker. The Speaker may not deregister or be deregistered for any reason, any other Rule to the contrary notwithstanding. ---------------------------------------------------------------------- Rule 104/0 (Power=3) First Speaker The Speaker for the first game shall be Michael Norrish. ---------------------------------------------------------------------- Rule 1016/17 (Power=2) Activity Levels Activity is a stuck player switch with values active and inactive. "Off hold" and "on hold" are unambiguous synonyms for "active" and "inactive", respectively. A player may flip eir activity, unless e has done so within the past week. Inactive players may not vote, make proposals, hold office, or be a judge of a CFJ. An inactive player may not be required by the rules to perform any duty or action, unless the rules explicitly state that they can require inactive players to perform that duty or action. This rule takes precedence over all other rules that regulate activity, or the powers or duties that a player may have because of eir activity. ---------------------------------------------------------------------- Rule 1043/5 (Power=1) Deregistration A Player other than the Speaker may deregister from Agora by sending a public message announcing eir deregistration. A Player who deregisters in this fashion ceases to be a Player effective at the time date-stamped on that message, and any attempts by em to reregister before thirty days have passed are without effect. This Rule takes precedence over Rules which would cause em to be reregistered before thirty days have passed after eir deregistration. ---------------------------------------------------------------------- Rule 1042/20 (Power=1) Deregistration Due to Silence Noisiness is a stuck player switch with values noisy, quiet, and silent. A non-noisy player becomes noisy whenever e posts to a public forum. A player may flip another player's noisiness from noisy to quiet, unless e has done so for another player within the past 24 hours. If a player has been quiet continuously for one month, or inactive continuously for three months, e becomes silent. Any player may publish a Notice of Abandonment, identifying another player and alleging that that player has abandoned the game. A Notice of Abandonment is or becomes invalid if the player identified in it is not, or ceases to be, silent. ---------------------------------------------------------------------- Rule 2036/1 (Power=1) The Silent Treatment (a) The publication of a Notice of Abandonment commences the Silent Treatment for the player identified in it. (b) The requirement to perform the actions described in this Rule is subject to the Notice of Abandonment remaining valid. If at any time during the Silent Treatment the Notice of Abandonment is invalid, then the Treatment is terminated, and the Registrar is relieved of all powers and responsibilities regarding it. (c) As soon as possible after the commencement of the Silent Treatment, the Registrar shall: (1) publically confirm whether the Notice of Abandonment was valid at the commencement of the Silent Treatment, and whether it remains valid; (2) publish in all designated Public Fora, and send to each listed e-mail address of the player, a Notice of Intent to Deregister, identifying the player to be deregistered (the same as in the Notice of Abandonment), and announcing the Registrar's intent to deregister that player after one month has passed. (d) If the Notice of Abandonment remains valid a month after the publication of the Notice of Intent to Deregister, then the Registrar shall, as soon as possible, publish in all designated Public Fora, and send to each listed e-mail address of the player, a Notice of Deregistration, identifying the player being deregistered (the same as in the Notice of Abandonment). A Notice of Deregistration is valid if and only if it is published by the Registrar, following the procedures described in this Rule. (e) Upon publication of a valid Notice of Deregistration, the following events occur in order: (1) if the player identified in the Notice of Deregistration is the Speaker, e commits the Class 15 Crime of Speaker Abandonment; e ceases to be Speaker, and the Speaker-Elect becomes Speaker; (2) the player identified in the Notice of Deregistration is deregistered; (3) the Silent Treatment for that player concludes. ---------------------------------------------------------------------- Rule 1789/2 (Power=1) Cantus Cygneus Whenever a Player feels that e has been treated so egregiously by the Agoran community that e can no longer abide to be a part of it, e may submit a document to the Clerk of the Courts, clearly labeled a Cantus Cygneus, detailing eir grievances and expressing eir reproach for those who e feels have treated em so badly. As soon as possible after receiving a Cantus Cygneus, the Clerk of the Courts shall publish this document along with a Write of Fugere Agorae Grandissima Exprobratione, commanding the Player to be deregistered and instructing the Registrar to note the method of deregistration for that Player in subsequent Registrar Reports, as long as the Player remains deregistered. The Player is deregistered as of the posting of the Writ, and the notation in the Registrar's Report will ensure that, henceforth, all may know said Player deregistered in a Writ of FAGE. ---------------------------------------------------------------------- Rule 1755/6 (Power=1) No Non-Player Responsibilities Whenever a player is deregistered, e ceases to be a candidate, officer, judge, or in general to occupy any role or position to which the rules assign any duties or powers. No one who is not registered may occupy such a role or position, unless at least one of the rules defining the role or position explicitly indicate it may be occupied by a nonplayer. Bearing a Patent Title shall not be deemed to be occupying a role or position. This rule shall not act to prevent a nonplayer from registering, calling for judgement, or otherwise doing things that nonplayers are generally able to do. ---------------------------------------------------------------------- Rule 1841/6 (Power=1) Granting Power of Attorney (a) A Player (the Grantor) who has been continuously registered for more than two months is empowered to give eir Power of Attorney (PoA) to another Player (the Holder), as specified in this Rule. (b) The Holder holds the Grantor's PoA if all of the following conditions are met: (1) the Grantor has announced that e grants eir PoA to the Holder; (2) the Holder has, in the week immediately preceding or immediately following the Grantor's announcement, publically consented to hold the Grantor's PoA; (3) the Holder is Active; and (4) the grant of PoA has not been withdrawn for any of the reasons listed in (d). (c) The grant of PoA commences at the time the Grantor grants eir PoA to the Holder, or at the time the Holder consents to the grant, or at the time specified by the Grantor, whichever is latest. If the Grantor specifies a time at which the grant of PoA is to commence, it must be a time no more than seven days from the Grantor's announcement. Later specifications are without effect for the purposes of this Rule. (d) The grant of PoA is withdrawn if: (1) the period of the grant specified by the Grantor expires; (2) the Grantor publically withdraws the grant; (3) the Grantor is deregistered; (4) the Holder ceases to be active or is deregistered; or (5) the Holder has held the PoA continuously for three months. (e) Nothing in this Rule shall be construed as preventing other Rules from granting and withdrawing PoA by other means. (f) Other Rules to the contrary notwithstanding, no Player who has granted PoA to another Player as described in this rule shall be deregistered while the grant of PoA is in effect. ---------------------------------------------------------------------- Rule 1842/1 (Power=1) Power of Attorney (a) The Rules may grant a Player, called the Holder, Power of Attorney for another Player, called the Grantor. Power of Attorney is granted only as specified by the Rules, and shall last only as long as the Rules specify. (b) While the Holder is granted Power of Attorney for the Grantor, the Holder is an Executor of the Grantor, and the Prime Executor of the Grantor. (c) No Player is permitted to have Power of Attorney for more than two other Players. ---------------------------------------------------------------------- ====================================================================== Officers ---------------------------------------------------------------------- Rule 1006/9 (Power=1) Offices The Rules may designate positions to be offices. No office may be held by more than one player. Each office that would otherwise not be held by any player shall be held by the Speaker, unless it is not possible for the Speaker to hold that office. The holder of an office may be referred to by the name of the office. ---------------------------------------------------------------------- Rule 2098/0 (Power=1) May Day A Worker is any player who is not an Officer. On the First of May, any worker may remove any officer from an office by public declaration. The declaring worker becomes the holder although not electee of that office, providing e is otherwise eligible to hold the Office. ---------------------------------------------------------------------- Rule 1686/13 (Power=1) Official Reports The Rules may designate certain information to be part of an Office's Weekly Report or Monthly Report. An Office's Weekly Reports and Monthly Reports constitute the Office's Official Report. All information that is part of an Office's Official Report shall be maintained by the corresponding officer. The rules may specify conditions under which a player is mauve; that player is not mauve unless the rules explicitly state at least one such condition and all such conditions are satisfied. As soon as possible after a player becomes mauve, the Speaker shall announce this fact. The only condition for mauveness is being nicknamed Blob. Each officer with a Weekly Report must publish it weekly unless the content of the report would substantially be the same as in the previously published report. In this case, a report must only be published within one week of the next substantial change to the report's content, but must at least be published once per month. Each officer with a Monthly Report must publish it monthly. Failure to do so is the Class 2 Infraction of Failure to Report. If an officer fails to do so for at least three consecutive reporting periods, e may be cited for either Failure to Report or the Class 10 Infraction of Dereliction of Duty but not both. Any officer cited for Dereliction of Duty is immediately removed from that office. The Assistant Director of Personnel and the Speaker may report these Infractions. ---------------------------------------------------------------------- Rule 1064/9 (Power=1) Freedom of Information Act If a Player is mandated by the Rules to maintain a set of records, these records must be available for perusal, unless such records are designated by the Rules as private. A Player who maintains such records must provide a copy of these Records to any other Player upon request within one week. If e fails to so provide a copy of the requested records within one week, e commits Unlawful Nondisclosure, a Class 2 Crime, unless the Records are unavailable for reasons beyond eir control and e reports this fact, with explanation, within one week. For the purpose of this Rule, all records pertaining to Votes currently in progress, excluding the text of the Proposals under consideration, are designated as private until the end of the Voting Period. ---------------------------------------------------------------------- Rule 1431/16 (Power=1) Claims of Error A Claim of Error is a public message claiming that a specific public communication misrepresents the actual Game State, and documenting the nature of the error. The person who sent the original communication is hereafter known as the Journalist, and the portion of the communication claimed to be in error is hereafter known as the Yellow Document. A Response to a Claim of Error is a public message from the Journalist that either admits or denies the claim. An admission is not valid until the Journalist posts a corrected version of the Yellow Document. If the Journalist was required by the Rules to publish the information in the Yellow Document, then e must publish a Response as soon as possible, unless one of the following holds: a) E has already published a correction. b) A previous Claim was made concerning the same error. c) The Claim was posted more than three weeks after the Yellow Document. d) The Claim is in dispute. If the Claim ceases to be in dispute, then the Journalist must publish a Response as soon as possible after it ceases to be in dispute. If the Journalist was not required by the Rules to publish the information in the Yellow Document, then e is encouraged (but not required) to publish a Response in a timely fashion. A Player who incorrectly denies a Claim commits the Class 1 Crime of Implausible Deniability. However, if e admits the Claim within three days after the incorrect denial, then e shall not be convicted of this Crime. ---------------------------------------------------------------------- Rule 1550/2 (Power=1) Ratification by Proposal Any Official Document (as specified in other Rules) may be ratified by the operation of an adopted Proposal (but no other sort of instrument). The instrument must specify an Official Document (as specified in other Rules) which is subject to ratification. ---------------------------------------------------------------------- Rule 1791/0 (Power=1) Ratification Without Objection Any Officer who holds an Office in Normal Fashion can Ratify an Official Report Without Objection, provided the following conditions hold; i) The Report to be Ratified is one that is legally permissible to Ratify. ii) The Report to be Ratified was produced by the Player holding the Office. iii) The Report to be Ratified is one that is required to be produced and maintained by the Officer. A Speaker who is not Tainted is permitted to Ratify any Official Report Without Objection provided that the Report is one legally permissible to Ratify. A COE on any Report undergoing this process shall be deemed by the Rules to constitute an Objection. ---------------------------------------------------------------------- Rule 1551/5 (Power=1) Documents Subject to Ratification The ratification of an Official Document conforms the Game State to what it would be if the valid Official Document thus ratified was completely true and accurate at the time the Document was published. In other words, the State of the Game, upon such ratification, becomes that specified within the Document, plus all subsequent legal changes between the time of its publication and its ratification. All Game State changes due to the ratification of an Official Document occur at the time of such ratification; no retroactive effect is expressed or implied. A Document, once ratified, is for all legal purposes a true and accurate report. The Game State it references may not be retroactively modified prior to the time it was published, even to reflect a prior mistake, retracted or illegal move, or an Order. This Rule takes precedence over any Rule that would allow such retroactive alterations or corrections to the Game State. In no way does the ratification of a Document invalidate, reverse, alter or cancel any prior moves or transfers, even unrecorded or overlooked ones. Nor does the ratification of a Document change the legality or illegality of any prior move. Ratification only adjusts the actual Game State to conform to that perceived by the Players and Officers in Official Documentation. After a Document has been ratified, the Player in charge of maintaining that Document shall annotate all subsequent publications of that Document with the date of publication of the last such publication that was ratified. ---------------------------------------------------------------------- Rule 1552/4 (Power=1) Requirements for Ratification An Official Document is legally permissible to Ratify if and only if all of the following are true: a) The Rules required some specific Player to produce and/or maintain the document. b) The Rules required it to be published. (A requirement that it be sent to all Players fulfills this criterion.) c) It is not currently subject to a Claim of Error (COE). d) It is not currently subject to a pending Call for Judgement (CFJ), or a pending Appeal of a CFJ. e) The information within the Document has not been superseded by a subsequent Document that contradicts it. (This does not apply if a COE alleging the contradiction is in error is admitted.) f) The Document is not the Ruleset. The Ruleset is specifically excluded from Ratification. Ratification by Proposal is effective only if the Document is legally permissible to Ratify when the Proposal takes effect. ---------------------------------------------------------------------- Rule 1919/1 (Power=2) Installing Officers through Proposal A Player may be Installed into an Office by the adoption of a Democratic Proposal. If that Office is already held by a Player, that Player is removed from the Office. The Player named in the Proposal then becomes the Electee to that Office. ---------------------------------------------------------------------- Rule 1555/8 (Power=1) Electees and Removal from Office A Player who wins an Election for an Office, or is installed into Office by a Proposal, becomes the Electee to that Office, as well as its holder. When the Electee to an Office is retired from that Office, e ceases to be the Electee to that Office, but continues to hold the Office. When the Electee to an Office is removed from that Office, e ceases to be Electee to that Office. Furthermore, if the Electee currently holds the Office, the Speaker becomes the holder of that Office, unless another Rule provides that a different Player is to hold the Office. When a non-Electee is removed from an Office and there is an Electee to that Office, then the Electee becomes the holder of the Office. If there is no Electee, the Office is held by the Speaker. Whenever a player deregisters, is deregistered, or ceases to be active, e is removed from all Offices e holds. ---------------------------------------------------------------------- Rule 1556/3 (Power=1) Terms of Service for Offices Unless otherwise specified, the Term of Service for an Office shall expire on the fifteenth day of the fourth month following the month in which the Officer in question was elected to that Office. At the exhaustion of an Office's Term of Service, the Officer holding that Office shall be retired from that Office. Other Rules may specify a different Term of Service for specific Offices. ---------------------------------------------------------------------- Rule 1758/6 (Power=1) Holding an Office in Perpetuity If a Player is the Electee to an Office which e currently holds, then the Assistant Director of Personnel may declare, Without Objection, that that Player holds that Office in perpetuity. The Player then holds the Office in perpetuity. The Term of Service of an Office held in perpetuity shall never expire, and a Player holding an Office in perpetuity continues to hold the Office in perpetuity while e holds the Office. If a Player holding an Office in perpetuity delegates the Office to another Player, and e is still the Electee to the Office at the end of the Period of Delegation, then e resumes holding the Office in perpetuity. This Rule takes precedence over other Rules defining the expiry of an Office's Term of Service. ---------------------------------------------------------------------- Rule 880/8 (Power=1) Resignation The holder of an Office may resign from it by announcing that e does so. If the holder of an Office is its Electee, and appoints a successor when e resigns, then: (a) The resigning Player is retired from that Office. (b) If the successor consents within a week, then e becomes holder of that Office. (c) If the successor does not consent within a week, then the resigning Player is removed from that Office. Otherwise, the resigning Player is immediately removed from that Office. ---------------------------------------------------------------------- Rule 1645/9 (Power=1) Temporary Delegation of Office An Office is Delegated when all of these conditions are met: (a) The holder (hereafter known as the Delegating Player) publishes a Notice of Delegation, naming the Office, another Player (hereafter known as the Delegated Player), and a Period of Delegation no longer than three weeks. (b) The Delegating Player is Electee to the Office, or is the Speaker. This condition must hold when e publishes the Notice of Delegation, and must also hold at the beginning of the Period of Delegation. (c) The Delegated Player is permitted by the Rules to hold the Office at the beginning of the Period of Delegation. (d) The Delegated Player consents to the Delegation within seven days of the publication of the Notice of Delegation. (e) The Period of Delegation has begun and not yet ended. The Period of Delegation begins when the Notice of Delegation is published, or when consent is given, or at the time (if any) specified in the Notice of Delegation, whichever is latest. The Period of Delegation ends after the duration specified in the Notice of Delegation has elapsed, or when a Player other than the Delegating Player becomes Electee to the Office. During the Period of Delegation, the Delegated Player holds the Office, and earns its Salary as specified by other Rules. At the end of the Period of Delegation, if the Office has an Electee, then the Electee holds the Office; otherwise, the Delegated Player continues to hold the Office. ---------------------------------------------------------------------- Rule 790/12 (Power=1) Filling Vacant Offices As soon as possible after a) an Office ceases to have an Electee; b) an Office is created without installing an Electee; or c) an Election for an Office without an Electee becomes Stale; the designated conductor of Office Elections shall initiate an Election for that Office, as described by other Rules. This requirement is cancelled if the Office comes to have an Electee. The designated conductor of Office Elections is the Assistant Director of Personnel, unless the Office in question is that of Assistant Director of Personnel; in that case, the designated conductor is the Speaker. ---------------------------------------------------------------------- Rule 1486/6 (Power=1) Procedure to Impeach an Officer Any Active Player is permitted to call a Referendum to Impeach an Officer at any time, by publicly requesting such. The Officer is Impeached when such a Referendum is passed. The Referendum must list both the Office and the current Electee to that Office by name. If upon passage of the Referendum the named Player is the current Electee of that Office, then the Player is immediately removed from Office. For this Referendum the default procedure for referenda is modified as follows: Vote Collector is the Player who called for the Impeachment Referendum. Voters do not include the Officer under consideration for Impeachment. Adoption Ratio must be greater than or equal to 2 for the Referendum to pass. ---------------------------------------------------------------------- Rule 1665/2 (Power=1) Abuse of Responsibility The Rules can give certain Officers latitude to make certain decisions and determinations based upon their judgement. When these decisions and determinations have effect on the Game State, Players shall always have the ability to make Claims of Error alleging that these decisions and determinations were made outside the authority given to the Officer. This Rule takes precedence over any Rule which otherwise defines a final arbiter for such decisions and determinations. If such a Claim is denied by the Officer, the Player making the Claim is then permitted to make a Call for Judgement alleging that the Officer is guilty of Abuse of Responsibility, a Class 4 Crime. This is the only time such a CFJ is permitted. In Judging such a CFJ, to find the Officer guilty the