Rules
From B Nomic
Rule 0/1 - Emergencies
The entities, procedures, and definitions used in this Rule SHOULD generally be interpreted to be as they are defined by other Rules, except if the definitions used in other Rules are generally considered to be 'broken', 'scammable' or if it would not be in the best interests of the game to use the said definitions. In such cases, this Rule SHOULD be interpreted using judicial findings, game custom, common sense, and consideration of the best interests of the game.
For the purposes of this Rule, a Potential Emergency Participant (PEP) is an entity defined elsewhere in the Rules as a player, except if there is ambiguity or reasonable dispute over which entities are players, in which case a PEP is any entity which was generally considered to be a player before such ambiguity or dispute arose.
A PEP CAN, with the Consent of B, initiate an Emergency. This action has real-time priority. When an Emergency is initiated, the following steps occur in sequence:
1) The quorum of all Decisions currently in their voting period becomes N/1.5, where N is the number of active PEPs.
2) Refresh Proposals are submitted. A Refresh Proposal is a fixed body of text clearly marked as a Refresh Proposal and submitted to a Public Forum by a PEP. The author of a Refresh Proposal CAN destroy it by announcement, except during an Emergency Decision.
3) The Emergency Decision is initiated. If any of the following are true, any PEP CAN initiate the Emergency Decision (as described elsewhere):
a) Every active PEP has submitted a Refresh Proposal.
b) Every PEP has publicly consented to the initiation of the Emergency Decision.
c) 4 or more days have passed since the initiation of the Emergency.
If allowed elsewhere in this Rule, a PEP CAN initiate the Emergency Decision by publicly stating:
a) That e initiates the Emergency Decision.
b) The text, title and author of each Refresh Proposal.
4) The people vote. After an Emergency Decision has been initiated, a PEP CAN vote on that Decision by publishing a valid ballot indicating which Refresh Proposal e selects. A valid ballot:
a) is submitted less than four days after the initiation of the Emergency Decision.
b) clearly identifies the Refresh Proposal selected.
c) and has not been publicly retracted by the voter less than four days after the initiation of the Decision.
An ordered list of multiple choices constitutes a conditional vote for the first choice if it could be the outcome, otherwise the second choice if it could be the outcome, and so forth.
5) The Decision is resolved. If every active PEP has published a valid ballot on the decision and/or the Decision was initiated more than four days ago, any PEP CAN resolve the Emergency Decision by publicly stating:
a) that e resolves the Emergency Decision.
b) Which PEPs voted for which Refresh Proposal, and the total number of votes for each Refresh Proposal.
When the Emergency Decision is validly resolved, the Refresh Proposal which received the highest number of votes (or if there is a tie, the Refresh Proposal with the highest number of votes which was submitted earliest) is adopted, its power is set to four, and it then takes effect. The Emergency is then ended.
Rule 1/0 - The Game
The name of this game is "B Nomic," or "B" for short. The official motto of B is "B Nomic: It's Better Than Sex."
Rule 2/1 - Names of Entities
Names of game entities may contain alphanumeric, punctuation, and whitespace characters only. Names must be at least 1 but no more than 255 characters in length. All game entities must have uniquely identifying names. It is ILLEGAL for a player to attempt to change eir name to something that is not uniquely identifying. If a player attempts to change eir name to something that is not uniquely identifying, eir name SHALL remain what it was before the attempted change. Players may only have one name.
Names of Players are used for identification of Players. Any similarity between the string of characters that constitute the name of a Player and a string of characters in the text of a Proposal, Rule, or Judgment shall have no impact on the implementation of that Proposal, Rule, or Judgment, unless the language of the Proposal, Rule, or Judgment specifically indicates the string of characters is referring to a Player of that name. [[For example, "the player JohnDoe" or "the player named JohnDoe."]]
Other named entities in the game are not necessarily governed by the same standard for Player names.
Rule 3/1 - Ntime
There exist two entities known as The Clock and The Watch. The Clock consists of two numbers, representing nweeks and ndays. The Watch consists of a number representing wdays. The Clock is always either On or Off.
If The Clock is On, then at 00:00:00 UTC, the number of ndays on The Clock increases by one, unless the number of ndays on The Clock is equal to twelve, in which case it becomes equal to 1 and the number of nweeks on The Clock increases by one.
If The Clock is Off, then at 00:00:00 UTC, the number of wdays on The Watch increases by one.
One nday is defined as the time between two consecutive changes in the number of ndays on The Clock. One nweek is defined to be 12 ndays, or the time between two consecutive changes in the number of nweeks on The Clock.
One wday is defined as the time between two consecutive changes in the number of wdays on The Watch.
The MetaMin SHALL ensure that the value of the Clock is always displayed publicly. When the Clock is Off, the MetaMin SHALL ensure that the value of the Watch is always displayed publicly also.
Whenever any rule other than this one specifies a certain amount of time, that time shall be measured according to The Clock, unless that rule specifies otherwise. [[Thus, if a rule gives someone 1 nweek to do something, and The Clock is turned Off when the person has 6 days left, then the person still has 6 days left once The Clock is turned back on]]
If the Clock is Off, any game-related actions taken by players take effect in the order in which they were recieved when the Clock is turned On.
