Mutable
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- 201 — Turns and Times
- 202 — Rule-Change Proposals
- 203 — Rule-Change Adoption
- 204 — Nay-Sayers Say "Yay!"
- 205 — Passage Happens
- 206 — Losers Weep
- 207 — Equal Franchise for All
- 208 — Your Target Score
- 209 — Precedence, Restated
- 210 — Requests for Judgment
- 211 — The Judicial Pool
- 212 — Rendering Judgment
- 213 — Rulings
- 214 — Appeals
- 215 — The Paradox Rule
201.1 Turns and Times
All times referenced in the ruleset shall be considered North American Central Time (GMT -6:00), observing daylight savings time.
Turns begin every week at 22:00 on Monday; this moment may be called a turn's beginning. Turns continue until 22:00 on Saturday. This moment is the turn's end. The moment at 10:00 on Thursday is the turn's middle.
Turns are designated as {round}-{ordinal}. The ordinal of the first turn of a round is 1. Each other turn has an ordinal which is 1 greater than that of the previous turn.
The period between the beginning and middle of a turn is the turn's first half. The period between the middle and the end is its latter half. The period between the end of one turn and the beginning of the next is called an interim. The period comprising a turn and the following interim is one game week.
202.1 Rule-Change Proposals
Each active player may submit one rule-change proposal at the beginning of each turn.
203.1 Rule-Change Adoption
A rule-change is adopted if and only if the vote is unanimous among the players who vote on the rule-change. If this rule is not amended by the end of the second turn of the round, it automatically changes to require only a simple majority.
204.1 Nay-Sayers Say "Yay!"
If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
205.1 Passage Happens
An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it; that is, at the end of the turn in which it is submitted for vote.
206.1 Losers Weep
When a proposed rule-change is defeated, the player who proposed it loses 10 points.
207.1 Equal Franchise for All
Each active player always has exactly one vote on each proposal.
208.1 Your Target Score
The winner of the round is the first player to achieve 200 (positive) points. When this occurs, the round ends.
209.1 Precedence, Restated
If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
210.1 Requests for Judgment
If there is disagreement among the players about the legality of a move or the interpretation or application of a rule, then an active player may seek a Ruling by submitting a Request for Judgment (RFJ) to the administrator. The submitting player shall be considered the Petitioner for the RFJ. The RFJ shall take the form of a statement to be judged TRUE or FALSE. Arguments may also be included with the RFJ statement. Disagreement, for the purposes of this rule, may be created by the insistence of any player.
When an RFJ is invoked, it is a duty of the administrator to, as soon as possible, select a Judge as described in the Rules and publish the RFJ, along with the identity of the Judge. The Ruling on the RFJ, including comments by the Judge, shall guide game play in regard to the issue addressed by the RFJ. If two or more rulings conflict on an issue, the latest Ruling shall take precedence.
Requests for Judgment shall be given numeric Case Numbers consecutively in the order they are received, starting with 5301.
211.1 The Judicial Pool
Any active player may or may not be in the Judicial Pool. An active player may enter or leave the Judicial Pool at any time by contacting the Administrator or their designee. A player who is in the Judicial Pool is removed from it if they cease to be an active player, fail to vote on at least one Proposal during any turn in which Proposals were up for vote, or are selected as a Judge. When a Judge returns a Judgment, they are returned to the Judicial Pool if not already there. When a player first becomes active, they are not in the Judicial Pool.
When a Judge is required, the administrator shall randomly select a Judge from those players in the Judicial Pool, except the Petitioner and any player mentioned in the RFJ. If the Judicial Pool is empty (or contains only players disallowed by the preceding sentence), the administrator shall serve as Judge.
212.1 Rendering Judgment
When a player has been chosen as a Judge, they may recuse themselves by notifying the Administrator within 48 hours of notification of the Judge appointment. In this instance, a new Judge shall be selected.
A Judge who fails to deliver a Ruling within a week of the Judge appointment is penalized 25 Points and a new Judge is selected for the RFJ.
213.1 Rulings
A legal Ruling is either TRUE or FALSE and may be accompanied by reasons and arguments. When determining a Ruling, the Judge should consider the rules in effect at the time of the disputed game action.
214.1 Appeals
If a player is not satisfied with the result of an RFJ, they may submit an appeal to the administrator. The appeal shall consist of a new ruling of TRUE or FALSE, along with new reasonings and arguments. An appeal submitted on a particular RFJ shall be voted upon during the turn immediately following its submission. If two-thirds of the players voting on the appeal support it, the appeal and its reasonings and arguments shall replace the original ruling in its entirety.
215.1 The Paradox Rule
If a player believes that the rules are such that further play is impossible, or that the legality of a move cannot be determined with finality, or that a move appears equally legal and illegal, then that player may submit an RFJ such that the statement to be judged explicitly specifies that there is a paradox. If such an RFJ is ruled true, the round ends and the petitioner wins.
Rules in Mutable
- 201 — Turns and Times
- 202 — Rule-Change Proposals
- 203 — Rule-Change Adoption
- 204 — Nay-Sayers Say "Yay!"
- 205 — Passage Happens
- 206 — Losers Weep
- 207 — Equal Franchise for All
- 208 — Your Target Score
- 209 — Precedence, Restated
- 210 — Requests for Judgment
- 211 — The Judicial Pool
- 212 — Rendering Judgment
- 213 — Rulings
- 214 — Appeals
- 215 — The Paradox Rule