All pastes #817990 Raw Edit

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·published 2007-12-16 00:29 UTC
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The Core Game
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Rule 1/0 (Power=3)
Nomic Rights and Privileges

The rules may define persons as possessing specific rights or
privileges.  Be it hereby proclaimed that no binding agreement
or interpretation of Nomic law may abridge, reduce, limit, or
remove a person's defined rights.  A person's defined privileges
are assumed to exist in the absence of an explicit, binding
agreement to the contrary.  This rule takes precedence over any
rule which would allow restrictions of a person's rights or
privileges.

 1) Every person has the privilege of doing what e wilt.

 2) Every player has the right to perform an action which is
    not regulated.

 3) Every person has the right to initiate a formal process to
    resolve matters of controversy, in the reasonable
    expectation that the controversy will thereby be resolved.
    Every person has the right to cause formal reconsideration
    of any judicial determination that e should be punished.

 4) Every person has the right to refuse to become party to
    a binding agreement.  The absence of a person's explicit,
    willful consent shall be considered a refusal.

 5) Every person has the right to not be considered bound by
    an agreement, or an amendment to an agreement, which e has
    not had the reasonable opportunity to review.

 6) Every player has the right of participation in the game.

 7) Every person has the right to not be penalized more than
    once for any single action or inaction.

 8) Every player has the right to deregister rather than
    continue to play.

Please treat Nomic right good forever.

Rule 2/0 (Power=3)
Regulated Actions

An action is regulated if:
 1) The actions prohibited.

 2) The rules state that a player is permitted to perform some
    action if certain conditions are met

 3) The action would, as part of its effect, modify information
    for which some player is required to keep records of

 4) The action would, as part of its effect, make it impossible
    to make arbitrary modifications to the rules by any actions
    by any players

Rule 3/0 (Power=3)
Entities

Two rule-defined entities CANNOT have the same name.

If a rule-defined entity has the rules concerning it amended in
such a way that it is no longer rule-defined, the entity ceases
to exist.

If a rule-defined entity has the rules concerning it amended in
such a way that its properties change, then the entity continues
to exist with its new properties to whatever extent is allowed
by the rules defining the entity.

The power of an entity is a non-negative rational number.
An entity with a positive power is an instrument.

The power of an entity can only be modified as allowed by the rules.
All entities have a power of 0 unless the rules state otherwise.

A rule that secures a change (hereafter the securing rule)
thereby makes it IMPOSSIBLE to perform that change except as
allowed by an instrument with power greater than or equal to the
change's power threshold.  This threshold defaults to the
securing rule's power, but CAN be lowered as allowed by that
rule.

Rule 4/0 (Power=3)
Power Defines Mutability

No entity with a power below this rule's power can
 1) Cause an entity to have power greater than its own

 2) Adjust the power of an instrument greater than its own

 3) Modify any aspect of an instrument with power greater than
    its own unless that aspect is a substantial aspect.
    An instrument aspect is substantial if it affects the
    operation of the instrument.

Rule 5/0 (Power=3)
Win by Paradox

If a rule-defined formal process to resolve a matter of controversy
in the permissibility of a rule-defined action of any sort decides
that the matter is undecidable, then the person who initiated the
formal process wins the game upon all rule-defined actions in this
formal process ending.

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Rules
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Rule 6/0 (Power=3)
Rule Definition

A rule is a type of instrument that can govern the game generally.
A rule's content is a text of unlimited scope.

Every rule's power must be between 1 and 3. It is impossible for a
rule to have a power outside of this range.

Rules have ID numbers, assigned by the Speaker. Rules have titles;
if a rule does not have a title, the Speaker SHALL a title to it
by announcement as soon as possible.

The text, power, ID number, and the title of the rule are all
substantial aspects of the rule.

Rule 7/0 (Power=3)
Rule Interpretation

The text of the rules takes precedence in rule interpretation. If
the text is silent, inconsistent, or unclear, it is augmented by
game custom, common sense, past judgements, or the best interests
of the game.

Rule 8/0 (Power=3)
Rule Precedence (for unequal powered rules)

A rule with higher power takes precedence over a rule with lower
power.

No change to the ruleset can occur that would cause the a rule to
stipulate any other means of determining precedence between rules
of unequal power. This rule takes precedence over all rules that
would permit such a change to the ruleset.

Rule 9/0 (Power=3)
Rule Precedence (for equal powered rules)

If two or more rules with the same power conflict with each other,
the rule with a lower ID number takes precedence.

If one of the rules conflicting defers to another rule or
explicitly states precedence over another rule, then this
supercedes the numerical method of precedence determination.