The Clock CANNOT be changed from On to Off or from Off to On except in ways explicitly permitted by the rules. When the Clock is turned Off, the number of wdays on The Watch shall be set to zero.
A period of 10 nweeks is known as an nyear. Hence the first 10 nweeks (0-9 on the Clock) comprise nyear 0, the second (10-19 on the Clock) comprise nyear 1 and so on.
A day is the period of time between subsequent occurrences of midnight UTC and is not measured according to the Clock.
The twelve ndays of the nweek are named as follows:
nday 1: Breakday
nday 2: Winday
nday 3: Mulberry
nday 4: Tango
nday 5: Corvette
nday 6: Halfday
nday 7: Joel
nday 8: Rushnight
nday 9: Ballotday
nday 10: David [[formerly Teucer]]
nday 11: Zarpint
nday 12: Thirnight
nday 13: Armageddon [[also known as Nomarökr, the Twilight of the Nomic]]
Nweek is pronounced enn-week, for all purposes of grammar and syllable counting.
A Phase is a unit of ntime shorter than the nweek but longer than the nday. Phases begin at the start of every Mulberry, Joel, and Zarpint, and each Phase ends the moment the next Phase begins. [[No new phase begins on Breakday; there are three starting each nweek.]]
Rule 4/0 - Holindays
Holindays are days which mark events in B Nomic's past or other occasions. They may be defined as dates in the Gregorian Calendar (Periodic Feasts) or in the Nomic Calendar (Nucking Feasts). Periodic feasts need not have precise dates, provided they are defined unambiguously.
The following Periodic Feasts exist:
Founding Day: December 5
Grand Ballotday: the first Ballotday in or after November
The following Nucking Feasts exist:
New Nyear's Day: Breakday of the first nweek of the nyear
Agoran Silly Hat Day: Corvette of the fourth nweek of the nyear
Paranoia Day: Breakday of the fifth nweek of the nyear
Gift Day: Zarpint of the tenth nweek of the nyear
New Nyear's Eve: Thirnight of the tenth nweek of the nyear
On all Periodic Feasts, as well as after 16:00:00 UTC on New Nyear's Eve and Agoran Silly Hat Day, B Nomic is Partying.
Rule 5/0 - Revision Numbers
Every modification to a revisable object that does not eliminate it from play creates a new version of it.
Revision numbers differentiate versions of revisable objects. Each time a revisable object is altered, its revision number is incremented. The initial revision number is 0.
Rule 6/0 - Serial Numbers
Every revisable object has a unique serial number, assigned by the minister responsible for tracking that type of object [[the Rulekeepor for rules, the Minister of Change for proposals, and the Oracle for CFJs]]. The serial number of a revisable object is defined as the interpolated string "n/r", where n is the object's unique identification number and r is the object's revision number.
[[Example: The serial number for version 0 of Rule 101 would be 101/0, while the serial number for Rule 203, version 17 would be 203/17.]]
The base identification number n is 100.
Proposals, Rules and other objects requiring serial numbers, unless specified by the entities that create them, are assigned unique identification numbers that consist of the smallest integer that is larger than the largest identification number in use at the time of the object's creation. Identification numbers for Calls for Judgment cannot be specified by the Players creating them.
Rule 7/0 - Pronouns
Regardless of their semantic gender in the English language, all personal pronouns are gender-neutral. "They" is to be considered an additional gender-neutral singular pronoun when it clearly takes a singular referent. Spivak pronouns are also recognized as gender-neutral pronouns, and are formed by deleting the initial "th" from the corresponding form of "they" (with the exception of the nominative singular form, which may be "e" instead of "ey.")
Rule 8/0 - Comments
The following two non-whitespace characters:
[ ]
are considered "reserved characters" when appearing in Official Documents in ways defined herein.
Excepting any text in this Rule prior to and including this sentence, any text appearing between doubled open square brackets ("[[") and the next pair of dobule closed square brackets ("]]") shall be considered "comment" text. Comment text shall not have the force of Rule; its purpose is solely elucidative or demonstrative.
Rule 9/0 - Randomness and Dice
Whenever a Player is called upon to make a random determination, it SHALL be made among all the possible choices with equal probability, or as close to equal probability as is reasonably achievable.
The probabilities of a die falling on each of its faces are considered to be roughly equal for Game purposes, barring any tampering with or obvious deformities of the die.
Dice rolls may be specified in the form xdy, where x is the number of dice, and y is the number of faces on each die. Coins are considered to be two-sided dice. [[Examples: 3d6 is three six-sided dice, 1d20 is one twenty-sided die.]] A combination of dice or the mathematical manipulation of the results of a die may be substituted for a unavailable die so long as the same probability distribution is preserved. [[Example: the roll of a d6 divided by 2 may be used instead of a d3.]]
All die rolls are to be made by an appropriate die-rolling service and sent to the Public Forum.