Judge must establish that the Officer did one of the following: i) Went beyond all reasonable interpretations of the Rules. ii) That e disregarded explicit instructions the Rules gave in regard to eir decisions and determinations. iii) That e showed a pathological lack of judgement in such decisions and determinations. The accused Officer must be given the opportunity to explain eir actions. And such Judgements shall be made in accord to the strictest possible standard of proof. ---------------------------------------------------------------------- Rule 1585/2 (Power=2) Official Duties upon Officer Change Whenever the holder of an Office changes, any duties which the Rules had imposed upon the prior holder of that Office as a consequence of holding that Office which have not been fulfilled must instead be fulfilled by the new holder of that Office, as soon as possible after the change of Officer occurs. The former holder of the Office is absolved of performing all such duties, any Rule to the contrary notwithstanding. CFJ 1061 (Judged TRUE, Nov. 2 1997): "Rule 1585 should be interpreted such that a Player who is newly installed into an Office does not commit the Infraction of Failure to Report (insofar as that Office is subject to such duties) if e posts the required Report within a week of eir being installed into Office." ---------------------------------------------------------------------- Rule 1553/3 (Power=1) Officer Transition Whenever a Player ceases to hold an Office, that Player shall make a reasonable effort to ensure that all materials necessary for the conduct of that Office, including any records the holder of that Office is required to maintain, are made available to the next Player to hold that Office. A Player who fails to do so commits the Class 4 Crime of Improper Officer Transition. ---------------------------------------------------------------------- Rule 1728/11 (Power=2) Dependent Actions An action is dependent, or may be performed dependently, if and only if it is an Action Without N Objections or an Action With N Supporters, where N is a nonnegative integer. The phrase "Without Objection" is synonymous with "Without 1 Objection", and the phrase "With Support" is synonymous with "With 1 Supporter". A player may publicly announce eir intent to perform an unambiguously described dependent action. A player may perform a previously unambiguously described dependent action if and only if: (a) no more than fourteen days have passed since the announcement of intent to perform the action; (b) if the action to be performed is an Action Without N Objections, at least four days have passed since the announcement made under (a) of this rule; (c) either the player who attempts to perform the action is the player who made the announcement under (a) of this rule, or (1) the player who made the announcement under (a) of this rule did so by a privilege or duty granted em by virtue of holding a rules-defined position; and (2) the player who attempts to perform the action is the holder of that position when e attempts to perform the action; (d) the rules explicitly authorise the player to perform the action dependently; (e) during the time between the announcement made under (a) of this rule and the attempt to perform the action, (1) if the action is to be performed Without N Objections, fewer than N players have publicly posted objections to the performance of the action; or (2) if the action is to be performed With N Supporters, at least N players other than the player who made the announcement under (a) of this rule have publicly posted support for the performance of the action; (f) the announcement made under (a) of this rule specifies whether the action is to be performed Without N Objections or With N Supporters, unless the rules either do not permit the action to be performed Without N Objections or do not permit the action to be performed With N Supporters; and (g) e announces that e performs the described action. A dependent action is not performed until announced as in (g). A player who posts an objection to the performance of an action may publicly retract eir objection. If e does so, e shall be deemed not have posted an objection to the performance of that action for the purposes of (e)(1) of this rule. The specification in the rules that an action may be performed dependently does not prohibit performing that action independently if doing so would otherwise be permissible. A rule authorising the performance of a dependent action may restrict the eligibility of players to support or object to that specific action. ---------------------------------------------------------------------- Rule 1664/28 (Power=2) Rebellion A Rebellious player may Call for a Revolt at any time by publicly announcing e does so. A Call for Revolt is only effective if no other Call for Revolt has been made that week and no successful Revolt has occurred for a month or more. As soon as possible after an effective Call for Revolt has been posted, the Registrar must determine whether the Revolt succeeds, as outlined below, and publicly announce the result. The Registrar shall select a random integer from 1 to the number of players (plus 1 if Miscreant is Borne). If this number is less than or equal to the number of Rebellious players (plus 1 if Miscreant is Borne by a Rebellious player), then the Revolt succeeds; otherwise it fails. All numbers used in this calculation are determined at the time of the Call for Revolt. If a Revolt succeeds, then the following events occur in order: - The Registrar shall expunge the Blots of each Rebellious player - The Registrar shall grant the ephemeral Patent Title Rebel Hero to each Rebellious player. - All Stock Cards in the possession of Abiding Players are returned to the Deck, and the initiative of each Abiding Player is set to Gote. - Each Abiding player that is the Electee to an Office is retired from that Office. - All Rebellious players become Abiding again - If the Speaker is not Rebellious, A Speaker Transition occurs If a Revolt does not succeed, then: - All Rebellious players gain 2 Blots. - The player who Called for Revolt gains 2 (additional) Blots The effects of a Call for Revolt shall be based on the Political Status of players at the time of the Call. The Registrar shall notify the Herald of all Blots gained or expunged as a result of this Rule. ---------------------------------------------------------------------- Rule 1988/0 (Power=2) Bastille Day July 14 of each year shall be known as Bastille Day. For a Revolt called on this day the normal procedure is modified, as follows: i) Each Rebellious Player shall count twice for the purpose of determining success if, during that Bastille Day, e publicly hums a few bars of 'La Marseillaise'. This includes the determination of the number of players, and the Miscreant adjustment, which may become 2 rather than 1. ii) On success, rather than having all eir Blots expunged, each Rebellious Player shall be left with 1 Blot each, even if e was previously Immaculate. This Rule takes precedence over the normal Revolt Procedure. ---------------------------------------------------------------------- Rule 1840/4 (Power=2) Political Status Orthodoxy is a stuck player switch with values abiding and rebellious. A player may flip eir orthodoxy, unless e has done so during the current month. At the beginning of each month, each Rebellious Player commits the Class 2 Infraction of Inciting to Riot (to be reported by the Registrar), unless all of the following are true at that time: i) The Registrar has not announced whether the last Call for Revolt succeeded or failed. ii) The Player was Rebellious at the time of the last Call for Revolt. iii) The Player has not changed from Abiding to Rebellious since the last Call for Revolt. in which case the Player is Hauled Into Kangaroo Court instead. When a Call for Revolt fails, each Player Hauled Into Kangaroo Court since the Call for Revolt commits the Infraction of Inciting to Riot, as defined above. ---------------------------------------------------------------------- Rule 1975/4 (Power=1) The Assistant Director of Personnel The Assistant Director of Personnel (ADoP) is an office; its holder is recordkeepor for offices and the Speaker and is responsible for holding elections for offices. The ADoP's Weekly Report shall include: (a) a list of all offices; (b) for each office, the electee to the office and the date on which e most recently became electee to that office; (c) for each office for which the holder of the office is not the electee, the current holder of the office, and the date on which e most recently became holder of that office; (d) for each office, the date on which the term of service for that office ends, or an indication that the office is held in perpetuity; (e) the identity of the Speaker, and the date of the next quarterly Speaker transition. ---------------------------------------------------------------------- Rule 1940/8 (Power=1) Periodic Compensations The boon of Public Service exists for the purpose of awarding Officers for serving. Paperwork is a stuck switch for Offices with states Low and High. The Assistant Director of Personnel is the recordkeepor for paperwork. For the purpose of this rule, the Speaker and the Distributor are considered offices. The Assistant Director of Personnel or the Speaker may switch the paperwork of an office with two supporters and without two objections. As soon as possible after the beginning of each month, the Assistant Director of Personnel shall award 1 Public Service Boon for each office to the player (if any) who held that office for 16 or more days in the previous month; e shall award an additional Public Service boon to that player if the office is a high paperwork office. Each office may make one Proposal distributable per month without payment of a fee, by the electee of that office publicly invoking that office's Civil Service Exemption. ---------------------------------------------------------------------- ====================================================================== The Oligarchy ---------------------------------------------------------------------- Rule 1932/9 (Power=2) Shareholders and the Corporation The following Elements for Cards are defined: * Shares [X], where X is a positive integer. The Holder is considered to possess X shares (cumulative with any other Cards). The following Classes of Cards are defined: * Caption: One Share Elements: Budgeted, Shares [1], Handed [2] * Caption: Two Shares Elements: Budgeted, Shares [2], Handed [3] * Caption: Three Shares Elements: Budgeted, Shares [3], Handed [4] * Caption: Corporate Bankruptcy Quota: 1 Elements: Limited [Shareholders] [3] Exploit: For a fee of 3 kudos, all Stock Cards are returned to the Deck. All cards with the Element "Shares [X]" are cumulatively known as the Stock Cards. An entity's Share Holdings is equal to the number of Shares possessed. The Number of Shares is the sum of the Share Holdings of all entities. A Shareholder is an Eligible Shareholder with positive Share Holdings. A Plebeian is a Player who is not a Shareholder. The Corporation is the set of all Shareholders. * Caption: Divide or Conquer Your Stock Quota: 8 Elements: Restricted [Shareholders] Exploit: Specify one or more Share cards in your hand, and one or more Share cards in the deck, such that both sets consist of the same total number of Shares. The specified cards in your hand are transferred to the deck, and the specified cards in the deck are transferred to your hand. ---------------------------------------------------------------------- Rule 1963/10 (Power=2) Eligible Shareholders A Player is an Eligible Shareholder unless: (1) e is not active; (2) e has three or more Blots; (3) e is the Speaker; or (4) e is the Speaker-Elect. ---------------------------------------------------------------------- ====================================================================== Making Proposals ---------------------------------------------------------------------- Rule 1483/10 (Power=1) Definition of Proposals A Proposal is created when a Legislator who is not Mute publishes a body of text with the clear indication that it is intended to become a Proposal. The collection of text becomes a Proposal and the entity delivering that text becomes the Proposer of that Proposal. This process is known as Proposing or submitting a Proposal. The publishing of the Proposal Pool never creates new Proposals. All Players are Legislators. A Player is Mute while e has more than 5 Blots. ---------------------------------------------------------------------- Rule 1698/0 (Power=3) The Proposal System Is Protected It must always be possible to adopt Proposals within a 4 week period. Any change to the game state which would result in this condition becoming false is cancelled and does not take place, any Rule to the contrary notwithstanding. ---------------------------------------------------------------------- Rule 105/1 (Power=3) What Is a Rule Change? A Rule Change is any of the following: * The enactment of a new Rule; * The repeal of an existing Rule; * The amendment of the text of an existing Rule; or * Any change to a substantive property of a Rule other than its text. A "substantive property of a Rule" is any property of that Rule (other than its text) which determines in part or in full the ability of that Rule to govern by itself or in conjunction with other Rules. ---------------------------------------------------------------------- Rule 115/0 (Power=3) Self-Referential Rules Allowed 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. ---------------------------------------------------------------------- Rule 107/1 (Power=3) Rule Changes Must Be Written Down Any proposed Rule Change must be written down (or otherwise communicated in valid media) before it is voted on. If adopted, it must guide play in the form in which it was voted on. For the purposes of this rule, print and electronic media, including mailing lists, are valid media. ---------------------------------------------------------------------- Rule 1339/6 (Power=3) Precision in Rule Changes Exact precision is required in the specification of Rule Changes; any ambiguity or irregularity in the specification of a Rule Change causes it to be void and without effect. Variations in whitespace or capitalization in the quotation of text in an existing Rule to be removed or replaced does not create an irregularity or ambiguity, for the purpose of this Rule. Any other variation, however, does. ---------------------------------------------------------------------- Rule 594/8 (Power=3) Power and Proposals No Rule may have Power less than 1 or greater than 4. Except as described in this Rule, no entity can set the Power of any entity to exceed the Power of the entity causing the Power to be so set. No entity may destroy or repeal an entity with Power greater than its own. When a Proposal takes effect, its Power shall be set equal to its Adoption Index, and the provisions contained in the text of the Proposal are implemented to the maximal extent permitted by the Rules. Provisions which are unclear, ambiguous, or inapplicable are ignored. In a Proposal containing more than one provision, each provision is severable from the others, unless the Proposal states otherwise. For the purpose of the Rules, the application of an adopted Proposal is a legal procedure for changing Nomic Properties. ---------------------------------------------------------------------- Rule 2045/0 (Power=3) Adoption Indices 1) The Default Adoption Index of a Proposal is the maximum of: a) 1; and b) any minimum values required for that Proposal by the Rules. 2) The Proposer of a Proposal may, at the time when e submits the Proposal or at any time while it is in the Pool, request an Adoption Index for that Proposal by announcement, specifying the requested value. 3) When a Proposal is distributed, its Adoption Index is set to the maximum of: a) its Default Adoption Index; and b) any values requested by its Proposer as permitted in 2). 4) This is the only mechanism for setting or changing the Adoption Index of a Proposal. This Rule takes precedence over Rules that would allow other mechanisms for setting or changing the Adoption Index of a Proposal. ---------------------------------------------------------------------- Rule 404/2 (Power=2) Legality of Proposals No Rule shall have any effect which seeks to make the legality of making a Proposal conditional upon its content. ---------------------------------------------------------------------- Rule 1724/9 (Power=1) Urgent Proposals A Proposal is Urgent if the text of the message wherein it is submitted explicitly states that it is an Urgent Proposal. An Urgent Proposal has its Distribution Cost increased by 1. The Promotor may distribute an Urgent Proposal as soon as it becomes Distributable, and e is required to do so within five days. Failure to do so is the Class 1 Infraction of Lack of Urgency, which may be reported by any Player. The Voting Period of an Urgent Proposal is five days from the time the Proposal is distributed. ---------------------------------------------------------------------- Rule 1953/3 (Power=2) Sane Proposals A Proposal is Sane if all the following conditions are met: i) the text of the message wherein it is submitted explicitly states that it is a Sane Proposal, or it has been declared a Sane Proposal by other methods explicitly stated in the Rules, ii) The Proposal is Democratic. A Sane Proposal has its Distribution Cost increased by 1. On Sane Proposals, each Player has a Voting Power of one, unless e has five or more Blots, in which case eir Voting Power is zero; all other entities have a Voting Power of zero on Sane Proposals. This Rule takes precedence over other Rules which determine the Voting Power of entities. ---------------------------------------------------------------------- Rule 2103/0 (Power=2) Sanitizing Proposals When a non-Sane Proposal in the Pool is Sanitized, it becomes Democratic and Sane. When a non-Sane Proposal whose Voting Period has begun but has not yet ended is Sanitized, it is Aborted as described elsewhere, and the copy resulting from the Abortion remains Distributable but becomes Democratic and Sane. A Proposal may only be Sanitized by the operation of an Instrument whose Power is at least 2. ---------------------------------------------------------------------- Rule 2102/0 (Power=1) Extraordinary Proposals When an ordinary proposal becomes extraordinary, it is immediately aborted, and the copy of it that is added to the proposal pool due to the abortion becomes democratic and distributable. ---------------------------------------------------------------------- Rule 2059/2 (Power=2) Legality of Bonus Clauses The following Element is defined for cards: Grafty: If a card is Grafty, then it is Budgeted, with its initial quota set equal to one plus the number of Players who voted FOR the Proposal that first defined that class of card as Grafty. When the Deckmastor initially creates cards to fulfil this quota, e shall, Rules to the contrary nonwithstanding, first destroy all existing copies of the card, then create one copy in the possession of the Deck, and finally create one copy in the possession of each Player who voted FOR said proposal. ---------------------------------------------------------------------- Rule 2060/0 (Power=2) Guy Fawkes Day Any Proposal submitted on the Fifth of November shall become upon delivery Distributable, Democratic, Urgent, and Sane, rules to the contrary nonwithstanding. If a Proposal so submitted is subsequently adopted, the Assessor shall award the Proposer the Boon of A Penny. ---------------------------------------------------------------------- Rule 1607/11 (Power=1) The Promotor The Promotor is an office; its holder is responsible for receiving and distributing proposals. The Promotor's Weekly Report shall include a list of the titles and submission dates of all proposals in the proposal pool. ---------------------------------------------------------------------- Rule 1036/15 (Power=1) The Proposal Pool As soon as possible after the Promotor receives a new Proposal, e shall place this Proposal in the Proposal Pool. The base Distribution Cost of a Proposal is 1, but this may be altered by other Rules as long as it remains a positive integer. ---------------------------------------------------------------------- Rule 1952/4 (Power=1) Making Proposals Distributable Depth is a stuck proposal switch with values undistributable and distributable. A player may flip the depth of a Proposal that e proposed to distributable by paying a fee equal to its Distribution Cost. A player may flip the depth of a Proposal that e did not propose to distributable by paying a fee equal to its Distribution Cost minus one (minimum zero). A player may flip the depth of any Proposal to undistributable by paying a fee equal to twice its Distribution Cost. ---------------------------------------------------------------------- Rule 2100/0 (Power=1) Promotor's Ex-Lax The Promotor may make all proposals in the Proposal Pool distributable without 4 objections and then paying a fee of three Kudos. ---------------------------------------------------------------------- Rule 1770/16 (Power=1) Distributing Proposals (a) The Promotor is permitted to distribute a Distributable Proposal at any time. (b) During each Week, the Promotor is required to distribute every Proposal that was Distributable at the beginning of that Week, unless the Proposal has since ceased to be Distributable. (c) If there were no Distributable Proposals at the beginning of the Week, then the Promotor is required publically to note this fact at some time during the Week. (d) Failure by the Promotor to either distribute Proposals as required in (b), or to make an announcement as required in (c), is the Class 1 Infraction of Promotor Tardiness, which any Player may report. (e) The Promotor shall include with the distribution of each Proposal the identity of its Proposing Entity, its Adoption Index, and an indication of the Proposal's Chamber. However, the failure of the Promotor to include any of these accompaniments with a Proposal does not deprive the distribution of the Proposal of any legal effect. (f) A Proposal is legally distributed only if it is accompanied by an explicit indication that it is being distributed. When a Proposal is distributed, it is removed from the Proposal Pool. (g) The Promotor shall not distribute any Proposal which is not Distributable, and must abort any Proposal so distributed. If the Promotor aborts a Proposal which e knows was Distributable at the time it was distributed, e commits the Class 2 Crime of Illegal Abortion. (h) The Promotor aborts a Proposal by publishing an announcement to that effect, clearly identifying the Proposal which has been aborted. (i) The distribution of an Undistributable Proposal, when the Promotor knows that the Proposal is Undistributable, is the Class 2 Crime of Promotor Misrepresentation. The distribution of a text purporting to be a Proposal, when the Promotor knows that the text is not a Proposal, is the Class 5 Crime of Promotor Fraud. ---------------------------------------------------------------------- Rule 2033/0 (Power=1) Aborting a Proposal (a) When a Proposal is aborted: (1) the Voting Period for the Proposal immediately ends, if it has not ended already; (2) all Votes cast on the Proposal are cancelled, and the Proposal fails; (3) the Assessor is relieved of any duty to report on Votes cast on the Proposal; and (4) a copy of the Proposal is added to the Proposal Pool. ---------------------------------------------------------------------- Rule 1774/3 (Power=1) Discarding Proposals from the Pool If, at any time, there is an Undistributable Proposal in the Proposal Pool which has been in the Pool for more than two weeks, the Promotor may, at eir discretion, remove this Proposal from the Pool, and discard it. Also, the Proposer of a Proposal in the Pool may remove that Proposal from the Pool, by notifying the Promotor that e does so. ---------------------------------------------------------------------- Rule 1003/2 (Power=2) No Coercive Proposals Proposals whose obvious and direct