If all of the rules conflicting defer to another rule for
determining precedence, then that rule determines precedence instead
of this one.

If two or more rules claim to take precedence over one another or
defer to one another, the numerical method again determines
precedence.

Rule 10/0 (Power=3)
Rule Modification

An instrument may, when permitted by other rules, as part of its
effect
 1) Enact a rule. The rule has a power of 1, if the enacting
    instrument does not specify a power for the new rule,
    the power specified by the enacting instrument, or the
    maximum allowed power, if the power specified by the
    enacting instrument is larger than this maximum.

 2) Repeal a rule. A repealed rule ceases to be a rule, and
    the Rulekeeper need not keep a record of the rule.

 3) Amend the rule text.

 4) Retitle a rule.

 5) Change the power of a rule.

A rule change is anything which falls into the above. Rule changes
always occur sequentially, rather than simultaneously.

Any ambiguity in a rule change causes the rule change to not
happen. A variation in whitespace or capitalization in rule
quotation does not constitute ambiguity.

This rule is the only mechanism by which any rule change may happen.

Rule 11/0 (Power=1)
The Ruleset

Each rule in the ruleset is assigned to a category, and the rules are
grouped according to their category. Changes to this grouping occur
as the Speaker sees fit.

The listing of each rule must include the substantive aspects of the
rule, and its revision number. The Rulekeepr is encouraged not to add
additional information to the ruleset, unless it increases the
readability of the ruleset.

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Offices
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Rule 12/0 (Power=2)
Offices

A role is an office if and only if it is defined as such by the rules.
Each office is at any time either vacant or filled by exactly one
player. The holder of an office is an officer, and may be referred
to by the name of the office.

Any player may make a player the holder of an office (hereafter the
nominee), thus removing any previous holder from the office, with
Nomic Consent and the consent of the nominee.

Rule 13/0 (Power=1)
Reports

For each office, if the office has a report defined, then the officer
for that office MUST maintain the information for the report and
MUST report on the information at least once every week.

Rule 14/0 (Power=2)
The Speaker

The Speaker is an office; its report includes:
 1) The list of players

 2) The ruleset

 3) The list of officers

The Speaker may only change holders when a player wins the game or
when the Speaker explicitly leaves the office. If the Speaker leaves
the office, then the rule 12 mechanism for changing officers takes
effect. Otherwise, this rule takes precedent over rule 12.

The Speaker is the default vote collector for all decisions without
an explicitly defined vote collector.

Rule 15/0 (Power=1)
Deputisation

Any player CAN perform an action as if e held a particular office
(deputise for an office) if:
 1) The rules require the officer to perform the action as part of
    holding the office.

 2) A time limit has expired during which the officer must perform
    the action

 3) The deputy announced between 2 and 14 days ago the intent to
    deputise to perform the action

 4) It would be possible for the deputy to perform the action if
    e held the office.

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Players and Persons
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Rule 16/0 (Power=1)
Joining and Leaving Nomic

The verb "to be registered" means to become a player, and the verb
"to be deregistered" means to cease to be a player.

A person CAN register, unless prevented by the rules, by any
nonambigous means of specifying the intent to register.

A person CAN deregister. This person CANNOT register again within
30 days of deregistering.

A player who is not a person CAN be deregistered by announcement.

Rule 17/0 (Power=2)
Personhood

A person is an entity that has the capacity to be the subject of rights
and obligations under the rules. An entity is only a person if so defined
by a rule with power 2 or greater.

Any biological organism which can communicate via English is a person.

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Votes
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Rule 18/0 (Power=3)
Decisions

When the rules call for a decision to be made, the decision-making
process takes place in three stages:

 1) Initiation of the decision

 2) Voting

 3) Resolution of the decision.

Rule 19/0 (Power=3)
Initiating Decisions

A decision is initiated when a person that is allowed to
by the rules to initiate it publishes a valid notice which sets
forth the intent to initiate the decision.  This notice is
invalid if it lacks any of the following information, and the
lack is correctly identified within one week after the notice is
published:

 1) The matter to be decided (for example, "the adoption of
    proposal 4781").

 2) A description of the class of eligible voters sufficient to
    enable public agreement on which persons are eligible.  In
    particular, an explicit list of the eligible voters is
    always sufficient for this purpose.

 3) A clear indication of the options available.

 4) The identity of the vote collector.

 5) Any additional information required by the rules for this
    announcement.

The publication of such a valid notice initiates the voting
period for the decision.  By default, the voting period lasts
for seven days.  This rule takes precedence over any rule which
would require a voting period for some decision to be shorter
than seven days, unless the decision is whether to approve a
dependent action.