Rule 10/0 - Follow the Rules - Chutzpah 10
All game entities must abide by all the Rules in effect, in the form in which they are in effect. No Proposal may attempt to temporarily circumvent the Rules. No Game Action may circumvent or repress the Rules at any time. This Rule shall always take precedence over all other Rules. No Proposal may modify this Rule unless said Proposal receives a 2/3 or greater plurality of affirmative votes.
Rule 11/1 - The Ruleset
The Ruleset is the collective body of current Rule versions. The Ruleset may be altered only as provided therein. Rules are revisable objects.
Every Rule must have a unique Rule number.
Rules may be in named categories. Related Rules SHOULD be in the same category The Rulekeepor may create, destroy and rename categories. The Rulekeepor may put Rules in categories and move Rules between categories. The Ruleset SHOULD be arranged according to categories.
Rule 12/0 - The Non-Paradox of Self-Amendment
Rule Changes that affect Rules needed to allow or apply Rule Changes are permissible. Even Rule Changes that amend or repeal their own authority are permissible. No Rule Change is impermissible solely on account of its self-reference or self-application.
Rule 13/0 - Useful Definitions
A player is any entity who is capable of passing the Turing test, consents to said designation as a player, has become a player in the manner described in the rules, and who consents to be governed by the rules. "Being" is a synonym for "player."
A Proposing Entity, or PE, is any entity which is capable of issuing a Proposal.
The phrases "In a timely fashion" and "in a jiffy" shall be taken to mean "Within six ndays."
Rule 14/0 - Mother, May I?
The following terms are defined when capitalized, and SHOULD be taken to have the same meaning when uncapitalized:
1. CANNOT, MAY NOT, IMPOSSIBLE, INEFFECTIVE, INVALID: Attempts to perform the described action are unsuccessful.
2. MUST NOT, ILLEGAL, PROHIBITED: Performing the described action violates the rule in question.
3. SHOULD NOT, DISCOURAGED, DEPRECATED: Before performing the described action, the full implications of performing it should be understood and carefully weighed.
4. CAN, POSSIBLE: Attempts to perform the described action are successful.
5. MAY, PERMITTED: Performing the described action does not violate the rule in question. Where there is no more specific indication to the contrary, this also implies that the action is POSSIBLE.
6. MUST, REQUIRED, MANDATORY: Failing to perform the described action violates the rule in question.
7. SHOULD, ENCOURAGED, RECOMMENDED: Before failing to perform the described action, the full implications of failing to perform it should be understood and carefully weighed.
8. SHALL: This generally refers to something that takes place automatically. [[Thus when a rule says "This rule shall take precedence over other rules to the contrary," it is claiming precedence rather than forbidding the creation of rules which fail to defer to it.]] However, when it is stated that a player SHALL take an action, that action is MANDATORY.
9. SHALL NOT, SHAN'T: Parallel to SHALL. When it is clear from other rules that an action is POSSIBLE but it still SHALL NOT happen, it is PROHIBITED. Otherwise, it refers to something IMPOSSIBLE.
[[Please note that while the presence of this rule is a useful Agoricism and as such a rare relic of the BGoran Era, some of the details have been tweaked to follow a pre-Agoran B Nomic usage. Note particularly our definitions of SHALL, SHALL NOT, MAY, and MAY NOT.]]
Rule 15/1 - Forfeit
A Player may forfeit, or deregister ("deregister is synonymous to "forfeit"), at any time by declaring publicly eir intention to do so. No restrictions may be placed on when a Player may forfeit.
When a Player forfeits (or deregisters) that player shall be removed from the roster and shall cease to be a player.
Rule 16/0 - The Minister of Change
The Minister of Change is a ministry responsible for tracking proposals.
Rule 17/2 - Voting
A. Voter Eligibility
Players may vote. Other game entities may vote only if explicitly permitted to do so by a rule which takes precedence over this rule.
Exceptions: A player may not vote if e joined the game less than one nday prior to the beginning of voting. A player may not vote if e is On Leave.
B. Voting Period
Voting begins at the start of the Ballotday of each nweek, and ends at the end of Thirnight of each nweek. Votes cast prior to the beginning of voting, or after the end of voting, shall not be counted. (Preemptive Voting, addressed below, is an exception to this rule.)
C. The Ballot
At least 48 hours prior to the close of voting each nweek, the Minister of Change shall distribute, via a public forum, the Ballot for that nweek. The Ballot shall list all proposals legally recognized between the start of the previous nweek's voting period and the start of the current nweek's voting period. The ballot SHOULD be distributed on Ballotday.
At the time the Ballot is distributed, all proposals on that Ballot, and the identities of their authors, must be displayed for public review. This display SHOULD also be posted to the wiki.
If, at the end of Ballotday, the Minister of Change is vacant, the Clock is turned Off. It is turned On again once there is a Minister of Change and e has distributed a Ballot or once the Seminobiarch has distributed a Ballot.
If, at the end of David, the Ballot for that nweek has not been distributed, or the proposals due to appear on said Ballot have not been displayed for public review, the Clock is turned to Off. Following this, the Clock is turned On once the Ballot has been distributed and all proposals on the Ballot have been displayed for public review.