intent is to coerce a Player into voting against eir conscience shall not take effect even if adopted, any Rule to the contrary notwithstanding. ---------------------------------------------------------------------- Rule 2078/2 (Power=2) Takeover Proposals Initiative is a stuck player switch, tracked by the Assessor, with values Gote and Sente. A Takeover Proposal is a proposal meeting these requirements: (a) It is labelled as a Takeover Proposal. (b) No Takeover Proposal has been submitted earlier in the same month. (c) It specifies a set of players (hereafter the Corporate Raiders) that is no larger than P/2 or smaller than P/3, where P is the number of active noisy players at the time of submission. Rules to the Contrary nonwithstanding, a Takeover Proposal is both Democratic and Sane. Upon submission of a Takeover Proposal, all other Takeover Proposals become Undistributable and are removed from the Pool. At the beginning of a Takeover Proposal's voting period, the initiative of each player is set to Gote. At the end of a Takeover Proposal's voting period, the initiative of each player is set as follows: (a) Adopted: All Corporate Raiders gain Sente. (b) Rejected: All other players gain Sente. (c) Failed quorum: No one gains Sente. ---------------------------------------------------------------------- Rule 2085/1 (Power=1) Mute Exemption A Legislator who is Mute may, with two support, submit a body of text with Mute Exemption. This text becomes a Proposal if it meets all rule requirements for a Proposal other than the Proposer not being Mute. As soon as possible after a Proposal with Mute Exemption passes, the Assessor shall expunge a number of Blots from the Proposer equal to the Adoption Index of the Proposal. The Proposer shall receive no Boons that may have awarded by other rules for the passing of the Proposal. ---------------------------------------------------------------------- ====================================================================== Voting on Proposals ---------------------------------------------------------------------- Rule 1449/16 (Power=1) The Assessor The Assessor is an office; its holder is responsible for receiving and announcing the results of votes on proposals. The Assessor's Weekly Report shall include * a list of the identity and voting power for Proposals in each Chamber, for all entities with nonzero voting power in at least one Chamber. * the Voting Potentials of every Player. * the prevailing mode of voting on Proposals. ---------------------------------------------------------------------- Rule 2052/4 (Power=2) Voting Potential (a) Associated with every Player is a non-negative integral number known as that Player's Voting Potential. At the beginning of each new month, every Player's Voting Potential is divided by two and rounded down. (b) At any time, a Player may, by announcement, increase their Voting Potential by a positive integral amount, N. The Fee associated with this action is the Political Charge multiplied by N. (c) The Assessor is responsible for tracking these announcements, and recording Players' Voting Potentials. (d) the Political Charge is a positive integer that is initially 4, and may be changed only as defined by instruments of a power of 2 or greater. Rules to the contrary nonwithstanding, if the current value of the Political Charge cannot be determined by reasonable effort, it shall be considered to be reset to 4. The Assessor is responsible for tracking the current Political Charge. ---------------------------------------------------------------------- Rule 106/1 (Power=3) Adopting Proposals All Proposals made and distributed in the proper way shall be voted upon. A Proposal shall be adopted if and only if it receives the required number of votes and if Quorum is achieved. ---------------------------------------------------------------------- Rule 2034/1 (Power=3) Vote Protection and Cutoff for Challenges Any Proposal that, as all or part of its effect, would change an entity's vote on an Issue for which the voting period has begun but for which no official voting report has been published at the time of the Proposal's adoption shall be wholly without effect, any Rule to the contrary notwithstanding. Once an official voting report has been published for that Issue, no votes on that Issue may be changed or cancelled, and the outcome of the Issue may not be changed in any way, any Rule to the contrary notwithstanding. Nothing in this Rule shall be construed as preventing the correction of errors in reporting the results of voting on Issues. If the results of an issue are not challenged within seven days after the Vote Collector announces them, then the announced results are the true results of that issue, even if they would otherwise be in error. ---------------------------------------------------------------------- Rule 693/6 (Power=2) Prescribed Voting Period The Voting Period for a Proposal is seven days, beginning when the Proposal is distributed. Other Rules may specify other lengths of Voting Periods for particular classes of Proposals. ---------------------------------------------------------------------- Rule 1726/1 (Power=1) The Guillotine There is a type of Application known as a Guillotine Application. Such an Application is submitted by submitting it to the Assessor. A Guillotine Application may specify when it is to take effect; if it does not do so, or specifies a time prior to its submission, it takes effect when submitted. For a Guillotine Application to take effect: * it must state that it is a Guillotine Application; * it must clearly identify exactly one Proposal to which it applies; * that Proposal's Voting Period must be in progress; * the ratio of the number of Active Senators whose signatures it bears to the number of Active Senators whose signatures it does not bear must exceed the Adoption Index of the Proposal; and * it must bear the signatures of at least two Senators. When a Guillotine Application takes effect, the Voting Period of the Proposal to which it applies immediately ends. This Rule takes precedence over all other Rules governing the Voting Period of Proposals. ---------------------------------------------------------------------- Rule 1933/8 (Power=2) A Proposal's Chamber Chamber is a stuck switch for Proposals with values Ordinary and Democratic. An Ordinary Proposal with Adoption Index of two (2) or greater is a Stalled Proposal. Rules to the contrary notwithstanding, a Proposal is Undistributable while it is Stalled. If a proposal is distributed that was Stalled at the time of distribution, the Promotor shall abort it as soon as possible. Every Proposal is initially Democratic, unless its Adoption Index is less than two (2), in which case it is initially Ordinary. The Chamber of a Proposal may only be changed as specified by an instrument with Power greater than or equal to two (2). Whenever a Proposal's Chamber is changed while the Proposal is in its Voting Period, it is Aborted as described elsewhere and returned to the Proposal Pool with its Distributability and other characteristics intact. ---------------------------------------------------------------------- Rule 1950/11 (Power=2) Voting Power (a) An entity's Voting Power on an Ordinary Proposal is as follows: (1) A Shareholder: eir Share Holdings; (2) the Deckmastor: the number of Share Cards in the Deck or three, whichever is smaller; plus eir Share Holdings (if e is a Shareholder); (3) Any other entity: zero. (b) An entity's Voting Power on a Democratic Proposal is as follows: (1) A Player: (i) that Player's Voting Potential if that Player has Sente. (ii) one otherwise. (2) Any other entity: as defined in the Rules, with a default of zero if the Rules don't specify the Voting power on a Democratic Proposal for that entity. (c) The value of an entity's Voting Power for any given Chamber at the beginning of each Week shall be in effect for all Proposals distributed during that Week. However, if a Proposal's Chamber is changed after it has been distributed, the Voting Power of each entity for that Proposal is redetermined at the time the Chamber is changed. (d) An entity may cast as many votes as e wishes on a Proposal, in any combination, up to the limit determined by that entity's Voting Power on that Proposal, with the exceptions that: (1) no Player may vote on an Ordinary Proposal unless e is a Shareholder or the Deckmastor at the time e casts eir vote. Other rules with Power of at least 2 may modify a player's Voting Power. ---------------------------------------------------------------------- Rule 683/11 (Power=1) Voting on Proposals A Voter authorised to cast votes on a particular Proposal may do so only by informing the Assessor of the vote or votes e is casting on that Proposal. A Voter may change or cancel eir vote or votes during the Voting Period by informing the Assessor. A vote upon a Proposal must be one of FOR, AGAINST, or ABSTAIN (or an obvious synonym of one of these). Something which is not one of these is not a vote upon a Proposal. ---------------------------------------------------------------------- Rule 2021/5 (Power=2) Chamber Procedure (a) The Chamber Fee for a Proposal is a Fee for changing the Chamber of a Proposal. For any given Proposal, the Chamber Fee is initially 1. When a Proposal's Chamber is changed via this Rule, the Chamber Fee for the Proposal is doubled. (b) An Untainted Speaker, with 2 Supporters, may Sanitize a Distributed Proposal that is not already Sane and for which the Voting Period has not ended. ---------------------------------------------------------------------- Rule 1715/6 (Power=1) Announcing One's Presence A Player may declare that e is PRESENT on an Issue which is not an Ordinary Proposal by sending a message to that effect to the Issue's Vote Collector. Solely for the purpose of determining Quorum, this Player is considered to have voted on that Issue. If e also casts a Vote on that Issue, e is counted only once toward Quorum. ---------------------------------------------------------------------- Rule 2019/2 (Power=2) The Speaker's Veto At any time during the voting period of an ordinary proposal, the Speaker may veto that proposal with the support of one-third of all shareholders, rounded down. When e does so, the proposal becomes extraordinary. ---------------------------------------------------------------------- Rule 1764/12 (Power=1) Modes of Voting There are three classes of Issues: Proposals, Elections, and Referenda. (a) There are three possible modes of voting on Issues: Public, Private and Unrestricted. If not otherwise defined, the prevailing mode for each class of Issue is Public. (b) (1) The Assessor may change the prevailing mode of voting for Proposals, with Support. (2) The Assistant Director of Personnel may change the prevailing mode of voting for Elections, with Support. (3) The prevailing mode of Referenda is always Public. (c) When the Voting Period on an Issue begins, the mode of voting for that particular Issue is permanently set to the prevailing mode for that class of Issue. (d) (1) If the mode of voting is Public, then any other Rule to the contrary notwithstanding, the casting of any votes, or the declaration of Presence, by Voters on that Issue, may only be achieved by sending a message to the Public Forum. (2) If the mode of voting is Private, then any other Rule to the contrary notwithstanding, the casting of any votes, or the declaration of Presence, by Voters on that Issue, may only be achieved by sending a message privately to the Vote Collector. (3) If the mode of voting is Unrestricted, then any other Rule to the contrary notwithstanding, the casting of any votes, or the declaration of Presence, by Voters on that Issue, may be achieved by sending a message either publicly or privately. (e) If the mode of voting is Private or Unrestricted, then the status of any votes cast privately is secret until the end of the voting period. ---------------------------------------------------------------------- Rule 1717/6 (Power=1) The Senate A Senator is any Player who has been registered continuously for the immediately preceding two months. At any time during the Voting Period of an Issue which is not an Ordinary Proposal, the Speaker may make it a Senate Vote, by publicly stating so. An Issue is not a Senate Vote otherwise. Only Senators can Vote on Senate Votes. When an Issue becomes a Senate Vote, all Votes cast on that Issue by non-Senators are cancelled. ---------------------------------------------------------------------- ====================================================================== The End of the Voting Period ---------------------------------------------------------------------- Rule 879/21 (Power=2) Quorum (a) An ordinary proposal achieves quorum if at least three players cast votes on it, and the Speaker did not veto it. (b) A democratic proposal achieves quorum if at least one third of all active noisy players cast votes on it. (c) Quorum for a democratic proposal shall be determined from the number of active noisy players at the time that the proposal was distributed, or at the time it was made a democratic proposal, whichever is later. CFJ 1562 (Judged TRUE, 6 May 2005): "A cancelled vote on a Proposal does not count towards quorum." ---------------------------------------------------------------------- Rule 208/2 (Power=1) End of the Voting Period As soon as possible after the end of the Voting Period on a given Proposal, the Assessor shall publish all the Votes cast upon that Proposal. ---------------------------------------------------------------------- Rule 955/8 (Power=3) Votes Required to Adopt a Proposal (a) When the Voting Period for a Proposal has ended, the uncancelled votes which have been legally cast shall be counted by the Assessor. The Proposal shall then be assigned a Voting Index, as follows: if the Proposal received no votes against, and at least one vote for, the Voting Index shall be Unanimity; if there are no votes for, the Voting Index shall be zero; in all other cases, the Voting Index shall be the number of votes for divided by the number of votes against. (b) If the Voting Index is greater than one, and greater than or equal to the Adoption Index for the Proposal, and if Quorum for the Proposal is achieved, then that Proposal is adopted. Otherwise, it fails. (c) A Proposal may not have its Voting Index set except as described in this Rule. A Proposal cannot be adopted except as described in this Rule. ---------------------------------------------------------------------- Rule 1965/4 (Power=2) Complacent Corporation As soon as possible after an ordinary proposal fails quorum, the Assessor shall publish a Notice of Complacency to that effect. In addition, at any time during the voting period of an ordinary proposal for which the number of entities eligible to vote on the proposal is less than the quorum of the proposal, the Assessor may immediately publish a Notice of Complacency without waiting for the proposal's voting period to end. When the Assessor publishes a Notice of Complacency for a proposal, it becomes extraordinary. Publication by the Assessor of a Notice of Complacency not strictly authorized or required by this rule is the Class 2 Crime of Sending It Back Where It Don't Belong. ---------------------------------------------------------------------- Rule 1322/3 (Power=3) Effectiveness of Rule Changes A given Rule Change shall not take effect unless the Power of the instrument which specified it is at least as great as the greater of the current Power of the Rule to be Changed (if any) and the Power the Rule would have after the Change (if any). ---------------------------------------------------------------------- Rule 108/1 (Power=3) When May Rule Changes Take Effect? A given form of a Rule may not have effects earlier than the moment it came to have that form. The form of a Rule consists of its text and other substantive properties. No Rule Change may have retroactive application. ---------------------------------------------------------------------- Rule 376/4 (Power=2) When Proposals Take Effect A Proposal which is Adopted takes effect at the time date- stamped on the first message sent by the Assessor to reach the Public Forum announcing the results of the voting on that Proposal. If the message sent by the Assessor announcing the results of the voting on a Proposal also contains the results of voting upon other Proposals, all such Proposals shall take effect at the same time, but in the order in which they were distributed. ---------------------------------------------------------------------- Rule 1891/0 (Power=1) Legislative Orders (a) A Proposal may contain one or more Orders. (b) The effect of adopting a Proposal which contains Orders is to execute those Orders. Such Orders are known as Legislative Orders, are deemed to have been executed by that Proposal, and are deemed to have been executed as of the date of the proclamation of the Proposal's adoption. (c) Legislative Orders may not be stayed, vacated, or amended except: (1) by a subsequent Legislative Order; (2) by a Judicial Order issued only after a judicial finding that the Proposal containing the Legislative Order was not adopted, was barred from taking effect, or was invalid; or (3) by the Clerk of the Courts, but only for the purpose of staying such an Order during the pendency of a dispute which might reasonably lead to a judicial finding of the sort mentioned in subdivision (c)(2) of this Rule. ---------------------------------------------------------------------- Rule 1561/2 (Power=2) Illegality of Bonus Clauses Any Proposal which offers a bribe to a Player or Players to vote either FOR or AGAINST a Proposal (either itself or another Proposal) shall be completely without effect, even if it is adopted, any Rule to the contrary notwithstanding. Proposing a card with an element of Grafty is not considered bribery. ---------------------------------------------------------------------- Rule 1690/0 (Power=1) Power of New Rules The Power of a new Rule shall be as specified by the instrument which causes the creation of that Rule; if no such specification exists, the Power of the new Rule shall be 1. ---------------------------------------------------------------------- Rule 1349/0 (Power=2) Rule Numbering The Rulekeepor shall give each newly-enacted Rule a Number for reference when it is created. The Number of a Rule shall be the least integer greater than all other Numbers previously given to a Rule (including numbers assigned to Rules later determined to have been incorrectly enacted), or 301, whichever is greater. Once a Rule has been given a Rule Number, it shall not be changed except as specified in the Rules. ---------------------------------------------------------------------- Rule 1069/1 (Power=1) Amendment Numbers A Rule's Amendment Number is equal to the number of times a Rule having that Rule Number has been amended. The default Amendment Number is zero; this is the value of a Rule's Amendment Number when the Rule is Created, and it is the value of the Amendment Number of every Rule unless it is specified by the Rules to be otherwise. A Rule's Amendment Number shall be displayed in Official copies of the Ruleset, appended to the Rule Number, and separated by a forward slash. Responsibility is given to the Rulekeepor to accurately update Amendment Numbers. Amendment Numbers may be used for Official purposes and in Official documents to distinguish between old versions of a Rule and the Rule's current text. ---------------------------------------------------------------------- Rule 947/19 (Power=1) Bonus for Repeal If there are 100 or more rules, and a proposal is adopted containing a provision that one or more rules be repealed, and if, in the Rulekeepor's estimation, the proposal simplifies the ruleset, then the Rulekeepor shall award the Proposer the Boon of Tapecutter. If the Rulekeepor decides that the proposal does not simplify the ruleset, e must announce this decision. ---------------------------------------------------------------------- Rule 1583/2 (Power=1) Proposal Penalties Halved for New Players All penalties that are a direct result of voting on Proposals are halved if the penalties are being applied to a Player during that Player's Grace Period. This Rule takes precedence over all other Rules pertaining to penalties that are a direct result of voting. ---------------------------------------------------------------------- Rule 2095/0 (Power=1) The Assessor's Boon Duties * If a Proposal passes, and that Proposal was submitted by a Player within that Player's Grace Period, then the Assessor shall award the Proposor the Boon of Prodigy. * If an Interested Democratic Proposal passes, and no Votes were cast AGAINST it, then the Assessor shall award the Proposor the Boon of Zeitgeist. * If a proposal submitted on Guy Fawkes Day is adopted then the Assessor shall award the proposer the boon of a penny. ---------------------------------------------------------------------- ====================================================================== Referenda and Elections ---------------------------------------------------------------------- Rule 1434/13 (Power=1) Default Procedure for Referendum Voting When a Referendum Vote is required and the procedure is not defined elsewhere, the following Standard Referendum Voting Procedure shall be used. Details specified herein are defaults which may be modified by other Rules for specific situations. This procedure shall under no circumstances be used for Voting on Proposals, unless specifically required by the Rules governing specific types of Proposals. * Vote Collector: The Vote Collector is responsible for collecting and tallying the Votes, and announcing the results. The Vote Collector is the Speaker at the time the Referendum begins. * Disappearance of Vote Collector: If the Vote Collector deregisters or is deregistered before announcing the results of the Referendum, then the Referendum fails. * Voters: For the purpose of this Rule, a Voter is an entity permitted to Vote on a Referendum. Only Active Players are Voters. Activity is measured at the time a Vote is sent. * Voting: A Voter Votes by sending eir Vote to the Vote Collector during the Voting Period, indicating what Referendum e is Voting on, and what eir Vote is. * Vote Values: A Vote is FOR, AGAINST, or ABSTAIN. Words which are effectively synonymous with these are also permissible. * Vote Strength: Every Vote has equal strength. No Voter may Vote more than once on any single Referendum. * Retraction: During the Voting period a Voter may change or cancel any Vote e has sent to the Vote Collector by notifying the Vote Collector. * Start of Voting: The Voting Period begins at the time of the first correct and legal public announcement that a Referendum has begun, as defined in other Rules. Such an announcement must include the identity of the Vote Collector. * Duration of Voting: The Voting Period lasts for one Week. All Votes received by the Vote Collector outside of the Voting Period have no effect. * Secrecy During Voting: At any time, the Vote Collector may publish a list of Voters who have Voted. However, the Vote Collector shall not reveal the value of any Voter's Vote to anyone but that Voter, unless e has the Voter's permission to do so. * Announcement of Results: As soon as possible after the end of the Voting Period, the Vote Collector shall announce the number of Votes of each kind, as well as the name and Vote of each Entity that Voted. If e does not do this as soon as possible, then the Referendum fails. * Quorum: Quorum is one third of the eligible Voters at the beginning of the Voting Period. If fewer Voters Vote, then the Referendum fails. * Adoption Index: The Adoption Index of a Referendum is 1. * Adoption Ratio: The Adoption Ratio of a Referendum is the ratio of FOR Votes to AGAINST Votes. If the Adoption Ratio is greater than the Adoption Index (or if both are Unanimity), and if the Referendum does not fail for some other reason, then it passes; otherwise, it fails. * Effectiveness: A Referendum takes effect when the Vote Collector correctly announces that it passes. The effect of a Referendum is defined by other