Rule 20/0 (Power=3)
Voting on Decisions

An eligible voter on a decision submits a ballot to the vote
collector by publishing a valid notice of eir votes. To be
valid, the ballot must:

 1) Be submitted within the voting period by an eligible
    voter.

 2) Clearly identify the matter to be decided.

 3) Clearly identify the selected option.

 4) Not be retracted within the voting period.

The strength of an option is the number of valid ballots
selecting that option.

Other rules may further constrain the validity of ballots.
No rule may loosen the constraints in this rule.

Rule 21/0 (Power=3)
Resolution of Decisions

At the end of the voting period for a decision, the vote
collector SHALL, by announcement, resolve the decision.
This announcement is only a valid resolution if:
 1) It is published after the end of the voting period.

 2) It clearly identifies the resolved matter.

 3) It specifies the option selected, and a tally of the
    valid votes on each option.

This rule takes precedence over any rule that would provide
another mechanism by which a decision could be resolved.

Rule 22/0 (Power=3)
Proposals

A proposal is a document describing changes to the Nomic. A
player submits a proposal with clear indication that it is
meant as a proposal. The Speaker must, as soon as possible,
initiate the decision to adopt a submitted proposal.

If the adoption index for a proposal is not specified, then
it defaults to 1.

Determining whether to adopt a proposal is a decision, with
valid votes FOR and AGAINST, and the eligible voters are the
persons that were players at the beginning of the decision.

If the strength of FOR to AGAINST is greater than the adoption
index of a proposal, then the proposal is adopted. The adoption
of a proposal makes the proposal into an instrument, which can
change the rules, with the power set to the proposal's adoption
index. The proposal, upon changing the rules, ceases to be an
instrument.

Rule 23/0 (Power=3)
The Proposal System is Protected

It must always be possible to adopt proposals within a 4-week
period. Any action which would prevent this does not happen.

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Abjudication
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Rule 24/0 (Power=2)
Judicial Cases

A Call for Judgement, or judicial case, is a procedure
designed to settle matters of controversy. Judicial cases
have ID numbers, to be assigned by the Speaker.

Rule 25/0 (Power=2)
Initiating a CFJ

A player CAN initiate a CFJ by announcement, specifying a
matter of controversy to be decided upon.

Rule 25/0 (Power=2)
Judge Assignment

The Speaker MUST, upon a CFJ being initiated, assign a
judge to the case. E may only assign a judge who is a
player and is not a judge for a currently-active case.

Rule 26/0 (Power=2)
Case Activity and Decisions

A case is active if a decision has yet to be made in the
case. A judge CAN decide TRUE, FALSE or UNDECIDABLE to a
case assigned to em. The decision of the judge should
guide further play.

A judge SHOULD decide upon a case as soon as possible.

Rule 27/0 (Power=2)
Appeals

A player CAN, within a week of the judicial decision being
made, appeal a case. Upon doing so, the case becomes
active again, without a judge. The Speaker MAY NOT assign
the same judge to the case.

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Definitions
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Rule 28/0 (Power=3)
Definition Definitions

Any difference in spelling, grammar, or dialect, is
inconsequential, so long as the difference does not create
an ambiguity in meaning.

A term defined by the Rules has that meaning. Anything not
so defined has, by default, its ordinary linguistic
meaning.

This rule takes precedence over any other rules that dictate
terminology or grammar.

Rule 29/0 (Power=3)
Temporal Definitions

All times and dates are, unless otherwise specified, the UTC
time/date. All time units are, unless otherwise specified, SI
units.

Rule 30/0 (Power=3)
ID Numbers

If a rule defines an entity as having an ID Number, then:

 1) Whenever the entity does not have an ID Number, then the
    player responsible SHALL assign an ID Number as soon as
    possible.

 2) Only a natural number may be assigned as an ID Number.

 3) Once assigned, the ID Number may not be changed.

Rule 31/0 (Power=3)
Mother, May I?

The following terms are defined:

 1) CANNOT: Attempts to perform the described action do not
    occur

 2) MAY NOT, MUST NOT: Attempts to perform the described
    action are in violation of the rule in question

 3) SHOULD NOT: Before performing the action in question,
    the consequences of the action should be considered

 4) CAN: Attempts to perform the described action occur

 5) MAY: Performing the described action is permitted.

 6) MUST, SHALL: Failing to perform the described action
    is a violation of the rule in question.

 7) SHOULD: Before failing to perform the action in
    question, the consequences of not doing so should
    be considered.

If one of the above terms is in upper-case, the definition
above is used. Otherwise, the definition above SHOULD be
used.

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Trophies
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Rule 32/0 (Power=3)
First Speaker

The First Speaker shall be ---------------.