D. Casting Votes
To cast a vote, a Player must submit eir vote either privately to the Minister of Change, or to a public forum. Votes cast privately shall not be disclosed publicly until the end of the voting period, at which point they must be disclosed.
If a player goes On Leave before Voting begins in an nweek, e has the option to Preemptively Vote, or PV, on any proposals which have been recognized before the player goes On Leave. PVs must be sent privately to the Minister of Change. Should a proposal be revised after a PV is cast, the PV for that proposal is automatically changed to 'Abstain'. Any proposals recognized after the player goes On Leave receive 'Abstain' votes from the PVing Player. If the Player returns from Leave before the end of Voting, eir PVs are erased, and that Player should vote in the normal manner.
E. Legal Votes
The only legal votes for a proposal are 'Yes', 'No', 'Shelve', and 'Abstain'. Votes may be Rectified to one of the above forms by the Minister of Change at eir discretion, if e believes the intent is clear and unambiguous. Such Rectification is subject to the standard rules for objecting to ministers' interpretations.
E.1. Affirmative Votes
'Yes' votes are votes in favor of a proposal.
E.2. Negative Votes
'No' votes are votes against a proposal.
E.3. Abstentions
'Abstain' votes are treated as though no vote was cast on the present proposal. [[ They count towards quorum, but this ruleset doesn't have such a thing. ]]
E.4. Shelving
'Shelve' votes count as negative votes. If the proposal fails, and at least half of the votes cast for that proposal are either affirmative votes or 'Shelve' votes, the proposal is deemed neither to have passed nor failed. At the beginning of the next nweek, a new proposal is created, with a revision number of 0, otherwise identical to the shelved proposal. Such a proposal counts as only half a proposal against a player's Bandwidth limit. This paragraph supercedes subsection F of this rule.
F. Vote Counting
At the end of each voting period, The Clock turns Off. The Minister of Change shall then count the votes and post the voting results to a public forum within 7 wdays. After all votes are processed, and the Minister of Change posts said results to a Public Forum, the Clock turns On.
If and only if a proposal receives more affirmative votes than negative votes, the proposal is considered to have passed. Otherwise, the proposal is considered to have failed.
Proposals are processed in increasing integral order of serial number with respect to each other, but are otherwise considered to occur simultaneously, in the instant between the end of one nweek and the beginning of the next nweek.
G. Passed Proposals
When a proposal passes, the following effects occur in order.
- The author of the proposal gains 10 points. All players who voted
against the proposal gain 1 point.
- Other effects specifically related to proposal passage, such as
Charm and Entropy adjustments, occur.
- The effects specified in the proposal occur in the order listed in
the proposal.
H. Failed Proposals
When a proposal fails, the following effects occur in order.
- The author of the proposal loses 3 points. All players who voted for
the proposal gain 1 point.
- Other effects specifically related to proposal failure, such as
Charm and Entropy adjustments, occur. [[No provisions of a failed proposal have any effect.]]
I. Seminobiarchal Veto and Rubberstamp
The Seminobiarch CAN Veto any proposal e has not Rubberstamped. If more than 75% of the votes cast for that proposal are affirmative votes, the Veto has no effect. Otherwise, the proposal is Shelved, with the exception that the new proposal does not count against the Bandwidth limitation of the proposal's original author.
The Seminobiarch CAN also Rubberstamp any proposal e has not Vetoed. If more than 35% of the votes cast for that proposal are affirmative votes, the Proposal passes. It is POSSIBLE but DISCOURAGED for the Seminobiarch to Rubberstamp more than one proposal per nweek.
The Rubberstamp and Veto abilities SHOULD be used to keep the Seminobiarch's workload from being untenable, and to prevent the game from grinding to a halt.
Rule 18/0 - Fora
Fora are the means by which Players communicate. All Fora are either public or private. A Player using a Forum is considered to be "in" that Forum at the time of its use. Actions may be taken only in public Fora, unless otherwise specified in the Rules.
Rule 19/0 - Designation of Fora
The MetaMin may designate a Forum public without objection. The MetaMin may designate a Forum private without objection, but cannot do so if it is the sole extant public Forum. Only the MetaMin may redesignate Fora. The MetaMin shall maintain a list of public Fora. All fora which have not been designated as Public are Private.
Rule 20/0 - Twilight of the Fora
If at any time there exist no public Fora, the MetaMin shall take such steps as are necessary to designate one. Designation of a Forum as public when there are no extant public Fora need not [[and cannot!]] be done publicly. [[This is also generally grounds for an Emergency.]]
Rule 21/0 - Timing of Events
Actions occur upon reaching the appropriate Fora. Non-action events--i.e., events not caused by Agents--occur at exactly the times specified in the Rules.
Events may occur only in the present, and may not alter the past.
Rule 22/0 - Permissibility of the Unprohibited
With the exception of Rule Changes whatever is not prohibited or regulated by the Ruleset is permitted and unregulated.
Changing the Rules is permitted only as explicitly or implicitly described by a Rule other than this Rule or a set of Rules not including this Rule.
A Rule Change consists of the creation (enactment), modification (amendment), or deletion (repeal) of a rule.