Rules. ---------------------------------------------------------------------- Rule 1445/18 (Power=1) Defaults for Elections When an Election is required and the procedure is not defined elsewhere, the following Standard Election Procedure shall be used. Details specified herein are defaults which may be modified by other Rules for specific situations. * Vote Collector: The Vote Collector is responsible for taking nominations, collecting and tallying the Votes, and announcing the results. The Vote Collector is the Speaker at the time the Election begins. * Disappearance of Vote Collector: If the Vote Collector deregisters or is deregistered before announcing the winner of the Election, then the Election has no winner. * Nominator: A Nominator is an entity permitted to Nominate a Candidate in an Election. Only Active Players are Nominators. Activity is measured at the time a Nomination is sent. * Prospective: A Prospective is an entity permitted to be Nominated as a Candidate in an Election. Only Active Players are Prospectives. Activity is measured at the time a Nomination is sent. * Nominating: A Nominator Nominates a Prospective by sending a message to the Vote Collector during the Nominating Period, indicating the Election and the Prospective. If the Prospective is not explicitly identified, then it is the same as the Nominator. * Candidates: A Candidate for an Election is a Prospective who has been Nominated in that Election. * Retraction: A Nominator may retract eir Nomination by sending a message to the Vote Collector during the Nominating Period, indicating the Election and the Prospective. If the Prospective is not explicitly identified, then it is the same as the Nominator. * Declination: A Prospective may decline eir Nomination by sending a message to the Vote Collector during the Nominating Period, indicating the Election. Upon doing so, e may not be re-Nominated in that Election by anyone but emself. * Mode of Nominations: There are three Modes of Nominations: Selfish, Selfless, or Open. The Vote Collector may specify a Mode of Nominations when e announces the start of the Election; if e does not, then the Mode is Selfish. (a) In a Selfish Election, a Nominator may Nominate only emself. (b) In a Selfless Election, a Nominator may not Nominate emself. (c) In an Open Election, a Nominator may Nominate any Prospective. * Start of Nominations: The Nominating Period begins at the time of the first correct and legal announcement that an Election has begun, as defined in other Rules. Such an announcement must include the identity of the Vote Collector. * Duration of Nominations: The Nominating Period lasts for one Week. All Nominations received by the Vote Collector outside of the Nominating Period have no effect. * Secrecy: Nominations need not be kept secret. * End of Nominations: As soon as possible after the end of the Nominating Period, the Vote Collector shall publish a list of all Candidates. If e does not do this as soon as possible, then the Election has no winner. If there are no Candidates, then the Election has no winner. If there is exactly one Candidate, then e is the winner of that Election. If there are two or more Candidates, then a Referendum begins when the Vote Collector publishes the list of Candidates. This is a standard Referendum, with the following exceptions: * Vote Collector: The Vote Collector for the Referendum is the same as the Vote Collector for the Election. * Vote Values: A Vote is the name of exactly one Candidate for the given Election. Words which are effectively synonymous with these are also permissible. * Failure of Referendum: If the Referendum fails for any reason (e.g. Quorum is not achieved), then the Election has no winner. * Adoption: The winner of the Election is the Candidate for whom the most Votes were cast. If two or more Candidates are tied for most Votes, then the Speaker shall choose one of those Candidates, who becomes the winner when the Speaker announces eir choice. The Speaker shall announce eir choice as soon as possible after the Vote Collector announces the results of Voting. * Effectiveness: An Election takes effect when the Vote Collector correctly announces the identity of its winner. The effect of an Election is defined by other Rules. ---------------------------------------------------------------------- Rule 1558/7 (Power=1) Defaults for Elections for Offices When the Rules require that an Election be conducted to fill an Office, that Election shall be conducted in accordance with the usual Rules for Elections, with the following exceptions: * The Vote Collector is the Assistant Director of Personnel at the time the Election begins, unless the Election seeks to fill the Office of Assistant Director of Personnel, in which case the Vote Collector is the Speaker at the time the Election begins. * No Player may be Nominated who, at the time of attempted Nomination, would not be permitted to hold the Office which the Election is seeking to fill. * If the Vote Collector fails to meet an ASAP requirement to publish a list of Candidates, or the identity of the winning Candidate, then the Election/Referendum does not fail, but becomes Stale. If a new Election for the same Office is initiated, then the stale Election/Referendum fails. ---------------------------------------------------------------------- Rule 1957/3 (Power=1) Budgets A budget is a document maintained by an office which determines the values of various properties the office is empowered to determine. An office has a budget only if the Rules explicitly indicate that the office has a budget. Each budget shall be part of the corresponding office's Monthly Report. As soon as possible after a budget changes, the holder of the corresponding office (the maintainer) shall publish it. As soon as possible after a budget is discovered to be invalid, its maintainer shall create a valid budget as close as possible to the most recent valid version of the budget. The new budget shall be effective when the maintainer publishes it. While holding an office as electee, an officer may Without Objection amend the budget to adhere to a proto-budget which e must publish at the time e announces eir intent to amend. The Rules regarding a particular budget may specify a different procedure for its amendment. ---------------------------------------------------------------------- Rule 1958/2 (Power=1) Nominating with Budgets (a) If an office has a budget, then a nomination in an election for that office is not valid unless a valid proto-budget is associated with it. (b) A proto-budget submitted by a nominee during the nominating period is associated with that nominee's nomination. A proto-budget is valid if it would be valid as a budget. (c) If a nominee for an Office fails to submit a valid proto-budget during the nominating period, then by default eir nomination is associated with a proto-budget identical to the current budget for that Office. If the current budget is not valid, tough cookies. (d) As soon as possible after the end of the nominating period, the vote collector shall announce each candidate's last valid proto-budget. (e) When the election ends, the winner's last valid proto-budget becomes the budget of that office, and the winner shall announce it as soon as possible. If the election ends without a winner, then the existing budget remains in effect. ---------------------------------------------------------------------- Rule 1835/4 (Power=1) Standing Down During the Voting Period of an Election, any Candidate for that Election may stand down, by posting a public message to that effect. The player is then no longer to be considered a Candidate for that Election. Any further votes cast in eir favour are invalid, and e cannot win the Election. Any votes cast for a Player who stands down are cancelled, and any Player who cast such a vote is considered to have declared eir Presence in that Election. Additionally, any Player who cast such a vote may vote again, unless e has already cast another vote which remains uncancelled, and this Rule takes precedence over any Rule which would prevent such a vote. If, at any time during the Voting Period of an Election, there remains only a single Candidate, the Voting Period ends immediately, with the sole remaining Candidate as the winner of that Election. ---------------------------------------------------------------------- Rule 1659/5 (Power=1) The Right to Call Elections A Speaker who is not Tainted has the right to call Elections. This right is exercised by posting a public announcement that lists a number of Offices, and declares that the Speaker is exercising eir right to call Elections for these Offices. If the Speaker posts such a message, is not Tainted at the time of posting, and has not exercised this right since e last became Speaker, the Electee of each Office on the list (assuming that the Office has an Electee) is retired from Office. ---------------------------------------------------------------------- Rule 2057/1 (Power=1) A Duty to Vote When an election fails quorum, each eligible voter who did not vote or declare emself present commits the Class 1 Infraction of Apathy, to be reported by the vote collector. ---------------------------------------------------------------------- ====================================================================== Applications ---------------------------------------------------------------------- Rule 1626/4 (Power=1) Applications An Application is any document which has been clearly labeled as an Application and which has been submitted as an Application by some person. That person is known as the Application's Sponsor. The Sponsor of an Application may attach the signatures of other persons, or signatories, to the Application at the time e submits it. The Sponsor may not attach any signature to an Application without first having obtained the explicit consent of the signatory. A signatory may revoke eir consent, once granted, by informing the Sponsor. An Application is submitted by sending it to a Player designed by the Rules to receive Applications of that particular type, bearing a clear indication that the document in question is intended to be an Application and that it is being submitted by the Sponsor as an Application. If the Rules do not otherwise designate a Player to receive a particular type of Application, the Speaker shall do so. The effect of submitting an valid Application is determined by the Rules pertaining to Applications of that particular type. A person who submits an Application with signatures attached belonging to any person who has not consented to having eir signature attached to that Application commits the Class 4 Crime of Application Fraud. An Application submitted with attached signatures belonging to a person who did not consent to such attachment is invalid. Signatures are presumed to have been attached with the consent of the signatory. This presumption shall be rebutted only by a declaration from the alleged signatory, made within 60 days of the submission of the Application, stating that the signatory did not consent or that e consented and then subsequently revoked eir consent. The Sponsor bears the burden of proof to show that such a declaration, once made, is false. It shall be a defense to the Crime of Application Fraud that the Sponsor did not receive a signatory's notice of revocation. ---------------------------------------------------------------------- ====================================================================== Orders ---------------------------------------------------------------------- Rule 1793/0 (Power=1) Orders An Order is a command, executed by a Player and directed to some entity requiring that entity to perform exactly one action, or to refrain from performing one or more actions. An Order may be directed to the holder of an Office or other official position in eir capacity as that Office or other official position, and in this case if the Office or position changes hands before the Order is satisfied, the duty to abide by the Order automatically attaches to the new holder of that Office or position. Notwithstanding the foregoing, an Order, the purpose of which is to affect the operation of a prior Order, is as valid as any other Order, and is said to be directed at the prior Order it affects. ---------------------------------------------------------------------- Rule 1798/1 (Power=1) I Was Only Obeying Orders A Player who performs as required by an Order which is later found to be invalid shall not be convicted of a Crime, nor penalized by being billed, being removed from or retired from Office, becoming Tainted, or being deregistered, solely as a result of performing as required by the Order. This Rule takes precedence over any Rule which would cause the Player to be convicted of a Crime or penalized, as described, for said action. ---------------------------------------------------------------------- Rule 1794/6 (Power=1) Classes of Orders Each Order is of exactly one of the following classes. If an Order could be of more than one of these classes, then it is of the first class that matches. (a) A Legislative Order is an Order executed as part of the effect of the adoption of a Proposal. (b) A Sentencing Order is an Order executed to impose the penalty for a Crime. (c) A Ticketing Order is an Order executed to impose the penalty for an Infraction. (d) An Appellate Order is an Order executed by a Board of Appeals. (e) A Judicial Order is an Order executed by a Judge in the course of performing eir duties or privileges as Judge. (f) An Administrative Order is an Order executed by an Officer in the course of performing the duties or privileges of that Office. For the purpose of this Rule, the Speaker is deemed to be an Office. (g) Any other Order is a Private Order. ---------------------------------------------------------------------- Rule 1795/3 (Power=1) Timing Requirements of Orders An Order which commands the performance of an action may specify when that action is to be performed; if no specification is given, or the specification given would require the performance of the action at a time when the Order is without effect, or if the specification given would allow less than 72 hours from the time when the Order takes effect to perform the action, then the Order shall be taken to require the performance of the action as soon as possible after the Order takes effect. If an Order which commands the performance of an action is directed to an Office or other position of authority, and the holder of that position of authority changes after the Order takes effect, but before the Order is satisfied, and the specification would require the performance of the action at a time before the current holder of the position came to hold that position, or would allow less than 72 hours from the time the current holder of the position came to hold that position, then the Order shall be taken to require the performance of the action as soon as possible after the current holder of the position came to hold that position. However, this shall not be taken to absolve the previous holder of the position of any penalties e might otherwise incur. Other Rules may establish other times by which Orders must be performed. The noncompliance of an Order with this Rule does not deprive that Order of all effect, but instead modifies the effect of that Order with respect to the time at which or by which the actions it requires must be performed. ---------------------------------------------------------------------- Rule 1796/0 (Power=1) Validity of Orders All Orders executed in the manner prescribed by the Rules for their class and type are presumed valid and enforceable until proven otherwise by CFJ. In order to be proven valid by CFJ, the Rules must permit the Player who executed the Order in question to execute such an Order, that the execution of the Order must have been required by or permitted in the circumstances which existed at the time it was executed, and that the Order has not been rendered invalid by the operation of any other Rule. Furthermore, no Order may act to prevent or hinder its own appeal in any way, and any portion of an Order which has this effect is void and without force. ---------------------------------------------------------------------- Rule 1797/1 (Power=1) Abuse of Authority Knowingly and willfully executing invalid Orders constitutes the Class 10 Crime of Abuse of Authority. ---------------------------------------------------------------------- Rule 1799/2 (Power=1) Amendment, Stay, and Vacation of Orders Any Order may always be amended, stayed, or vacated by the Player (or, in the case of Appellate Orders, Board of Appeal) who executed it. Certain classes of Orders may be amended, stayed, or vacated in other circumstances as well, when the Rules so allow. In all cases, this is done by an Order to Amend, Stay, or Vacate, respectively, the original Order. Otherwise, an Order shall not be amended, stayed, vacated, or otherwise changed once executed. ---------------------------------------------------------------------- Rule 1800/0 (Power=1) Amendment of Orders The effect of amending an Order is to cause it to be effective in its amended form. The prior form of the Order ceases to have effect upon the amendment, and the new form has effect as if it had been originally executed in that form at the moment the amendment becomes effective. Vacating an Order to Amend has the same effect as would an Order to Amend reinstating the previous form of the Order. Amending a stayed or vacated Order does not grant the stayed or vacated Order effect it would otherwise not have. ---------------------------------------------------------------------- Rule 1801/0 (Power=1) Stay of Orders The effect of staying an Order is to temporarily deny the stayed Order from having any effect. A stay may be ordered for a fixed time, in which case the stay expires at the time specified; or for an indefinite time, in which case the stay will not expire. If no specification is made in the Order to Stay, the stay shall be indefinite. When the stay expires or is vacated, the previously stayed order again has effect as if it had been originally executed at the moment the stay ceases to be effective. However, if at the time the staying Order expires or otherwise ceases to have effect, the stayed Order has been vacated or is subject to another staying Order, it does not regain effect. ---------------------------------------------------------------------- Rule 1802/0 (Power=1) Vacation of Orders The effect of vacating an Order is to permanently deny the vacated Order from having any effect. Vacating an Order to Vacate reinstates the ability of the vacated Order to have effect, as of the moment the Order to Vacate is itself vacated. ---------------------------------------------------------------------- Rule 1808/2 (Power=1) Administrative and Private Orders Administrative Orders are executed by being published and take effect upon publication. Private Orders are executed by submitting them to the Player to be commanded, and take effect upon submission. ---------------------------------------------------------------------- Rule 1809/0 (Power=1) Appeal of Administrative and Private Orders Both Administrative and Private Orders are subject to appeal by a CFJ, the statement of which Statement alleges that the Order is improperly or invalidly executed. Upon a judicial finding that an Administrative or Private Order was improperly or invalidly executed, the Judge so finding shall vacate that Order. When the Clerk of the Courts receives a properly executed Call for Judgement, the statement of which alleges that an Administrative or Private Order was improperly or invalidly executed, the Clerk of the Courts shall stay the Order in dispute. If the Judge affirms the validity of the original Order, e shall then vacate this stay. ---------------------------------------------------------------------- Rule 1810/3 (Power=1) Noncompliance with Orders An Order requiring an entity to perform an action is satisfied when that entity performs that action. Other Rules may define other ways for Orders to be satisfied. If an Order requires an entity to perform an action prior to a specified time, and the Order is not satisfied prior to that time specified in the Order commits the Class 4 Crime of Contempt by Inaction. Except when otherwise specified, a single action can result in the satisfaction of at most one Order. If an action would satisfy more than one Order, and no other specification is made, the Action satisfies the oldest Order which it would satisfy. This Rule shall have no application with respect to any Order which has been adjudicated to be invalid, and the invalidity of the Order is a complete defense to a Criminal accusation made under this Rule. ---------------------------------------------------------------------- Rule 1811/1 (Power=1) Contempt by Action Any entity who, while required by an Order to refrain from performing an action, performs the proscribed action while the Order is in effect commits the Class 4 Crime of Contempt by Action. This Rule shall have no application with respect to any Order which has been adjudicated to be invalid, and the invalidity of the Order is a complete defense to a Criminal accusation made under this Rule. ---------------------------------------------------------------------- ====================================================================== The Clerk of the Courts ---------------------------------------------------------------------- Rule 889/12 (Power=1) The Clerk of the Courts The Clerk of the Courts (CotC) is an office; its holder is responsible for receiving and distributing Calls for Judgement (CFJs) and Appeals. The CotC's Weekly Report shall include the following: (i) Each Player's Orientation. The CotC's Monthly Report shall include the Stare Decisis, which is a list of past CFJs. The following information shall be included for each CFJ: (i) its statement; (ii) the date on which it was called; (iii) its outcome (if any) on Judgement; and (iv) its outcome (if any) on Appeal. Whenever a CFJ is made, the CotC shall add it to the list. E may, at eir discretion, add earlier CFJs. E may Without Objection remove any CFJ e deems no longer relevant from the list. ---------------------------------------------------------------------- Rule 1450/4 (Power=1) Judicial Separation Whenever the Speaker is Electee to the Office of Clerk of the Courts, e is retired from that Office. Whenever the Speaker is Electee to the Office of Justiciar, e is retired from that Office. Whenever a Player is both Clerk of the Courts and Justiciar, e is removed from the Office of Justiciar. Neither the Speaker, the Justiciar, nor a nominee for Justiciar may be nominated for Clerk of the Courts. Neither the Speaker, the Clerk of the Courts, nor a nominee for Clerk of the Courts may be nominated for Justiciar. ---------------------------------------------------------------------- ====================================================================== Calling for Judgement ---------------------------------------------------------------------- Rule 991/5 (Power=2) Invoking Judgement Any person may request formal resolution of a dispute pertaining to this Nomic by submitting a Call for Judgement (CFJ) to the Clerk of the Courts. The submission of a CFJ constitutes proof of the existence of such a dispute. A CFJ should be a single clearly-labeled Statement whose truth or falsity can be determined using logical reasoning, assuming perfect knowledge. A CFJ may be accompanied by Arguments, Evidence, or other related material; the Judge is encouraged, but not required, to take notice of these things. The Clerk of the Courts shall publish the text of a CFJ, along with any additional material submitted by the Caller (including but not limited to Arguments and Evidence), no later than the time e announces the identity of the first Judge assigned to that CFJ. ---------------------------------------------------------------------- Rule 2023/1 (Power=2) Submitting a CFJ to the Justiciar A CFJ may be submitted to the Justiciar. For such a CFJ, the Justiciar shall perform all duties and fulfill all roles that would otherwise be assigned to the Clerk of the Courts. This takes