Rule 23/2 - Proposals - Chutzpah 3
A proposal is a formal request for a set of Rule Changes or other changes to the game state. [[ A player could conceivably make a proposal to the effect of "I get 100,000 points" but this sort of thing is unlikely to pass. ]]
Proposals are revisable. Proposals may only be revised by their original author. Proposals may not be revised after Voting begins on them unless the revision was issued before Voting has begun. A proposal is not considered "recognized" until it has been assigned a serial number by the Minister of Change. A proposal is not revised until the Minister of Change updates its serial number.
Players may submit proposals. No other entities may submit proposals.
Proposals may be of type Full or of type 1/2. Kinds of proposals which are not explicitly allowed to be of type 1/2 by this rule may not be of type 1/2. Proposals of type 1/2 only count as 1/2 of a proposal for all purposes of counting proposals. A player only recieves or loses 1/2 the number of points e normally would when one of eir 1/2 proposals passes or fails.
Types of proposals which may be of type 1/2 are as follows: 1) Proposals which repeal a single rule and do nothing else. 2) Proposals which cause one or more ministries to become vacant or which assign non-Imposed ministries to specific players and do nothing else.
Rule 24/0 - Points
Players may own points. The number of points in the posession of a player shall be known as eir score.
The owner of one or more points may transfer any or all points in eir possession to another legal owner by posting to the public forum.
Whenever a rule states that a player receives points, the number of points in eir possession shall be increased accordingly; whenever a rule states that a player loses points, the number of points in eir possession shall be lowered accordingly, but it shall never become less than zero.
New players initially do not possess any points.
Rule 25/2 - Victory
In the event of a Win being awarded, the following events immediately occur, in order:
- All dimensions for all players are set to zero
- The player who was awarded the Win receives one point of Respect
- The Clock is turned Off until the Watch reads three wdays [[so we can
have a bit of a breather]]
If possible, play continues normally.
Rule 26/0 - The Roster
The Registrar is a ministry responsible for tracking players.
The Roster is a list of all Players. It shall contain, for each Player, at least the following information: (1) The Player's name, (2) eir email adress, (3) eir Dimensions, and (4) a list of all attributes associated with em. The Registrar is responsible for updating the Roster so that it reflects the current game state. The Roster SHOULD be posted to the wiki, and a copy of it SHOULD be posted to the public forum every nweek.
Rule 27/1 - Ministries
An ministry is a role defined as such by the rules. Each ministry is either vacant (default) or filled (held) by exactly one player. An minister is the holder of an ministry, who may be referred to by the name of that ministry.
An Imposed ministry is an ministry described as such by the rule defining it.
Any player may claim a vacant ministry by announcement. The holder of any non-Imposed ministry CAN resign it by announcement, causing it to become vacant.
If an minister goes On Leave, eir ministry becomes vacant.
Each ministry has a reward value, which is a non-negative integer with 10 being the maximum and default. At the end of the nweek, a player that held a ministry since the beginning of the nweek and performed all actions required of that ministry shall be given a number of points equal to that ministry's reward value. When a ministry becomes vacant, its reward value is set to 10.
A player may usurp a ministry with the Consent of B, specifying a reward value less than or equal to the ministry's current reward value. When a player usurps a ministry, the ministry is assigned to that player and its reward value becomes equal to the value specified.
Rule 28/1 - Official Duties
For each ministry:
a) If any task is defined by the rules as part of that ministry's nweekly duties, then the holder of that ministry SHALL perform it at least once each nweek. If any information is defined by the rules as part of that ministry's nweekly report, then the holder of that ministry SHALL maintain all such information, and the publication of all such information is part of that ministry's nweekly duties.
b) If any task is defined by the rules as part of that ministry's monthly duties, then the holder of that ministry SHALL perform it at least once each month. If any information is defined by the rules as part of that ministry's monthly report, then the holder of that ministry SHALL maintain all such information, and the publication of all such information is part of that ministry's monthly duties.
Any information defined by the rules as part of a ministry's report, without specifying which one, is part of its nweekly report.
While performing nweekly or monthly duties or publishing nweekly or monthly reports, ministers SHALL NOT publish information that is inaccurate or misleading.
An minister SHOULD make eir reports available on the B Nomic Wiki. Short reports SHOULD be published in their entirety to a public forum with a copy placed on the wiki, and long reports SHOULD be placed directly on the wiki with a link to the appropriate version published to a public forum.
If the rules define a time limit within which a minister must take a particular action and the action has not been performed by that minister after the time limit, then that ministry shall become vacant. When a Ministry becomes filled, time limits for actions are reset to start from the time the ministry last became filled, with the exception of reports which need not be posted for previous nweeks and nmonths.
Rule 29/1 - The MetaMin
The Minister of Ministries is a ministry; its holder, known also as Gödel, the MoM or the MetaMin, is responsible for keeping track of ministers and reports.
The MoM's report includes the following:
a) The holder of each ministry. b) The date on which each holder last came to hold that ministry. c) The reward value for that ministry
The MoM's report must also include any intents to usurp a ministry sent to a public forum in the last 12 ndays and the reward value stated in those intents.