precedence over Rules that would otherwise assign duties and roles regarding a CFJ to the Clerk of the Courts. All persons are encouraged to submit a CFJ to the Justiciar only when there is a good reason not to submit it to the Clerk of the Courts. ---------------------------------------------------------------------- Rule 897/3 (Power=1) Barring Players from Judgement A Player Barred from Judging a CFJ is ineligible to Judge that CFJ. Any Player sharing an Executor with the Caller of a CFJ is automatically Barred from Judging that CFJ. When submitting a CFJ, the Caller may Bar up to three Players from Judging that CFJ. ---------------------------------------------------------------------- Rule 1562/7 (Power=1) Excess CFJs A CFJ made by a person who has previously made five or more CFJs during the same Agoran Week is an Excess CFJ. The Caller of an Excess CFJ commits the Class 1 Infraction of Excess CFJing, to be reported by the Clerk of the Courts. The Clerk of the Courts shall dismiss all Excess CFJs. If e instead assigns one to a Judge, then the Judge shall Judge it, but the Clerk of the Courts commits the Class 2 Infraction of Allowing Excess CFJing, to be reported by the Justiciar. ---------------------------------------------------------------------- Rule 2024/2 (Power=1) Linked Statements Linked CFJs are multiple Calls for Judgement submitted in a single message and clearly labelled as Linked CFJs. The Clerk of the Courts shall assign a Judge to a set of Linked CFJs, as if they were a single CFJ. The Judge must be eligible to Judge each of the Linked CFJs, and is simultaneously assigned as Judge of each of the Linked CFJs. The Judge of a set of Linked CFJs shall submit eir Judgement of each of those CFJs in a single message. If one or more Linked CFJs are Excess CFJs, then the Clerk of the Courts shall either assign them all or dismiss them all, at eir discretion. If e assigns them all, then e does not commit Allowing Excess CFJing by doing so, Rules to the contrary notwithstanding. If one or more Linked CFJs beyond the first are unrelated in subject matter to the first, then a Trial Judge may remand those CFJs to the Clerk of the Courts; e ceases to be Judge of those CFJs. The Clerk of the Courts shall either treat those CFJs as Linked (to each other) or not Linked, as e sees fit. In either case, those CFJs are no longer Linked to any of the non-remanded CFJs. If a Trial Judge is recused from a Linked CFJ, then it ceases to be Linked to any other CFJ. If a Trial Judge is recused from two or more Linked CFJs in a single message, or if a Trial Judge is simultaneously and automatically recused from two or more Linked CFJs, then those CFJs continue to be Linked to each other, but not to any other CFJs to which the Judge is still assigned. ---------------------------------------------------------------------- ====================================================================== Selecting a Judge ---------------------------------------------------------------------- Rule 1868/3 (Power=1) Selecting a Judge A CFJ is open if it has not been Judged, or if an outstanding judicial motion pertaining to it has been neither granted nor denied. A CFJ is closed if it is not open. As soon as possible after becoming aware that an open CFJ has no Judge assigned to it, the Clerk of the Courts shall choose a Player eligible to Judge it, and announce them as its Trial Judge. That Player remains the Trial Judge of that CFJ until e is recused from it or becomes ineligible to Judge it. CFJ 1186 (Judged TRUE, Dec. 9 1999): "The Clerk of the Courts is required by Rule 1868 to select a Judge who is eligible at the time that the Judge is selected, regardless of whether that Player was eligible at the time that the CFJ was actually called for or when the identity of that Player is announced." ---------------------------------------------------------------------- Rule 698/11 (Power=1) Always an Eligible Judge (a) Each active player is eligible to judge a given CFJ, unless a rule specifically makes em ineligible. Inactive players are ineligible to judge CFJs. (b) If the Clerk of the Courts is required to select a Judge, but after taking all other rules affecting eligibility into account, no player is eligible to judge that CFJ, then: (1) All active non-barred players become eligible to judge that CFJ. (2) If there is still no player eligible to judge, then all active barred players, other than the caller emself, become eligible to judge that CFJ. (3) If there is still no eligible Judge, then the game is in serious trouble. My usual advice in such situations is to panic, and run screaming for the hills. (c) This Rule takes precedence over other Rules concerning who is and is not eligible to judge CFJs. ---------------------------------------------------------------------- Rule 2099/0 (Power=1) Spring Break The Caller of any Call for Judgement made on March 21 is eligible to judge that same CFJ, even if other Rules would make em ineligible. The Clerk of the Courts must choose the Caller to be the Trial Judge of that CFJ. ---------------------------------------------------------------------- Rule 1871/7 (Power=1) Turns for All Orientation is a stuck player switch with values unturned and turned. Whenever a player is selected as Trial Judge of a CFJ, e becomes turned. Turned players are ineligible to be Trial Judge of any future CFJs. Whenever an open CFJ has no Trial Judge assigned to it, and there are no players eligible to be assigned, the Clerk of the Courts shall publish a Notice of Rotation, specifying at least one such CFJ. Upon such an announcement, all turned players become unturned. The CotC may flip the Orientation of players e expects to judge CFJs slowly or not at all to turned, without 2 objections. ---------------------------------------------------------------------- Rule 2035/2 (Power=2) The Unready and Unnoisy are Ineligible While a player is unready, e is ineligible to be Judge of any CFJ. While a player is not noisy, e is ineligible to become Judge of any CFJ. ---------------------------------------------------------------------- Rule 2066/0 (Power=1) The Silent are Ineligible When a Player becomes Silent, e becomes turned. Whenever a Silent Player becomes unturned, e becomes turned. ---------------------------------------------------------------------- Rule 2032/2 (Power=1) Errors in Judge Selection If the Clerk of the Courts errs in good faith by selecting a Player to Judge a CFJ or Appeal, who: a) e believes at the time of selection to be eligible to judge the CFJ or Appeal; and b) is not eligible to judge the CFJ or Appeal at the time of selection solely because e is turned; then that selection shall stand and the selected Player shall become a Judge of that CFJ or Appeal, as if e had been eligible to judge it; unless the Clerk of the Courts points out eir error and makes a new selection before the selected Player returns Judgement. ---------------------------------------------------------------------- Rule 1567/10 (Power=1) Making Oneself Ineligible to Judge a CFJ A Player makes emself ineligible to be the Judge of a specific CFJ or type of CFJ by informing the Clerk of the Courts that e does so. Such a notice remains in effect for one month, or until the Player informs the Clerk of the Courts that it is no longer in effect, whichever is soonest. If a Player makes emself ineligible to be a Judge of a CFJ for which e has already been selected as Judge, e commits the Class 0.1 Infraction of Shirking Judgeship, to be reported by the Clerk of the Courts. ---------------------------------------------------------------------- Rule 1568/7 (Power=1) Non-active Judges A player who ceases to be active while selected as the judge of one or more calls for judgement (CFJs) commits the infraction of Judge Inactivity. This infraction is to be reported by the Clerk of the Courts, and has a Class of 0.1 times the number of CFJs for which the player was selected as judge when e ceased to be active. ---------------------------------------------------------------------- ====================================================================== Delivering Judgement ---------------------------------------------------------------------- Rule 2025/1 (Power=1) Transfer of Jurisdiction (a) A CFJ (the First Case) is transferred to the Judge of another CFJ (the Second Case), if all of the following are true: (1) the Second Judge is eligible to Judge the First Case (or is ineligible solely due to the Rule "Turns for All"); (2) the First Judge announces the transfer; and (3) the Second Judge consents to the transfer within a week after it is announced. (b) When the First Case is transferred in this way: (1) the First Case is assigned to the Second Judge, and ceases to be assigned to the First Judge; (2) the First Judge becomes eligible to Judge CFJs for the purposes of the Rule "Turns for All"; and (3) the First CFJ becomes Linked to the Second CFJ, and to any CFJs to which the Second CFJ had been Linked. It ceases to be Linked to any other CFJs. ---------------------------------------------------------------------- Rule 408/16 (Power=1) Late Judgement For each Judge assigned to a CFJ, eir Deliberation Period begins when the Clerk of the Courts announces eir assignment, and lasts seven days; eir Overtime Period begins when eir Deliberation Period ends, and lasts seven days. A Judge who Judges a CFJ during eir Overtime Period commits the Class 0.5 Infraction of Judging a Bit Late, to be reported by the Clerk of the Courts. During a Judge's Overtime Period, if e has not yet Judged the CFJ, then the Clerk of the Courts may recuse the Judge by announcing that e does so. At the end of a Judge's Overtime Period, if e has not yet Judged the CFJ, then e is automatically recused. A Judge recused according to this Rule commits the Infraction of Failure to Judge; the Class of this Infraction is Class 3 for an unlinked CFJ, or for a single incident of Linked CFJs, Class 2 plus the number of Linked CFJs. This Infraction is to be reported by the Clerk of the Courts. The recused Judge becomes ineligible to Judge any CFJ for one month, or until e publicly requests to become eligible again, whichever is sooner. ---------------------------------------------------------------------- Rule 591/18 (Power=1) Legal Judgements The Judge of a CFJ Judges it by submitting eir Judgement to the Clerk of the Courts. "Decision", "Finding", and "Response" are unambiguous synonyms for "Judgement". For a Trial Judge, a Judgement is exactly one of the following: TRUE, FALSE, or DISMISSED. As soon as possible after receiving a Judgement, the Clerk of the Courts shall publish it, along with any arguments, evidence, or other material included with the Judgement. ---------------------------------------------------------------------- Rule 217/3 (Power=1) Judgements Must Accord with the Rules All Judgements must be in accordance with the Rules; however, if the Rules are silent, inconsistent, or unclear on the Statement to be Judged, then the Judge shall consider game custom, commonsense, past Judgements, and the best interests of the game before applying other standards. ---------------------------------------------------------------------- Rule 1575/5 (Power=1) Standards of Proof Unless otherwise specified, all Judgements shall be consistent with the preponderance of the evidence. A Judge shall not find that a Player has failed to perform a duty unless the preponderance of evidence provided by the Caller supports the claim. A Judge shall not find that a Player has violated a Rule or committed a Crime unless the evidence provided by the Caller places its certainty beyond reasonable doubt. Furthermore, a Judge shall not find that a Player committed a Crime if that Player reasonably believed that eir action or inaction was not a Crime at the time it occurred. ---------------------------------------------------------------------- Rule 1768/0 (Power=1) Evidentiary Status of Officer Reports The published Report of an Officer constitutes prima facie evidence of the truth of those matters reported therein which that Officer is required by law to report. This presumption may be set aside only by clear and convincing evidence to the contrary. ---------------------------------------------------------------------- Rule 451/3 (Power=1) Determination of Judgement--Timing When a Judge is considering eir Judgement of a Statement contained in a CFJ, e shall make eir evaluation based on the truth or falsity of the Statement at the time the CFJ was issued. ---------------------------------------------------------------------- Rule 1565/10 (Power=1) Dismissal of a CFJ A Judgement of DISMISSED should be delivered if and only if one or more of the following is true: i) The CFJ does not contain a single clearly-identified Statement. ii) After a reasonable effort to obtain all relevant information, the Judge can neither determine the Statement to be true nor determine it to be false. iii) The Statement does not relate to a matter relevant to the Rules. iv) The CFJ lacks standing, as defined elsewhere. ---------------------------------------------------------------------- Rule 502/9 (Power=1) Salary for Judges As soon as possible after a Judgement is delivered during the Deliberation Period, the Clerk of the Courts shall award the Judge the Boon of Wisdom. As soon as possible after a Judgement is overturned on appeal, the Clerk of the Courts shall award the Judge the Albatross of Foolishness. ---------------------------------------------------------------------- Rule 1803/1 (Power=1) Judicial and Sentencing Orders Judicial Orders and Sentencing Orders are executed by being sent to the Clerk of the Courts, but do not take effect until their publication by the Clerk of the Courts. The Clerk of the Courts shall publish each Judicial Order and Sentencing Order as soon as possible after receiving it from the Judge who executed it. ---------------------------------------------------------------------- Rule 1804/2 (Power=1) Appeal of Judicial and Sentencing Orders As soon as possible after a Judicial Order or Sentencing Order is Appealed, the Clerk of the Courts shall stay it. If the Appeal is sustained, then the Board of Appeals shall vacate this stay as soon as possible. If the Appeal is sustained, then the Board of Appeals shall vacate the stayed Order as soon as possible. In the Appeal of a Judicial Order or Sentencing Order, the Board of Appeals shall consider whether the Order was properly and validly executed. ---------------------------------------------------------------------- Rule 1826/0 (Power=1) Motions A Motion is a formal request made by a Player to the Judge of a CFJ. A Motion is made by submitting it to the Clerk of the Courts, clearly identifying the CFJ to which the Motion applies. The Clerk of the Courts shall forward each properly-filed Motion to the Judge of the CFJ to which the Motion applies as soon as possible after receiving it. ---------------------------------------------------------------------- Rule 1827/5 (Power=1) Granting or Denying Motions A Judge must either grant or deny each Motion forwarded to em by the Clerk of the Courts, within five days of when the Motion was received by the Judge. E may, but need not, state the reasons for eir grant or denial. A Judge grants or denies a Motion by sending eir determination on that Motion to the Clerk of the Courts, along with any reasons e chooses to provide. The effect of granting a Motion depends on the nature of the Motion granted, but generally amounts to requiring the Judge to perform as requested by the Motion. Upon receipt of a Judge's determination on a Motion, the Clerk shall note the determination made and the reasons, if any, on the record of the CFJ, and shall notify the Player who made the Motion of that determination. If a Judge fails to Grant or Deny a Motion within five days of when it was forwarded to em by the Clerk of the Courts, e commits the Class 0.5 Infraction of Slow Motion, which may be reported by the Clerk of the Courts. If this occurs, the Clerk of the Courts shall Recuse the Judge and assign a new one as usual. If a Motion is made after a case is closed, and the original Judge of that case is not active or is not a player, then a new Judge shall be assigned to the case as usual. ---------------------------------------------------------------------- Rule 1828/1 (Power=1) Motions Requesting Judicial Orders Any Player may formally request a Judge issue any Judicial Order by filing a motion requesting that Order. If granted, the Judge shall issue the Order requested. ---------------------------------------------------------------------- Rule 1509/3 (Power=1) Orders to Compel Upon a judicial finding that a Player has failed to perform a duty required of em by the Rules, the Judge so finding shall execute an Order, requiring that Player to perform that duty as soon as possible. Such an Order is known as an Order to Compel. If the duty in question arises because the Player in question holds a specific Office or other position of official responsibility, the Order shall be directed to that Office or position. If the Player holding that Office fails to perform the duty in question as ordered, the Judge shall Order that that Player be removed from Office or position. If the duty in question arises for a reason not related to the Player in question holding a specific Office or official position, and that Player fails to perform the duty as ordered, the Judge shall amend the Order to require the Speaker to perform that duty instead. ---------------------------------------------------------------------- Rule 1829/1 (Power=1) Refusal of Duty by the Speaker If the Speaker is convicted of the Crime of Contempt by Inaction, relating to a validly issued Order to Compel which was directed at the position of Speaker, the Speaker becomes Tainted. ---------------------------------------------------------------------- Rule 1830/1 (Power=1) No Compulsion of Judges Any Order to Compel directed to a Judge, or requiring the performance of a duty required of a Player because that Player is a Judge, is invalid. Any CFJ alleging that a Judgement is incorrect, or that a Judge has failed to perform a judicial duty, lacks standing. Such a claim should instead be pursued via Appeal. ---------------------------------------------------------------------- Rule 789/5 (Power=1) Orders to Annotate Rules The Judge of any CFJ, the Statement of which alleges that a Rule should be interpreted in a certain way, which is judged TRUE, may, at eir discretion, issue an Order requiring the Rulekeepor to annotate the Rule in question with the Statement of that CFJ. Such an annotation, while it exists, shall guide application of that Rule. The Rulekeepor may remove such an annotation only if that Rule is repealed; if required to do so by a valid Order; or if the original Order to annotate is amended, stayed, or vacated. The Rulekeepor may vacate an Order to annotate a Rule Without Objection. Annotations to a Rule may not be modified in any way except as specified in this Rule. If a Player believes that an annotation is no longer pertinent, e may file, in the original CFJ from which the Order of Annotation arises, a Motion to Vacate the Order of Annotation. If such a Motion is granted, the Judge granting it shall Order the original Order Vacated and shall Order the Rulekeepor to remove the annotation in question. ---------------------------------------------------------------------- Rule 1500/6 (Power=1) Orders to Annotate SLCs The Judge of any CFJ, the Statement of which alleges that an SLC should be interpreted in a certain way, which is judged TRUE, may, at eir discretion, issue an Order requiring the Maintainer of that SLC to annotate the SLC in question with the Statement of that CFJ. Such an annotation, while it exists, shall guide application of that SLC. The Maintainer of that SLC may remove such an annotation only if the SLC ceases to exist; if required to do so by a valid Order; or if the original Order to Annotate is amended, stayed, or vacated. The Maintainer of an SLC may vacate an Order to annotate that SLC Without Objection. Annotations to an SLC may not be modified in any way except as specified in this Rule. If a Player believes that an annotation is no longer pertinent, e may file, in the original CFJ from which the Order of Annotation arises, a Motion to Vacate the Order of Annotation. If such a Motion is granted, the Judge granting it shall Order the original Order Vacated and shall Order the Maintainer of that SLC to remove the annotation in question. ---------------------------------------------------------------------- Rule 1742/3 (Power=1) Agreements between Players Players may make agreements among themselves with the intention that such agreements will be binding under the rules. If such an agreement is subsequently broken, any player party to that agreement may then call a CFJ alleging that the agreement has been broken. If the judge of such a CFJ finds that the agreement was entered into with the intention that the agreement be binding under the rules, and that the agreement has in fact been broken, then e may order the breaching party to perform according to the agreement, or perform substitute acts that would fairly serve the interests of the agreement; e may further order the other parties of the agreement to perform such acts as may be necessary to preserve fairness and justice. Nothing in this rule shall be construed so as to impair the enforcement of an agreement which requires a Player to violate another agreement. If a CFJ alleging that an agreement has been broken is called by anyone who is not party to that agreement, then it lacks standing and shall be dismissed. ---------------------------------------------------------------------- Rule 1365/8 (Power=1) Concurring and Dissenting Opinions There shall exist a type of Application called an Application to Submit an Opinion. Such an Application, if effective, has the effect of annotating a Judgement in a given Call for Judgement. In order for such an Application to have effect upon submission, it must satisfy the following requirements: * It must clearly indicate to which CFJ it applies. * It must be labeled as either a Concurring Opinion or a Dissenting Opinion. * It must indicate whether the Judgement to which it applies is that of the Judge or that of the Appeals Court. * It must be accompanied by reasons and arguments, which may include, but are not necessarily limited to, citations of deciding Rules, past Judgements, and Game Custom. * It must bear the Signatures of at least two Players. * It must be submitted no earlier than the submission of the Judgement to which it applies, and no later than one week after the publication by the Clerk of the Courts of that Judgement. An Application to Submit an Opinion is submitted by submitting it to the Clerk of the Courts. Such an Application, having been submitted and having met all the requirements for effectiveness, is also called an Opinion. It is also referred to as a Concurring Opinion or a Dissenting Opinion, as indicated in the Opinion. Once an Application to Submit an Opinion is submitted and takes effect, the Clerk of the Courts must distribute the Opinion to all Players as soon as possible. Furthermore, the Opinion must be appended to the Legal Judgement. ---------------------------------------------------------------------- ====================================================================== Overturning Judgement ---------------------------------------------------------------------- Rule 911/12 (Power=1) The Board of Appeals When an Appeal is initiated, a Board of Appeals shall be selected to reach a decision about the subject of the Appeal. A Board of Appeals consists of three Appelate Judges. Any Judge assigned according to this Rule is an Appelate Judge. A Board of Appeals is selected when the Clerk of the Courts correctly announces the identity of all Appelate Judges, determined as follows: a) The Speaker is selected, if eligible. b) The Clerk of the Courts is selected, if eligible. c) The Justiciar is selected, if eligible. d) Any remaining positions are filled by selection by the Clerk of the Courts from all remaining eligible Players. A Player is ineligible