The portion of a public message purporting to be an MoM's report that lists the holder of each ministry is self-ratifying.
Rule 30/0 - The Seminobiarch
The Minister of Default is a ministry; its holder, known also as the Seminobiarch, CAN and SHALL perform the duties of any vacant ministry.
Rule 33/0 - New Players
Any entity otherwise qualified as a Player may become one by posting a message to the public Forum explicitly stating eir wish to become a Player.
Rule 34/0 - Winning by Score
If at any time a player's score equals or exceeds 1000 points, and that player's Charm and Activity are both greater than zero, that player is immediately awarded a Win.
Rule 35/0 - Winning by Dictatorship
If at any time on Winday a rule allows one or more individuals to make rule changes by announcement, those players are immediately awarded a Win.
Rule 36/0 - Chutzpah
Each Rule has an attribute called Chutzpah, which is a positive integer. In the event of a conflict between two or more rules, the rule with the highest Chutzpah takes precedence.
If two or more rules have equal Chutzpah, the rule with the lowest identification number takes precedence.
If at least one of the rules in conflict explicity says of itself that it defers to another rule (or type of rule), then such provisions shall supersede the Chutzpah method for determining precedence.
If two or more rules claim to take precedence over each other or to defer to one another, then the Chutzpah method again governs.
Whenever one section of a rule conflicts with another section of the same rule, the section which appears later in the rule takes precedence over the earlier section.
By default, all rules have a Chutzpah of 1.
Rule 37/0 - Automation
Any action which is required to be performed by a Minister may also be performed by an automated script, program or webpage, or collection of same (otherwise known as a "software system"), acting on the Minister's behalf.
If the action that such a software system would perform is the acceptance of submitted player actions, then for the purpose of that specific action, said software system will be considered a public forum.
Rule 38/0 - The Oracle
The Oracle is a ministry responsible for tracking Calls for Inquiry. Eir nweekly report shall include a list of all pending Calls for Inquiry and their judges, as well as the contents of the LMJ and the Upper House.
Rule 39/0 - Calls for Inquiry
If a player has any question or complaint regarding the rules or how they are (or have been) applied, e may issue a Call for Inquiry (CFI, or for antique and Roman reference, CFJ).
A CFI may be issued by any player by posting eir intention to a public forum together with a Statement in question and, should they wish, an arguement. That Player shall be known as the Plaintiff with regard to the CFI. While submitting CFI the Plaintiff may also specify a player as Defendant for that CFI.
CFIs are given a serial number as if they were an object that can be revised. Once submitted a CFI can only be modified by:
a) Otherwise allowed Ministerial action. b) The Plaintiff rescinding the CFI.
A CFI may, at any point between its submittance and its judgement, be "rescinded" by the plaintiff by posting eir intention to do so in a public forum. If this occurs, the CFI no longer requires judgement and shall not affect the state of the game in any other fashion. If the plaintiff rescinds their CFI, e may not then resubmit the same CFI in another form. If a player believes that this has occurred, e may submit a CFI on those grounds. If a plaintiff rescinds eir CFI, e loses 2 points.
Rule 40/0 - Judges
When a Call for Inquiry has been made, the Oracle shall select one player from among the players allowed to be the Judge within 7 days. Allowed players for the purpose of this rule are all players excepting the Oracle, the Defendant, the Plaintiff and players on the LMJ. If that leaves no players allowed to be the Judge, then out of the players on the LMJ, the player who was placed on the LMJ first shall be the Judge.
In the event of a CFI naming the Oracle as defendant, the duty of selecting an Judge shall fall to the player with the highest Score. That player will also not be allowed to be a Judge for the CFI.}}
Rule 41/0 - Judgement
A Judge shall, within seven days of eir selection, give one of the following responses to the Call for Inquiry to which e was assigned, with by an Argument:
1. Refused: A Judge may refuse to hear the CFI if it lacks a clear Statement or is not germane to the game. 2. True: The Statement is true. 3. False: The Statement is false. 4. Undecided: It could not be determined at the time the CFI was made whether the Statement is true or false.
This response constitutes the Judge's Judgement on that CFI and has the same serial number of the CFI.
The Argument of the Judgement is the reasoning that the Judge used to arrive at the Judgement, and must be a direct rendition of the rules. A Judge MUST NOT make a Judgement which contridicts one or more rules. However, e MAY and SHOULD refer to precedent, game custom, and the spirit of the game in making eir Argument. [[A ruling against one or more rules results in another Call For Inquiry, or we need an appealate court]]
Should it happen that a Judge has not issued a Judgement within seven days of eir selection, that Judge shall be recused and a new player shall be selected in the ways prescribed by the rules as Judge for the CFI. When a Judge is recused in this manner, e shall lose 10 points and eir name shall be added to the LMJ.
A Judge shall choose eir response according to the Statement's truth or falsity at the time of the Call, not at the time of eir Judgement.
Rule 42/1 - Appeals
Appeals are a special class of CFI that may only be heard by members of the Upper House.
At any time within seven ndays following the posting of a Judgement on a CFI, any player may Appeal that Judgement creating an Appeal.
An Appeal's serial number is the serial number of the appealed CFI suffixed with "A1". If an appeal is itself appealed, the new Appeal's serial number is the previous Appeal's serial number with the integer value of the suffix incremented by one.
An Appeal is Judged by an Appeals Court comprised of the members of the Upper House excluding the initial CFI judge. When a CFI is first appealed, a single member of the Upper House is selected by the Oracle to constitute the Appeals Court. If that Appeal is itself Appealed, a panel of no fewer than two-fifths of the Upper House shall be selected by the Oracle to constitute the Appeals Court. If the judgment of that appeal is itself appealed the entire Upper House excluding the original CFI judge shall constitute the Appeals Court.
Within seven ndays of eir constitution, an Appeals Court shall give one of the following responses to the Appeal: 1.) AFFIRMS - The appeals court affirms the decision made in the prior Judgement. 2.) VACATES - The appeals court reverses the decision made in the prior Judgement. 3.) MODIFIES - The appeals court modifies the decision made in the prior Judgement, and includes a new Judgement. 4.) REMAND - The appeals court returns the CFI to the prior Judge for review.
Regardless of any rule to the contrary, a Judgement by the entire Upper House may not be appealed.
Rule 43/0 - The LMJ
The List of Misbehaving Judges (LMJ) is a list of players maintained by the Oracle. A player is removed from the LMJ two nweeks after e entered it.
Rule 44/1 - The Upper House
The Upper House is a list of players maintained by the Oracle. Any player on the LMJ may be removed from the Upper House by any player by announcement. The Oracle may, with 3 support and without 4 objections, add any player to the Upper House or remove any player from it. The Oracle SHOULD strive to keep the Upper House large. A member of the Upper House that is On Leave does not count as a member of the Upper House for the purposes of selecting Judges and Appeals Courts.
Rule 45/0 - Statute of Limitations - Chutzpah 2
14 days after any Minister makes a public statement about the rules or game state, the rules and gamestate are altered to what they now would be had that statement been true at the time it was made, unless in the intervening time any player objects to the statement publicly, in which case the usual methods for determining the current rules and game state shall apply.
This rule takes precedence over all other rules regarding changes to the gamestate.
Rule 46/0 - Screw That!
No player's information (name, score, etc) may be changed except as the rules explicitly allow.
Rule 47/1 - Name Changes
A player may change eir own name at any time by a post to the public forum specifying eir new name. In the absence of such specification, the Registrar shall assign and report a name for em as e sees fit.
No player shall change eir name to be overly similar to that of any other player, or to any word or phrase that is explicitly defined by the rules, or that could become defined by the rules based on proposals currently being voted on.
Rule 48/0 - Gamestate Changes
Changes to the state of the game may only be made as stated in a passed Proposal or via an Action which is permitted by the Rules.
Rule 49/5 - Dimensions
A. Definitions
A Dimension is any numerical attribute of Players which is defined as a Dimension by the rules. A Dimension can in general have any real number as its value, although specific Dimensions may have restrictions imposed on the range of values they can take.
Each Player in the game has a value for each Dimension. If a value has not been set or defined for a given Player's given Dimension, it is set to 0.
Players who have every Dimension at 0 are said to be at the Origin. The Origin is Full Of Stars.
B. Existing Dimensions
The following Dimensions exist:
B.1. Score
Score is a measure of the number of points a Player has. Score cannot be set to a value less than zero.
B.2. Charm
A Player's Charm increases by one whenever a proposal e has proposed passes. A Player's Charm decreases by one whenever a proposal e has proposed fails.
B.3. Activity
A Player's Activity increases by one at the end of an nweek if e voted on that nweek's Ballot; otherwise, unless the Player is On Leave, eir Activity decreases by one. However, if there were no recognized proposals to vote on during that nweek, then no player's Activity changes at the end of it.
B.4. Respect
If a player's Respect exceeds all other players' respect by at least 5, that player gains the title "Respected One". If at any time, the Respect of a player who has the title "Respected One" fails to meet the aforementioned condition, that player loses the title "Respected One".
B.5. Style
Once per nweek, a player may use eir Style Points to acquire Style Attributes; if this would result in negative Style for the Player, the Style points are not deducted and the Style Attribute is not recognized. The player must submit a message to the public forum indicating the Style Attribute(s) to be acquired.
Once a Style Attribute has been recognized by the Registrar, three points shall be deducted from the player's Style for each word in the Style Attribute. The Style Attribute will be added to the player's listing in the player roster.
Players may not acquire Style Attributes already acquired by another player. New Style Attributes must be unique.
Players may not use Style to purchase attributes that alter or misrepresent the game state, or are in uniquely identifying use in the rule set. Players are not allowed to use Style points to purchase possession of game entities, or Titles that have been defined by the rules. [[e.g. one can't purchase "has 1200 points" as an attribute, since it misrepresents the game state.]]
The Registrar may, at eir discretion, refuse to recognize any Style Attribute which has the potential to confuse, misrepresent, or alter the game state. Style Attributes are for vanity purposes only.