for selection if any of the following is true: i) E has already been selected for that Board. ii) E has been dismissed from that Board. iii) E has been Trial Judge of the subject of the Appeal. iv) E is ineligible to Judge the CFJ at the time of selection. v) E is not Active. An Appelate Judge may appoint another eligible Player as eir replacement by informing the Clerk of the Courts, provided the Player consents. As soon as possible after an Appelate Judge is recused, the Clerk of the Courts shall randomly select an eligible Player to replace em. The last Appelate Judge selected is the Lead Judge for that Board. If the Lead Judge is replaced, then the replacement becomes Lead Judge. ---------------------------------------------------------------------- Rule 910/13 (Power=1) The Justiciar The Justiciar is an office; its holder is responsible for justice, serving on a Board of Appeals when necessary. ---------------------------------------------------------------------- Rule 1570/1 (Power=1) Announcement of Appeal As soon as possible after an Appeal is initiated, the Clerk of the Courts shall announce the subject of the Appeal. As soon as possible after a Player becomes an Appelate Judge or ceases to be an Appelate Judge, the Clerk of the Courts shall announce the change. ---------------------------------------------------------------------- Rule 1564/12 (Power=1) Initiating Appeals The following are subject to Appeal: a) The Judgement of a Trial Judge. b) The grant or denial of a Motion. c) The execution of a Judicial or Sentencing Order. d) A claim that a Trial Judge has failed to perform a required judicial duty. A subject is Appealed when any of the following occurs: i) Three Players Appeal it. ii) A Player Appeals a Judicial or Sentencing Order binding em. iii) A Player Appeals a Trial Judgement convicting em of a Crime. ---------------------------------------------------------------------- Rule 1447/17 (Power=1) Final Judgement upon Appeal For an Appelate Judge, a Judgement is exactly one of the following: SUSTAIN or OVERTURN. Other Rules may modify this, based on the subject of the Appeal. ---------------------------------------------------------------------- Rule 2026/0 (Power=1) Appelate Determinations As soon as possible after all members of a Board of Appeals have submitted eir Judgement, the Clerk of the Courts shall announce that this has happened. If a majority of the Appelate Judges Judge SUSTAIN, then the subject of the Appeal is sustained. Otherwise, it is overturned. The Board of Appeals shall execute whatever Appelate Orders are necessary to enforce its determination. ---------------------------------------------------------------------- Rule 1693/2 (Power=1) Appeal of a Judgement If a Judgement of TRUE or FALSE is Appealed, the Board of Appeals shall consider the correctness of that Judgement. If a Judgement of DISMISSED is Appealed, the Board shall not consider the truth or falsity of the original CFJ; they shall only consider whether a Judgement of DISMISSED should have been delivered. For an Appelate Judge assigned to the Appeal of a Judgement, a Judgement is exactly one of the following: SUSTAIN, REVERSE, REASSIGN, or REMAND. When a Judgement is overturned: a) If a majority of the Appelate Judges Judge REVERSE, then the CFJ shall be treated as if it were Judged normally, with the Judgement being that which a majority of the Appelate Judges agree on. b) If a majority of the Appelate Judges Judge REASSIGN, then the original Judgement is ignored, the original Judge is recused, and the Clerk of the Courts shall reassign the CFJ to a new Judge in the same fashion as it was originally assigned. The new Judge cannot make the same Judgement as the original Judge for the same reason. c) If a majority of the Appelate Judges Judge REMAND, then the original Judgement shall be ignored, and the Clerk of the Courts shall reassign the CFJ to the original Judge as if it were being originally assigned. The Judge may not make the same Judgement for the same reason. d) If none of the above is true, then the CFJ shall be reassigned as described above. ---------------------------------------------------------------------- Rule 1805/1 (Power=1) Appellate Orders Appellate Orders are executed by being sent to the Clerk of the Courts by the Lead Judge of a Board of Appeals, but do not take effect until their publication by the Clerk of the Courts. The Lead Judge shall certify in eir submission to the Clerk of the Courts that the Order is executed by the concurrence of the majority of the Justices comprising that Board of Appeals; failure to do so deprives the Order of effect. The Clerk of the Courts shall publish each Appellate Order as soon as possible after receiving it from the Board of Appeal which executed it. ---------------------------------------------------------------------- Rule 1806/0 (Power=1) No Appeal of Appellate Orders Appellate Orders are not subject to appeal. However, upon a judicial finding that the required certification was falsely provided, the Justiciar shall vacate the Order which was accompanied by that false certification. ---------------------------------------------------------------------- Rule 1807/0 (Power=1) Validity of Appellate Orders Since Appellate Orders cannot be appealed, Appellate Orders are valid only if addressed to: a) The Clerk of the Courts in eir Official capacity; b) an Order issued by the Clerk of the Courts in eir Official Capacity; c) The Judge of the CFJ which that Board of Appeals was convened to consider, or any Order issued by that Judge in that particular CFJ; or d) any combination of the above. All other Appellate Orders are presumptively invalid. This Rule takes precedence over all Rules pertaining to the validity of Appellate Orders. ---------------------------------------------------------------------- ====================================================================== Rule Violations ---------------------------------------------------------------------- Rule 908/15 (Power=1) Formal Apologies If a Player (hereafter the Ninny) is convicted of a Crime, then instead of executing Sentencing Orders, the Judge may (Without Objection) Order the Ninny to publish a Formal Apology. Such an Order is known as an Order to Apologize. A Formal Apology must be at least 200 words, and must explain the Ninny's error, shame, remorse, and ardent desire for self-improvement. Furthermore, the Order to Apologize may include up to ten Prescribed Words of the Judge's choice, all of which must appear in the Formal Apology. Failure to obey an Order to Apologize within 72 hours is the Class 3 Infraction of Shamelessness, to be reported by the Judge who issued the Order. ---------------------------------------------------------------------- ====================================================================== Crimes and Infractions ---------------------------------------------------------------------- Rule 1503/5 (Power=1) Crimes and Infractions An action or inaction is a Crime or an Infraction only if defined as such by the Rules. An entity may be convicted of a Crime only by a judicial finding that e has committed that Crime. An entity may be convicted of an Infraction only by announcement of a Player authorized by the Rules to report the commission of that Infraction. The commission of a Crime or Infraction may be penalized only as defined by the Rules. ---------------------------------------------------------------------- Rule 1504/7 (Power=1) Sentencing Orders Upon a judicial finding that an entity has committed a Crime, the Judge so finding shall execute, as soon as possible, either: a) all and only those Sentencing Orders necessary and sufficient to impose the penalty for that Crime; or b) (Without Objection) an Order to Apologize. ---------------------------------------------------------------------- Rule 1812/6 (Power=1) Notices of Infraction If an entity (hereafter the Jaywalker) commits an Infraction, then any Player authorized by the Rules to report the commission of that Infraction (hereafter the Traffic Cop) may publish a Notice of Infraction. This Notice shall explicitly specify the following: a) The Infraction that has been committed. b) The identity of the Jaywalker. c) The Rule(s) defining that action or inaction as an Infraction. d) The action or inaction by which the Jaywalker committed the Infraction. e) All and only those Ticketing Orders necessary and sufficient to impose the penalty for that Infraction. The Orders are executed and take effect upon publication. When a Player publishes a Claim of Error alleging that the Jaywalker did not commit the Infraction, e may (in the same message as the COE) stay one or more of the Ticketing Orders. If the COE is denied, then the Traffic Cop shall vacate the Order to Stay as soon as possible. If the COE is admitted, then the Traffic Cop shall vacate all the stayed Ticketing Orders as soon as possible. Players are encouraged to CFJ on the commission of Infractions only when a question of interpretation, rather than of fact, arises. ---------------------------------------------------------------------- Rule 1814/1 (Power=1) Timing of Penalties for Crimes and Infractions The punishment for a Crime or Infraction shall be whatever was specified by the Rules at the time the action so designated as a Crime or an Infraction was committed, even if the Rule or Rules which specified the punishment, or which designated the action as a Crime or Infraction, have since been amended or repealed. This Rule takes precedence over any Rule which specifies a different penalty for a Crime or Infraction. ---------------------------------------------------------------------- Rule 1816/2 (Power=3) No Double Jeopardy for Crimes No Player may be penalized more than once for any single action or inaction. If a non-dismissed CFJ alleges that a Player has committed a Crime through a given action or inaction, then any further CFJ alleging that the same Player has committed the same Crime through the same action or inaction lacks standing and shall be dismissed. ---------------------------------------------------------------------- Rule 1505/12 (Power=1) Standard Classes of Crimes and Infractions A Class N Infraction (where N is replaced with a number) is an Infraction for which the penalty is N Blots minus the number of Shares owned by the penalized entity at the time of the Infraction, with a minimum of 1. Such a penalty is assessed upon the execution of a Ticketing Order that Orders the Herald to record the penalty. A Class N Crime (where N is replaced with a number) is a Crime for which the penalty is N Blots. Such a penalty is assessed upon the execution of a Sentencing Order that Orders the Herald to record the penalty. If such a Sentencing or Ticketing Order is vacated after the Herald has already recorded the penalty, then an equal number of Blots are expunged from the penalized entity. (If the entity has less Blots than the amount of the penalty, then all eir Blots are expunged.) ---------------------------------------------------------------------- Rule 2056/0 (Power=1) Invisibilitating Each player is authorised to report the Infraction of Invisibilitating. ---------------------------------------------------------------------- ====================================================================== The Distributor ---------------------------------------------------------------------- Rule 1670/14 (Power=1) The Distributor The person who is most responsible for the maintainance of one or more Public Fora, in the opinion of the Registrar, shall be known as the Distributor. Any changes in the identity of the Distributor shall take effect when announced publicly by the Registrar. The Registrar is obliged to keep the Distributor informed of all listed e-mail addresses of all Players, as well as to inform the Distributor of any listing or unlisting as soon as possible after e learns of it. ---------------------------------------------------------------------- ====================================================================== The Registrar ---------------------------------------------------------------------- Rule 559/23 (Power=1) The Registrar The Registrar is an office; its holder is responsible for maintaining the register of players. The Registrar's Weekly Report shall include all of the following information: (i) a list of all registered players, with their nicknames, if any, and listed email addresses; (ii) a list of all Grace Periods in progress, including the player subject to the Grace period, the time at which it started, and the time at which it will end; (iii) a list of all Unready players; (iv) the most recent date on which each registered player registered; (v) each player's activity level, and the most recent date on which that player's activity level changed; (vi) each player's Noisy/Quiet/Silent status, and the most recent date on which that player became Noisy, Quiet, or Silent; and (vii) the identity of the Distributor. ---------------------------------------------------------------------- Rule 514/2 (Power=1) Keep the Registrar Informed of Your Address Each Player may list or unlist an e-mail address by informing the Registrar that e is doing so. When a Player registers, the address used to send eir registration becomes listed. A listing is only valid if the Player sends a public message from the listed address within one week of the listing. (This message may be the listing itself.) An unlisting is only valid if the Player keeps at least one address listed. If a Player fails to notify the Registrar of a change of address, then the Registrar is not responsible for any e-mail that fails to reach that Player. ---------------------------------------------------------------------- ====================================================================== The Rulekeepor ---------------------------------------------------------------------- Rule 1051/17 (Power=1) The Rulekeepor The Rulekeepor is an office; its holder is responsible for maintaining the text of the rules of Agora. The Rulekeepor's Weekly Report shall include the Short Logical Ruleset. The Rulekeepor's Monthly Report shall include the Full Logical Ruleset. ---------------------------------------------------------------------- Rule 1681/5 (Power=1) The Logical Rulesets There is a format of the Ruleset known as the Short Logical Ruleset (SLR). In this format, each Rule is assigned to a Rule Category, and the Rules are grouped according to their Category. Within a Category, the ordering of Rules is decided by the Rulekeepor. All existing Rule Categories must be listed, even if no Rules are currently assigned to the Category. The listing of each Rule in the SLR must include: * The Rule Number * The Rule's Amendment Number * The Rule's Power * The Rule's Title * The Rule's text * Any annotations to the Rule required by Order The Rulekeepor is strongly encouraged not to include any additional information in the SLR, except that which increases the readability of the SLR. There is a format of the Ruleset known as the Full Logical Ruleset (FLR). In this format, Rules are assigned to the same Category and presented in the same order as in the SLR. The FLR must contain all the information required to be in the SLR, as well as: * A brief description of each Category * Any historical annotations which the Rulekeepor is required to record. The Rulekeepor is also free to include any other information which e feels may be helpful in the use of the Ruleset in the FLR. ---------------------------------------------------------------------- Rule 1048/7 (Power=1) Rule Categories A Rule Change that Creates a new Rule may specify an existing Category to which the new Rule will be assigned. If it does not, the Rulekeepor shall choose the new Rule's Category. When doing so, the Rulekeepor may create a new Rule Category and assign the Rule to this new Category. The Rulekeepor may remove an empty Rule Category as e sees fit. If the Rulekeepor creates or removes a Category, e must publicly announce it no later than the first subsequent publication of the Logical Ruleset. The Rulekeepor is authorized to change the name of a Rule Category or change the Category to which a Rule is assigned Without Objection. ---------------------------------------------------------------------- Rule 1485/8 (Power=1) Titles for Rules Each Rule has a Title, which is a single line of text containing not more than 60 characters. The Title must be listed by the Rulekeepor along with the Rule. However, the Title is not part of the Rule itself and has no effect on the meaning or application of the Rule, being merely a convenience for the Players. A Rule Change that Creates a new Rule may specify a Title for the new Rule. If it does not, the Rulekeepor shall choose the new Rule's Title. The Rulekeepor is authorized to change the Title of a Rule Without Objection. ---------------------------------------------------------------------- Rule 1430/5 (Power=1) Mandatory Rule Annotations Whenever a Rule is changed in any way, the Rulekeepor shall record a historical annotation to the Rule giving the type of change, the source of the Change (that is, a reference to the Proposal and its Proposer (along with any Players explicitly named as co-authors in the Proposal), or Rule or other entity which mandated the Change) , and the date upon which the change took effect. Other Rules may require additional information to appear in an annotation for certain types of Rule Change. Such an annotation does not in any way affect the Rule itself, is not part of the text of the Rule, and is not a Rule Change in its own regard. The Rulekeepor shall indicate all annotations in such a way that they are readily distinguished from the text of the Rule. When a Rule is repealed, all annotations attached to it are discarded, and need not appear in the published Ruleset. ---------------------------------------------------------------------- ====================================================================== Kudos ---------------------------------------------------------------------- Rule 2047/1 (Power=2) Kudos Kudos (singular Kudo) are an integral measure of a Player's Kismet and noteworthiness within the game of Agora. The Herald is the recordkeepor of Kudos. The kudos of a Player may only be changed as specified by the rules or by an instrument of Power 2 or greater. If an entity has a defined number of Kudos, but the number has not been set by the Rules, then the entity has 1 Kudo. ---------------------------------------------------------------------- Rule 2048/0 (Power=1) Enlightenment A Player (the Sensei) may, by public announcement, enlighten Agora by choosing two Players to be the Yin and the Yang respectively. Such enlightenment has the effect of decreasing the Yin's kudos by one and increasing the Yang's kudos by one, provided: (i) the Sensei has at least one kudo; (ii) the Sensei has not previously enlightened Agora in the current week; (iii) the Sensei is not the Yang; (iv) the Sensei gives eir reasons for choosing both the Yin and Yang for a lesson. ---------------------------------------------------------------------- Rule 1941/3 (Power=1) Fees If the Rules associate a non-negative cost, price, charge, or fee with an action, that action is a fee-based action. If the specified cost is not an integer, the actual fee is the next highest integer. To perform a fee-based action, a Player (the Actor) who is otherwise permitted to perform the action must announce that e is performing the action and announce that there is a fee for that action. Upon said announcement, the action is performed, the Actor's kudos are decreased by the fee. Any Player (hereafter the challenger) may announce that the Actor possessed insufficient Honor (kudos) to perform the action, provided e issues eir challenge within 7 days of the attempted action. As soon as possible after such a challenge, the Herald shall confirm or deny whether the Actor possessed kudos equal to or greater than the fee at the time e attempted the action. If the Actor in fact possessed insufficient honor, or the honor of the Actor cannot be determined by reasonable effort, the action shall be deemed to have not occurred and the kudos of the Actor shall be deemed to have not been changed by the fee. If a Player issues a challenge as above, but more than 7 days have passed since the attempted action, then the action shall be permitted to stand. As soon as possible after a late challenge is issued, the Herald shall confirm or deny its correctness. But in this case the Fee shall be recorded even if the Actor is left with negative kudos. ---------------------------------------------------------------------- Rule 1661/10 (Power=1) The Right of Patronage A Speaker who is not Tainted has the Right of Patronage. This Right is the authority to, once a week, award the Boon Gold Star to a single Player who has not received this award within the preceding four weeks. The Speaker must provide a reason along with the Notice of Award. Such awards are only permitted to recognize acts the Speaker believes to be of benefit to the Agora community, acts that the Speaker believes to exceed the call of duty, or acts that the Speaker believes to be of extreme sacrifice for the good of the Game. ---------------------------------------------------------------------- ====================================================================== Cards ---------------------------------------------------------------------- Rule 2068/3 (Power=1) The Deckmastor The Deckmastor is an office which acts as the recordkeepor for Cards. The Deckmastor's Weekly Report shall contain a record of all Cards in existence and what entity possesses each Card. The Deckmastor shall have a budget containing the Maximum Hand Size and the Minimum Hand Size, each of which is a positive integer between 2 and 10, with the Minimum being less than the Maximum. In the absence of a budget, the Maximum Hand Size shall be 5 and the Minimum Hand Size shall be 2. The Deck and the Discard Pile are Gamblers. The Deckmastor shall be the sole Executor of both entities, but may take no action on behalf of them except as explicitly permitted by the Rules. The Deck and Discard Pile may not transfer cards to any other entity except as explicitly required by the Rules. Only the Deckmastor may create or destroy Cards not in eir Trial Run, and e may do if and only if the Rules require it by announcing the Card being created or destroyed and the entity who either possesses it now or possessed it at the time of destruction as appropriate. ---------------------------------------------------------------------- Rule 2069/6 (Power=1) Card Definitions I. Possession Cards may be possessed by Gamblers. All Players are Gamblers. If at any time a Card is not possessed by a Gambler, it immediately and automatically returns to the possession of The Deck. The Gambler that possesses a Card is that Card's Holder and Holds that Card. All Cards possessed by a particular Gambler are collectively referred to as that Gambler's Hand. A Gambler's Hand Size is the number of Cards in eir Hand plus one for each Pending Draw for that Gambler. II. Definitions The Rules may define a Class of Card by specifying a Caption, a Quota, zero or more Elements, and zero or more Exploits. All Cards of the same Class shall be identical and fungible. Each individual instance of a Card shall be considered to be a Copy of that Class of Card. (a) The Caption shall be the name of a particular Class of Cards. No two Classes of Cards shall have the same Caption. (b) The Quota shall be a non-negative integer. If at any time fewer Copies of a Class of Cards exist than its Quota, then the Deckmastor shall create a Copy of that Card in the possession of The Deck. If at any time more Copies of a Class of Cards exist than its Quota, then the Deckmastor shall destroy a Copy of that Card in the possession of The Deck, unless no such Copies exist, in which case the Deckmastor shall destroy a random Copy. (c) The Rules may define Elements for Cards. Each Element shall have a name and a description. Any Card possessing the Element of that name shall behave according to the description associated with that Element. An Element not defined in the Rules has no effect. (d) An Exploit is an action that the Holder of that Card (and only the Holder of that Card) may take if and only if e clearly indicates the card whose Exploit e is performing and e meets the requirements and/or pays the costs outlined in that Exploit. Any reference to "you," "your" or a similar pronoun in the text of an Exploit refers to the Holder of that Card. Taking an action described in an Exploit is known as Playing the Card. Unless a Rule says otherwise, a Card is automatically transferred to the Discard Pile immediately after being Played. III. Actions No action involving Cards may be simultaneous with any other action. No such action may be performed more than once simultaneously. If any attempt is made to perform more than one such action in such a way that the order of said actions is unclear, all such actions fail. (a) Unless restricted from doing so by the rules, any Gambler possessing a Card may transfer that Card to any other Gambler by announcing which Card is to be transferred and the Gambler it shall be transferred to. All such transfers take place at the time they are announced. If a Gambler transfers a card to the Deck, it is instead transferred to the discard pile, unless the transfer is made as part of the Deckmastor's required duties. Discarding a Card is synonymous with transfering said Card to the Discard Pile. (b) Drawing a Card and Drawing from The Deck are synonymous. When a Gambler Draws a Card, the Deckmastor shall be required to randomly select one Card from among those currently in The Deck's Hand and transfer it to that Gambler as soon as possible. Until this transfer takes place, that Gambler is said to have one Pending Draw for each such transfer the Deckmastor is required to make, but has not yet made. Whenever a player makes a true announcement that the number of pending draws for all gamblers is greater than the number of cards in the Deck, or that there are no cards in the Deck, then the Deckmastor shall transfer all of the cards in the Discard Pile to the Deck before dealing any cards. This transfer is known as a Reshuffle and is performed as a single action. A Gambler whose Hand Size is smaller than the maximum Hand Size, plus the number of Offices e holds, plus one if e is Speaker, may draw a card from The Deck. The fee for this action is a number of Kudos equal to the number of times during the current month e has previously drawn a card in this manner. If the Deckmastor errs, in good faith, in selecting a particular card to deal, and that error does not greatly change the probability of selecting that card, that deal shall be allowed to stand. ---------------------------------------------------------------------- Rule 2106/0 (Power=1) Card Fees All fees associated with Card Actions, Elements and Exploits must be paid as soon as possible by the Gambler incurring the fee. For every Kudo not paid on time, the Gambler commits the Class 1 Infraction of Debt Overdue, which may be reported by any Player. This rule takes precedence over all rules pertaining to Cards fees. ---------------------------------------------------------------------- Rule 2074/1 (Power=2) Hand Flux Flux is a stuck switch for Gamblers with states Free and Frozen. Rules to the contrary notwithstanding, a Gambler with frozen flux may not play, discard, or transfer cards from eir hand, nor may the Deckmastor satisfy pending draws for that hand. However, the Deckmastor may by public announcement discard cards from any Frozen Gambler as required by the Rules. The Deck's flux shall always be free, rules to the contrary notwithstanding. ---------------------------------------------------------------------- Rule 2075/3 (Power=1) Winning Hands The Deckmastor's Budget shall contain between one and five Winning Hands, each of which is a list of cards with a hand size at least two greater than the Maximum Hand Size. If a Gambler's Hand is identical to a winning hand at any particular moment, any Gambler has 72 hours from that moment to announce that a Gambler holds or has held a winning hand. If the announcement is false, the Deckmastor shall, as soon as possible, transfer 1 card at random from the announcing Gambler's Hand to the Deck. If the announcement is true, the holding Gambler Wins the Game, and is awarded the boon of Pokerface and the defined regular Patent Title Champion. Exactly one week after a true announcement, the Flux of all Gamblers except the Deck shall become frozen. If no one has won the game in the last six months, then any Gambler may announce a Skunk, which shall trigger the effects of a true announcement of a win above, except that no boon shall be awarded. ---------------------------------------------------------------------- Rule 2083/0 (Power=1) Win Resolution As soon as possible after any gambler's hand becomes frozen, the Deckmastor shall perform the following actions in order: 1) Calculate and publicly announce the Card Tax for each frozen gambler. The Card Tax for a frozen gambler is equal to the hand size of that gambler less the minimum hand size. The Card Tax shall be calculated as of the moment the gambler's hand became frozen. 2) From every frozen gambler in turn, transfer cards selected at random from that gambler's hand to the Deck until eir hand size has been reduced by an amount not less than eir Card Tax or e has no cards remaining. 3) If the hands were frozen because of a win, deal cards to the winner until eir hand size has been increased by the maximum hand size less the minimum hand size, calculated as of the moment the winner's hand became frozen. 4) Publicly announce that the table is open for business. Upon publication of an announcement as in 4), the Flux of every gambler shall become free. If the Deckmastor makes a public announcement as in 4) when one or more gamblers are frozen but steps 1), 2), and 3) have not been completed, then the announcement is still valid, but the Deckmastor must complete steps 1), 2), and 3) as soon as possible. If the Deckmastor's error is not made in good faith, then e commits the Class 4 Crime of Stacking the Deck. ---------------------------------------------------------------------- Rule 2070/4 (Power=1) Card Powerz The following Elements for Cards are defined: * Budgeted: The Quota for this Card is determined in the Deckmastor's budget. If the budget is undefined, or does not set the Quota for this Card, then the Quota shall be 3. * Handed [X], where X is a non-negative integer: When calculating Hand Size, this Card counts as X Cards. * Restricted [X], where X is a type of entity: Only entities considered to be an X may Activate any Exploit possessed by the Card. * Limited [X] [Y], where X is a type of entity and Y is a positive integer: For an entity not considered to be an X to Activate any Exploit possessed by the Card requires em to pay a Fee of Y. * Persistent: Playing this Card does not result in its being transferred to The Deck. * Delayed[N]: You may not play this card if you have played a copy of this card in the past N times 24 hours. * Asleep[N]: No one may play a copy of this card if anyone has played a copy of this card in the past N times 24 hours. * Powered [X], where X is a positive integer: This Card has a Power of X. To Activate any Exploit possessed by this Card, a Fee of X - 1 must be paid in addition to any other Fees required to Activate that Exploit, unless that Exploit explicitly specifies otherwise. ---------------------------------------------------------------------- Rule 2067/4 (Power=2) Cards in Play The following Classes of Cards are defined: * Caption: Distrib-u-Matic Elements: Budgeted Exploit: Cause any one Proposal to become Distributable. * Caption: Absolv-o-Matic Elements: Budgeted Exploit: If you are immaculate, you may expunge N blots from an entity for a fee of N-1. Otherwise, you may expunge one blot from an entity for no fee. * Caption: Debate-o-Matic Elements: Budgeted, Powered [2] Exploit: Change the Chamber of any one non-Sane Proposal to the Chamber of your choice, provided it is legal for that Proposal to be in the named Chamber. * Caption: Two for One Elements: Budgeted Exploit: For a fee of one Kudo make 2 undistributable proposals, provided that each has a Distribution Cost of 1, distributable. ---------------------------------------------------------------------- Rule 2071/7 (Power=1) Wacky Cards The following Classes of Cards are defined: * Caption: Albatross Flies Away Quota: 1 Elements: Limited [Immaculate Players] [3] Exploit: You may revoke one of your own Albatrosses. * Caption: Dud Elements: Budgeted, Persistent Exploit: You may wish in your own mind that you had a luckier Draw. * Caption: Player Stasis Quota: 1 Elements: None Exploit: A Player of your choice is unable to Play a Card for the next 88 hours. * Caption: Hot Potato Quota: 1 Elements: Persistent Exploit: Transfer this Card to another entity. If that entity does not post to a Public Forum the phrase "Hot Potato" within 48 hours, they are guilty of the Class 1 Infraction of Dropping the Potato which you are authorized to Report. * Caption: It's a Surprise! Quota: 1 Elements: Handed [2], Delayed [3] Exploit: You may Draw two Cards without paying a Fee. * Caption: Discard and Draw Quota: 1 Elements: None Exploit: Discard X cards from your hand. For a fee of X Kudos, draw X cards. Do not include this card as one of the discarded cards. * Caption: Rebel Rabble Elements: Budgeted, Restricted [Rebellious] Exploit: For a fee of N Kudos, where N is the current number of Rebellious Players, increase the effective number of Rebellious Players by 1 for 10 days (which is one week on the Revolutionary Calendar). Count the day this Card is played as day #1. * Caption: Dud Development Quota: 2 Elements: None Exploit: You may discard X Dud Cards to draw X Cards for free. * Caption: Police State Elements: Budgeted, Restricted [Abiding] Exploit: For a fee of N Kudos, where N is the current number of Rebellious Players, decrease the effective number of Rebellious Players by 1 for seven days. Count the day this Card is played as day #1. * Caption: Loot the Dead Quota: 1 Exploit: You may indicate one silent player. All of eir cards are immediately discarded from their hand. ---------------------------------------------------------------------- Rule 2076/3 (Power=1) Card cards The following classes of cards are defined: Caption: Your Turn Elements: Budgeted Exploit: A Player you name must play or discard a card in the next 72 hours, or commit the Class-1 Infraction of Delay of Game, reportable by you. Caption: Discard Picking Elements: Budgeted, Delayed[4] Exploit: If a copy of a card was played or discarded in the past 72 hours, you may name it, and a copy of that card, if one is still in the discard pile, is automatically transferred from the discard pile to your hand. Caption: Enforced Charity Elements: Budgeted, Delayed[3] Exploit: A Player you name must transfer a card of eir choice to you in the next 72 hours, or commit the Class-2 Infraction of Greed, reportable by you. Caption: Drop your Weapon Elements: Budgeted Exploit: A card of your choice, from the Gambler of your choice, is automatically Discarded, provided that Gambler has a copy of that card. Caption: Presto! Elements: Budgeted, Delayed[7] Exploit: A card of your choice, from the Gambler of your choice, is automatically transferred to your hand, provided that Gambler has a copy of that card. Caption: Not Your Turn Elements: Budgeted, Delayed[2] Exploit: You may specify a card play that has occurred in the past 48 hours, and (1) that card shall be deemed to have not been played, and (2) the gambler who originally played that card may not play a copy of that card for the next 72 hours. Caption: Reshuffle Quota: 3 Elements: Asleep[15] Exploit: You may perform a Reshuffle. ---------------------------------------------------------------------- Rule 2077/2 (Power=2) Democratic cards The following Classes of Cards are defined: * Caption: Coalition Elements: Grafty, Budgeted Exploit: You may increase or decrease the Voting Potential of an indicated Player by N by paying a fee of N for yourself, or 2 times N for another Player. * Caption: Patronage Elements: Grafty, Budgeted, Powered [2] Exploit: You may increase or decrease the Political Charge by N by paying a fee of 4 times N. If undefined elsewhere, the Political Charge is a positive integer, tracked by the Assessor, which begins at 4. No fee required by the Powered [X] element need be paid to activate this exploit. * Caption: Policy Elements: Budgeted, Powered [2] Exploit: You may sanitize a Proposal, as described elsewhere in the Rules. * Caption: Procedure Elements: Budgeted Exploit: You may abort and make undistributable any non-sane Proposal. ---------------------------------------------------------------------- Rule 2079/3 (Power=1) Discord The following classes of cards are defined: Caption: Chaos Apple Quota: 1 Elements: Handed[5], Delayed[7], Kallisti! Exploit: If this card has not been played in the current quarter, then you may simultaneously transfer all cards that are not in the Deck or Discard Pile to a temporary Gambler known as Fate. As soon as possible after this card is played, the Deckmastor shall then deal cards at random from Fate to each Gambler until each Gambler has the same number of cards as e had immediately before Fate took a hand. If, between the time this card is Played and the time Fate's cards are dealt, exactly a single Player publicly claims to be The Prettiest One, the Deckmastor shall transfer this card to em as soon as possible after Fate's cards are dealt. The Deckmastor is encouraged use Heisenberg's Law in dealing hands from Fate. Caption: Chaos Reborn Quota: 1 Elements: Handed[2], Kallisti! Exploit: If Chaos Apple has been Played in the current quarter, then, you may play Chaos Apple within five minutes of playing this card as if Chaos Apple did not have the words "If this card has not been Played in the current quarter" in its exploit. ---------------------------------------------------------------------- Rule 2080/2 (Power=1) Cards for Proposals If a Proposal is adopted, the Proposer may draw from the deck by announcing the Proposal number while drawing, provided that e does so within a week after the proposal's adoption and that e has not already done so for the same proposal. ---------------------------------------------------------------------- Rule 2084/3 (Power=1) Cash Cards The following classes of cards are defined: * Caption: Greedy Bastard Elements: Budgeted Exploit: Gain one Kudo, but also gain the Albatross of Greed. * Caption: Charity Brings Happiness Elements: Budgeted Exploit: For a fee of one Kudo you may indicate any other player to gain one Kudo, as long as they have fewer Kudos than you do and is not yourself. Upon doing this you gain the boon of Charity. * Caption: Thieves in the Night Element: Grafty, Delayed[5] Exploit: Provided that fewer than half of all Players have a Thieves in the Night card in their hand, and the player you indicate does not have a Thieves in the Night card in their hand, that player losses one Kudo and you gain one Kudo. For each of the aforementioned stipulations that is false upon the playing of this card, you gain the Albatross of Thief. * Caption: Instant Gratification Elements: Restricted [Players with at least one Boon], Budgeted Exploit: Indicate one of your own Boons. You instantly lose that Boon and gain 1 Kudo. * Caption: Instant Punishment Elements: Restricted [Players with at least one Albatross], Budgeted Exploit: Indicate one of your own Albatrosses. You instantly lose that Albatross and Lose 1 Kudo. * Caption: Instant Millionaire Quota: 1 Exploit: Lose all of your Boons, but gain twice that number of Kudos. ---------------------------------------------------------------------- Rule 2093/0 (Power=1) The New Raffle The following class of cards is defined: * Caption: Raffle Ticket Elements: Grafty As soon as possible after the 13th day of the third month of each quarter, the Deckmastor shall randomly select a copy of a Raffle Ticket in the possession of a Player and announce eir selection, unless no such copy exists. Upon this announcement, the Player in possession gains three instances of the ephemeral Patent Title "Fortune's Fool", and each Raffle Ticket in the possession of a Player is automatically discarded. ---------------------------------------------------------------------- Rule 2101/2 (Power=1) Library Cards The following classes of cards are defined: * Caption: Library Renewal Elements: Budgeted Exploit: You may indicate a number 1 through 5. As soon as possible after you do this the Speaker must randomly discard that many cards from the Library's hand. If there are fewer cards in the Library's hand then the number you indicate the Speaker must discard them all. * Caption: Library Card Elements: Budgeted, Limited [Faculty Members][1] Exploit: Check a card out from the Library for no fee. ---------------------------------------------------------------------- ====================================================================== Patent Titles ---------------------------------------------------------------------- Rule 649/16 (Power=1) Patent Titles A Patent Title is a legal item of recognition of a person's distinction. When a Patent Title is awarded to a person, that person is said to Bear that Patent Title; the Patent Title is Borne by the person, and the person is its Bearor. When a Patent Title is revoked from a person, that person ceases to Bear that Patent Title. The status of Bearing a Patent Title can only be changed as explicitly set out in the Rules. Only persons may Bear Patent Titles. As soon as possible after a Patent Title award or revocation which occurs automatically occurs, the Herald shall publicly announce that such an award or revocation has occurred, and which Title has been awarded to or revoked from which person or persons. Significance is a stuck switch for Patent Titles with states Historical, Hysterical, and Ephemeral. The Herald may, Without Objection, flip a Title from Historical Significance to Hysterical Significance. ---------------------------------------------------------------------- Rule 1044/7 (Power=1) Unique Patent Titles Each Unique Patent Title is a Patent Title. If a person is awarded a Unique Patent Title, then it shall automatically be revoked from any person already Bearing that Title. ---------------------------------------------------------------------- Rule 1923/9 (Power=1) Defined Unique Patent Titles The following are Unique Patent Titles: (a) Robespierre, which shall automatically be awarded to the Player who called for a Revolt, if the Revolt succeeds. (b) Miscreant, which shall automatically be awarded to a Player who has at least ten Blots and has a greater number of Blots than any other Player, if there is such a Player. It shall automatically be revoked if either condition becomes false. (c) Pugachev, which shall automatically be awarded to the player who called for a Revolt, if the Revolt fails. ---------------------------------------------------------------------- Rule 1922/9 (Power=1) Defined Regular Patent Titles The following are Patent Titles: (a) Scamster, which may be awarded to any Player who has shown great enthusiasm, persistence, or skill in the perpetrating of scams. This title may not be declined, retracted, or revoked. (b) A Patent Title (non-unique) now will Be known as "Bard", and granted those with wit. In order for one Title to be filled, A level of Support must call for it. Three players to a fourth may grant this name If these three write as 1, with 2 Support. A current Bard may also grant the same, Provided that a second Bard's a sport. And so we don't the name of Bard debase, A Player with 3 Supporters can conspire To (from a Bard), this Title to erase: Or Bard (plus 2 Bards) make a Bard retire. But lest we ruin some poor minstrel's fun No bard will be dis-bard for eir bad pun. (c) Filthy Bureaucrat, to be awarded to any player who at some point simultaneously holds and is Electee to three or more Offices. This Patent Title is revoked from a player who ceases to hold and be Electee to three or more Offices. (d) Three Months Long Service, Six Months Long Service, Nine Months Long Service, Twelve Months Long Service, to be awarded to any player who has held a particular Office continuously for the specified duration. Each of these titles shall be awarded only once per player. ---------------------------------------------------------------------- Rule 651/2 (Power=1) Heroes Let there be the Patent Title known as Hero, which shall be awarded to those persons who gave outstanding service to Agora Nomic or Nomics as a whole, but who are no longer Players or who never were Players. If a person Bearing the Patent Title of Hero is registered as a Player, e shall cease to Bear that Patent Title. ---------------------------------------------------------------------- Rule 2049/1 (Power=1) Ephemera A Patent Title has Ephemeral significance if the rules state that the Patent Title is ephemeral. Karma is a stuck switch for ephemeral patent titles with states Boon and Albatross. Defining something to be a 'boon' or an 'albatross' is equivalent to defining it to be an ephemeral Patent Title with its Karma set as defined, and the Karma of a title defined in this way is said to be Static. A Static Karma switch may never be changed except by modifying its definition. A Karma switch that is not Static is said to be Dynamic. Players may be permitted or required by the Rules to award or revoke Boons or Albatrosses. If so, these awards are performed by public announcement by the specified Players. A Player may hold multiple instances of a given type of ephemeral Patent title; if so, The Herald need only note the number of instances of these Patent Titles that each player holds. ---------------------------------------------------------------------- Rule 2096/1 (Power=1) Card-Carrying Contracts A Contract may be made into a Card-Carrying Contract by its Notary acting with two support and without two objections. A player may only be Notary of one Card-Carrying Contract at a time. A Card-Carrying Contract is a gambler, and may perform the following actions only as explicitly permitted by its regulations: 1. As long as the Contract has at least three Members and its hand size is less than the maximum hand size, it may draw a number of cards each month equal to its number of Members at the beginning of the month divided by two and rounded up. 2. Transfer or discard cards. A Card-Carrying Contract may not play cards. ---------------------------------------------------------------------- ====================================================================== The University of Agora ---------------------------------------------------------------------- Rule 2086/2 (Power=1) The University of Agora The University is an Entity. The Speaker is President and Limited Executor of the University. Education is a stuck Player switch with values Student and Faculty Member. The SotU shall flip the Education switch to Faculty Member for a Player as soon as possible after that Player is awarded a Degree. The SotU is the recordkeepor of Education. ---------------------------------------------------------------------- Rule 2091/0 (Power=1) The Office of Secretary of the University The Secretary of the University (SotU) is an office; its holder is recordkeepor for the University. The SotU's Weekly Report shall include: (a) A list of all active Research Grants; (b) A list of all active Book club selections; (c) Each players Education. (d) A list of who has checked out cards from the library. (e) The running history of all of the preceding. ---------------------------------------------------------------------- Rule 2087/0 (Power=1) Research Grants The University offers Research Grants for projects that improve the intellectual, cultural and social life of Agora. The Speaker may announce a Research Grant by publicly describing a task to be performed and stating a number between one and five. If another Player completes this task to the Speaker's satisfaction within the next month, the Speaker shall award to that Player an equal number of Boons of Achievement, without two objections. No more than one Player may receive this award. If more than one Player undertakes the task, the Speaker shall choose only one Player to receive the award. ---------------------------------------------------------------------- Rule 2088/0 (Power=1) The University Book Club The University sponsors a monthly Book Club. During the first week of each month the first Player who publically specifies a rule as that month's Book Club Selection becomes the Moderator for the University Book Club. The Assessor shall award one Boon of Refinement apiece to the Moderator and Proposer for the first passed proposal within the next thirty days that either amends or repeals this Selection. ---------------------------------------------------------------------- Rule 2089/4 (Power=1) Gardner Library "The Library" is a synonym for "The University". The Library is a Gambler. Whenever the Library has fewer than five Cards, the Deckmastor shall as soon as possible deal randomly chosen Cards to the Library until it has five cards. A Player (hereafter the Borrower) may check out a specified Card from the Library by paying a Fee for the Library's upkeep. The fee is 2 Kudos for Students and 1 Kudo for Faculty Members. The Card is considered reserved and may not be checked out by any Player until it is dealt to the Library again by the Deckmastor. Immediately after a Card is checked out from the Library it is transfered from the Library to the Borrower. The President of the University may discard any card in the possession of the Library without two objections. ---------------------------------------------------------------------- Rule 1367/6 (Power=1) Degrees There shall exist a subset of the Patent Titles known as Degrees. A Patent Title is only a Degree if it is specifically made such by a Rule. A person may use a Degree with eir name for any official or unofficial business if and only if e currently Bears that Degree. Persons may come to Bear Degrees only as specified in the Rules. Once a person Bears a Degree, e shall keep that Degree forever. This Rule takes precedence over any Rule specifying default properties of Patent Titles. "Granting a Degree" and "awarding a Degree" are synonymous. A Player who has been awarded a Degree Bears that Degree. ---------------------------------------------------------------------- Rule 1368/2 (Power=1) The Legal Degrees The following Degrees are hereby made legal: - Associate of Nomic (A.N.) - Bachelor of Nomic (B.N.) - Doctor of Nomic History (D.N. Hist) - Master of Nomic (M.N.) - Doctor of Nomic Philosophy (D.N.Phil) Degrees shall be ranked in the order they appear in this Rule, with Degrees listed latest in the Rule being ranked higher than Degrees listed earlier. The abbreviations in parentheses are not part of the actual Degree. ---------------------------------------------------------------------- Rule 2092/0 (Power=2) Honorary Degrees A degree may be awarded by the operation of an adopted Proposal whose Power is at least two to any person who is not registered as a Player and who does not already bear that degree. The Proposal must specify both the recipient of the degree and the degree to be awarded. For a degree to be awarded in this manner, the recipient need not complete a Thesis, but all other requirements specific to the degree in question must be satisfied. Degrees awarded as described in this rule shall be marked as honorary degrees in the Herald's report. A person bearing an honorary degree may still be awarded the same degree by other rule-defined mechanisms. When this occurs, the person shall cease to bear the honorary degree and shall bear the new degree in its place. ---------------------------------------------------------------------- Rule 1369/2 (Power=1) Theses A Thesis (plural: Theses) shall be an essay whose topic is any facet of Agora Nomic, or Nomic in general. The topic should be substantially different from all other Theses previously approved, but this is not a requirement. ---------------------------------------------------------------------- Rule 1370/13 (Power=1) How to Get a Degree A person becomes a Candidate for a Degree when e publishes a Thesis Draft, authored by emself, along with a statement explicitly indicating that the Thesis Draft is being submitted with the intent to qualify for a particular degree. If the Candidate is a Player, e may choose another Player to be the first member of eir Thesis Committee, called eir Chair, with the Chair's consent. For non-players, or if no other Player consents to be the Chair within one month of draft submission, the Speaker will serve as Chair. If the Speaker is neither the Chair nor the Candidate, the Speaker shall appoint a Player who is neither the Chair nor the Candidate to be the second Committee member. Otherwise, the Justiciar shall so appoint, unless the Chair or the Candidate is the Justiciar, in which case the Clerk of the Courts shall so appoint. The two Committee members shall then select, by mutual consent, a third person who is not the Candidate to be the third Committee member. The Committee shall examine the Candidate and eir Thesis to determine eir qualifications for the Degree. The Candidate may publish a new Thesis Draft at any time, in response to Committee requests or of eir own choosing, by indicating it is a new Thesis Draft for the same Degree. If the Committee is dissolved without granting a degree, the Committee ceases to be a Committee, and the Candidate ceases to be a Candidate, and any existant Thesis Draft must be republished and subject to a new Committee selection to be eligible for a Degree. The Chair of a Thesis Committee may dissolve the Committee without granting a degree, with the consent of at least one other Committee member. To so dissolve, the Chair must publish a notice of intent to dissolve at least 14 days before dissolving. The Candidate may so dissolve the Committee at any time by public announcement. The Chair of the Thesis Committee for a particular Candidate may award that Degree to the Candidate if and only if: * the Candidate has satisfied all prerequisites in the rules for the award of that Degree; * a majority of members of the Thesis Committee agree that the most recent Thesis draft produced by the Candidate is worthy of the Degree to be granted; and * fewer than seven years have passed since that Committee was formed. Each Committee Member may have up to 14 days after a Degree is awarded to publish a Commentary for the Thesis. After that time, the Chair shall publish the most recent Thesis Draft along with all Commentary so published. This combined publication shall become the Final Thesis. Upon publication of this Final Thesis the Committee members cease to be Committee members for that Thesis. The Rulekeepor shall retain a copy of each Final Thesis. ---------------------------------------------------------------------- Rule 2044/1 (Power=1) Awardable Degrees The Degree of Associate of Nomic requires a Thesis of at least 150 words. A Candidate who already holds an AN Degree receives a credit of 100 words towards the Thesis requirement for any higher Degree, unless the Candidate also holds a BN Degree. The Degree of Bachelor of Nomic requires a Thesis of at least 500 words. A Candidate who already holds an BN Degree receives a credit of 250 words towards the Thesis requirement for any higher Degree. The Degree of Doctor of Nomic History requires a Thesis of at least 750 words and containing a narrative and analysis of past events of specific significance to Agora. The Degree of Master of Nomic requires a Thesis of at least 750 words. The Degree of Doctor of Nomic Philosophy requires a Thesis of at least 1000 words, and that the candidate has also published an additional creative work authored by emself whose topic or theme is related to Agora or Nomic in general. ---------------------------------------------------------------------- Rule 2104/0 (Power=1) Contreras Card Labs The University encourages Card experimentation. A Player may publish a piece of text and note that it is a Card Blueprint. If this text contains a Caption, a copy of that Card is created in the possession of the Library. The Card Blueprint may also specify Elements and Exploits, as defined by other rules, and these are included on the Card in the same way they would be if they were included on a rules-defined Card. Cards created by this method have a Quota of 1 and are considered to be in eir Trial Run. A Card in its Trial Run may not be checked out of the Library until seven days have passed since its creation. Any player may destroy a Card in its Trial Run by announcing e does so. A Card in its Trial Run is transferred to the Library after it is played. ---------------------------------------------------------------------- ====================================================================== Indulgences and Blots ---------------------------------------------------------------------- Rule 1377/18 (Power=1) The Herald The Herald is an office; its holder is responsible for keeping track of Blots. The Herald's Weekly Report shall include the following: (i) The Stain of each Player and Fugitive from Justice. (ii) A list of each Patent Title with Historical Significance that at least one person Bears and that is not a Degree, with a list of which persons Bear it. (iii) A list of Degrees which have been granted, and which persons Bear them. ---------------------------------------------------------------------- Rule 2051/2 (Power=2) Tabla Rasa The Herald's Budget shall consist of a positive integer between 5 and 25, known as the Tabla Rasa. As soon as possible after the beginning of each quarter, the Herald shall announce the Turning of a New Parchment. The effect of such an announcement is to: (A) set each Player's kudos equal to: (i) the Tabla Rasa; (ii) plus the number of boons e holds; (iii) minus the number of albatrosses e holds; (iv) minus one for every 3 Blots e has. (B) revoke all ephemeral Patent Titles. (C) set each Dynamic Karma switch to its original state. ---------------------------------------------------------------------- Rule 2017/0 (Power=1) Blots A entity's Stain is a measure of that entity's cleanliness, measured in Blots. The Stain of each entity is at all times a non-negative number. If the Rules state that an entity gains, is assessed, or is penalised some number of Blots, then, as soon as possible after the Herald is informed of the change, e shall record an increase of that amount in the entity's Stain. (If the entity was an Unready Player at the time of the change, then the Herald shall instead record an increase of half that amount.) If the Rules state that some number of a entity's Blots are expunged, then, as soon as possible after the Herald is informed of the change, e shall record a decrease of that amount in the entity's Stain. (If this would result in a negative Stain, then it instead results in a Stain of zero.) ---------------------------------------------------------------------- Rule 2018/1 (Power=1) Expunging Blots A non-Immaculate entity may expunge a number of eir Blots, up to eir total Stain, by announcing the number of eir Blots e expunges; this has a Fee of 2 Kudos per expunged Blot. ---------------------------------------------------------------------- Rule 1962/4 (Power=1) Immaculate Players An Immaculate Player is a Player whose Stain is zero. ---------------------------------------------------------------------- Rule 1714/8 (Power=1) Lawlessness A Lawless Player is a Player with more than 20 Blots. Any Player may at any time publicly allege that another Player is Lawless. If the allegation is incorrect, the Player who made the allegation commits the Class 15 Crime of Persecution. Otherwise, the following events occur in order: (i) if the Lawless Player is the Speaker, the Speaker-Elect immediately becomes Speaker, and the Lawless Player ceases to be Speaker; (ii) the Lawless Player is removed from any Offices e holds; and (iii) the Lawless Player is deregistered. If a Player is deregistered according to the provisions of this Rule, e may not register again until a month has passed from eir deregistration. This Rule takes precedence over any Rule that would prohibit a Lawless Player from being deregistered. ---------------------------------------------------------------------- Rule 1747/7 (Power=1) Pardoning Lawlessness The Clerk of the Courts has the power to Pardon Fugitives from Justice that have been deregistered for Lawlessness. The Clerk may not exercise this power more than once per Agoran month, and may not Pardon the same person twice in a given term of Office (although, if re-elected later, e may again Pardon that person). The Clerk of the Courts Pardons a Fugitive from Justice by publicly announcing e is doing so. Then the following events shall occur: i) The Clerk of the Courts shall expunge as many of the Fugitive's Blots as required to reduce eir Stain to one less than the threshold for Lawlessness, and notify the Herald of this action. ii) After the above step has been completed, the Fugitive may reregister as a Player. iii) The Pardoned Player shall then publish a Formal Apology for eir Lawlessness. The CotC may include a list of up to ten Prescribed Words in eir Pardon. iv) For three months after being Pardoned, the Pardoned Player may not perform any Progressive Actions except expunging Blots from eir record, unless e is Immaculate. This Rule takes precedence over any Rule governing Lawlessness, or when a deregistered Player may reregister. ---------------------------------------------------------------------- Rule 1439/10 (Power=1) Default Penalty for Violating a Rule Violating a Rule is the Class N Crime of Disobedience, unless other Rules define or prohibit a penalty for the violation. N is the Power of the violated Rule (rounded down to the nearest integer), or 4, whichever is less. ---------------------------------------------------------------------- Rule 1437/6 (Power=1) Fugitives from Justice When a Player deregisters or is deregistered, e keeps eir Stain (though it may be modified by other Rules). A non-Player with a non-zero Stain is known as a Fugitive from Justice. At the beginning of the month, the Herald shall expunge half the Blots of each Fugitive from Justice; however, no Fugitive from Justice shall have eir Stain reduced to less than one by this method. ---------------------------------------------------------------------- ====================================================================== Changing Speakers ---------------------------------------------------------------------- Rule 1647/12 (Power=1) The Speaker-Elect The Speaker-Elect is an office; its holder is usually the Speaker's successor. Whenever the Speaker-Elect becomes Speaker, e ceases to be Speaker-Elect. The Speaker can never hold the Office of Speaker-Elect, nor be the Electee to the Office of Speaker-Elect. If the Speaker somehow becomes the Electee to the Office of Speaker-Elect, e is immediately removed from that Office. When the Office of Speaker-Elect has no Electee, because of the Speaker-Elect becoming Speaker (or for any other reason), the Office is filled according to the Order of Succession, as defined by other Rules. This rule takes precedence over all other Rules defining the characteristics of the Office of Speaker-Elect. ---------------------------------------------------------------------- Rule 1648/4 (Power=1) When the Speaker Is Tainted If the Rules require that a Speaker Transition occur, and there is no Electee to the Office of Speaker-Elect, then the Transition proceeds as set out in other Rules, but the new Speaker is Tainted. A Tainted Speaker remains Speaker only until there is an Electee to the Office of Speaker-Elect, at which point, a Speaker Transition occurs. ---------------------------------------------------------------------- Rule 1658/4 (Power=1) Tainting the Speaker A Speaker shall become Tainted when a Referendum calling for the Tainting of the Speaker passes. Any Active Player is authorized to call such a Referendum at any time, by publicly requesting such. This Referendum must name the offending Speaker, and if that Player is Speaker upon passage of this Referendum, that Speaker is Tainted. For this Referendum the default procedure for Referenda is modified as follows: * The Vote Collector is the Registrar * Voters do not include the Speaker. * The Adoption Index is 2. ---------------------------------------------------------------------- Rule 681/11 (Power=1) Giving Up Speakership If the Speaker publicly announces that e is giving up the Speakership voluntarily, e commits the Class 0.2 Infraction of Resigning the Speakership, and a Speaker Transition occurs. This Infraction is to be reported by the new Speaker once the Transition is complete. When a Speaker voluntarily gives up the Speakership in this manner, e is prevented from nominating emself for the Office of Speaker-Elect for a period lasting two weeks, or until the start of the next quarter, whichever is longest. ---------------------------------------------------------------------- Rule 1375/8 (Power=1) Speaker Going On Hold A Speaker who ceases to be active while e is still Speaker commits the class 10 crime of Speaker Inactivity. Whenever the Speaker is not active, a Speaker Transition occurs. ---------------------------------------------------------------------- Rule 786/13 (Power=1) Order of Succession for Speaker-Elect When the Office of Speaker-Elect is to be filled according to the Order of Succession, that order is defined to be: the Promotor the Registrar the Rulekeepor the Assessor the Justiciar the Clerk of the Courts all Officers in order of most recent registration all Active Players in order of most recent registration except that neither the Speaker nor any Unready Player appears in the Order. The Order of Succession is determined at the time the Office is to be filled. If there is ever no Electee for the Office of Speaker-Elect, the Office shall be held by the Active Player highest in the order of succession who has not publicly declined since there was last an Electee to the Office of Speaker-Elect. If there is only one Active Player in the order of succession who has not declined, that Player may not decline. ---------------------------------------------------------------------- Rule 402/10 (Power=1) Speaker Transition Speaker Transition is a process which commences at the time the Rules call for a Speaker Transition to occur, and which proceeds as follows: (i) when the Speaker Transition commences, the Speaker loses all special rights and privileges that accrue to em as a result of being Speaker; (ii) as soon as possible after the Speaker Transition commences, the Assistant Director of Personnel shall publish a Notice of Speaker Transition, identifying the reason for the Transition and the Player who held the Office of Speaker-Elect at the time the Transition commenced; (iii) provided that the Notice of Speaker Transition is correct in its particulars, the posting of the Notice causes the Player identified in it to cease being the Speaker-Elect and to become the Speaker. This concludes the process of Speaker Transition. ---------------------------------------------------------------------- Rule 1581/3 (Power=1) Quarterly Speaker Change A Speaker Transition occurs upon the commencement of each new quarter. ---------------------------------------------------------------------- Rule 2073/1 (Power=1) Quis Custodiet Ipsos Custodes? Whenever the Speaker is Electee to the Office of Assistant Director of Personnel, e is retired from that Office. ---------------------------------------------------------------------- ====================================================================== Contracts ---------------------------------------------------------------------- Rule 2107/0 (Power=1) Contracts There exists a type of agreement known as a Contract. A Contract is an Entity. The content of a Contract is called its Regulations. The first Player to announce the creation of a Contract is its Executor and is known as the Notary of that Contract. Any other Player may decide to become part of a Contract by notifying that Contract's Notary. Players party to a Contract, including the Notary, are the Members of this Contract. A Member may leave a Contract at any time by notifying the Notary. A Contract may contain any number of Regulations. Regulations have the power to constrain the actions of Players in the same manner as the Rules. However, Regulations have power over only those Players that are Members of that Contract. All Members are required to abide by the Regulations, unless doing so would violate the Rules. Violation of this requirement is the Class 1 Crime of Insubordination. A Contract may include in its Regulations ways for Players to leave the Contract. Rules to the contrary notwithstanding, no Player shall ever involuntarily become a Member of a Contract. If the Notary of a Contract becomes Silent, all Members of this Contract cease to be Members of this Contract and the Contract ceases to exist. Only Members of a Contract may CFJ that a Member has violated that Contract. All Members of a Contract are automatically ineligible to Judge a CFJ that a Member has violated that Contract. All Rules regulating agreements that are inconsistent with this Rule are superseded to the extent of such inconsistency. ---------------------------------------------------------------------- Rule 2108/0 (Power=1) Contract Maintenance The Notary of a given Contract must provide a copy of its Regulations to any other Player who requests it, as soon as possible after the request is made. The Notary of a Contract must also provide an updated copy of the Regulations to all Members as soon as possible after the Regulations change for any reason. Regulations can not be changed except in accordance with the Rules. Regulations are permitted to define their own mechanisms for changing their own content, and any change to Regulations adopted in accordance with their own mechanisms is legal. The Notary may, without objection, change the Regulations provided e sends a copy of the new Regulations to all Members as soon as possible. ---------------------------------------------------------------------- Rule 2109/0 (Power=1) Agoran Contracts There exists a type of Contract known as Agoran Contract. An Agoran Contract is a Contract between any two entities. An Agoran Contract may only be created or amended by a Proposal and becomes effective when the Proposal takes effect. Unless otherwise specified in the Rules or Regulations, All Players are automatically Members of Agoran Contracts and no Player may leave an Agoran Contract. All Rules regulating Contracts that are inconsistent with this Rule are superseded to the extent of such inconsistency. The ADoP is required to keep track of all Agoran Contracts. ---------------------------------------------------------------------- ====================================================================== Groups and Contests ---------------------------------------------------------------------- Rule 2097/0 (Power=1) Card-Carrying Contests A contest may be made into a Card-Carrying Contest by its contestmaster acting with two support and without two objections. A player may only be contestmaster of one card-carrying contest at a time. A Card-Carrying Contest is a gambler, and may perform the following actions only as explicitly permitted by its regulations: 1. As long as the contest has at least three members and its hand size is less than the maximum hand size, it may draw a number of cards each month equal to its number of members at the beginning of the month divided by two and rounded up. 2. Transfer or discard cards. A Card-Carrying Contest may not play cards. ---------------------------------------------------------------------- ====================================================================== Winners' Hall of Ugly Fountains ---------------------------------------------------------------------- Rule 2029/0 (Power=4) Town Fountain /\ /\ / \ / \ T his Power-4 Rule (the first ever) was placed to honor The Agoran Spirit Of The Game by Goethe, Steve, Murphy, root and OscarMeyr, Scamsters. Look on our works, ye Marvy, but do always Dance a Powerful Dance. Hail Eris! ----------------------------------------------------------------------