Any player whose activity is non-negative and who is not On Leave may exchange points for style points. The Player sends a message to the public forum declaring eir intention to do so and a positive number of points to be deducted from eir own score. The number of points is then deducted from eir Score Attribute, and eir Style Attribute is increased by five points for each point that was deducted from the Player's Score Attribute.
B.8. Mischievousness
A player's mischievousness increases by 1 whenever they perform one of the following actions:
Go on Forced Leave
Give a player a Kick in the Ass
A player's mischievousness decreases by 3 whenever they perform one of the following actions:
Become a Minister
Be the target for a Declaration of Respect
Mentor a Newbie
B.9. Body Count
If at any time a player's Body Count exceeds that of all other players by at least two, that player is immediately awarded a win.
B.10. Failure
When a player joins the game who has not been a player at any time during the past two nweeks, that player gains 1d8 Failure points. Players may destroy their own Failure points at any time.
A player whose Location did not change during the previous Phase may gain one Failure point by announcement; gaining Failure in this way more than once in a Phase is INEFFECTIVE.
Rule 50/0 - No Kickbacks
A. Legislative Kickbacks
No player or other game entity may submit a proposal that calls for one or more effects that discriminate in any way between players based on their voting actions on that proposal, or any other specific proposal or proposals identified in the proposal.
If a proposal, by adding, changing, or repealing rules, will generate effects which are based on the way players vote on that proposal, or any other specific proposal or proposals identified in the proposal, then those rules generate no effects based on the way players vote on that particular proposal.
B. Judicial Kickbacks
No player or other game entity may submit a CFI that calls for one or more effects that discriminate in any way between players based on their judgement or non-judgement of that CFI, or of any other specific CFI.
Rule 51/1 - Thou Shalt Not Screw With Time
A proposal shall not, by its adoption, have any retroactive effect on actions, proposals, rules, CFJs, or game state. A rule shall not change any actions which occured before its adoption or alter any game state at a time before its adoption. However, a rule may allow changes to actions, proposals, rules, CFJs, or any other aspect of game state, so long as the point in time to be changed (if the time is an interval, the beginning of that interval is to be used) is after the time of adoption of the rule.
Rule 52/1 - Leaves of Absence
Each player, at any given time, shall be either On Leave or Off Leave. Any player who is Off Leave may, by posting a message on a business forum, declare emself to be On Leave. Any player who is On Leave may, by posting a message on a business forum, declare emself to be Off Leave. A player who is On Leave cannot be selected by any process which randomly selects a player, and may not take any game actions except as specified by this rule. If more than 2/3 of all players are On Leave, The Clock shall become Off until such time as at least 1/3 of all players are Off Leave. Players may place themselves On Leave or Off Leave while The Clock is Off.
Any player who is not already On Leave and whose Activity has decreased for two consecutive nweeks can be placed onto Forced Leave by any other player. In all other respects being on Forced Leave is identical to being On Leave.
Rule 53/0 - Garbage Collection
If any player has been On Leave for more than 3 consecutive nweeks, that player shall be removed from the roster and shall cease to be a player.
Rule 54/0 - Proxies
A player may designate another player to be the holder of eir proxy, with or without restrictions. The holder of a proxy may, depending on any restrictions issued along with the proxy, cast a vote in the name of the player whose proxy is held, on any matter requiring a vote, including but not limited to proposals. A player who has given eir proxy to be held may withdraw it at any time.
Rule 55/0 - Bandwidth Limitation
Players may submit a maximum of 5 proposals per nweek.
Rule 56/0 - Standard Delimiters
The character sequences '{{' and '}}' (without the single quotes) may be used in the text of any Action, Proposal, or Rule to mark the beginning and end, respectively, of text that should be set apart, such as the text of a Proposal or Rule, or an amendment to either one. If it is not explicitly specified that these character sequences mean something else, they are considered to delimit text in that way.
However, these standard delimiters are not required to be used in any circumstance; any method of delimiting text in which it is reasonably clear where the text begins and ends is sufficient.
The character sequence '__' (again without the single quotes) delimits the title of a Rule or Proposal; the title begins after the first '__' and ends before the second one. The title is applied to whatever Rule or Proposal has most recently been introduced in the text of the message. If it appears after the opening delimiter for the Rule or Proposal it should be applied to, it is removed from the text of that Rule or Proposal and made to be its title.
When these delimiters are used to delimit a rule, they may be followed by a string of the form {*keywordlist, Chutzpahvalue*}, where keywordlist is a list of words, and Chutzpahvalue is a number. A rule defined this way shall automatically be assigned all keywords in the keywordlist, if any, and has a Chutzpah of Chutzpahvalue. If {* and *} are not used in this way, the rule is assigned the keyword uncategorized, and gets a Chutzpah of 1.
Rule 59/0 - Powers of Executive Tidiness
A. The Oracle MAY correct the spelling, grammar, or formatting of any CFI, providing such correction does not alter the meaning of that CFI, by posting the correction to the public forum.
B. The Rulekeepor MAY correct the spelling, grammar, or formatting of any rule, providing such correction does not alter the meaning of that rule, by posting the correction to the public forum.
C. The Rulekeepor MAY correct a proposal or rule that uses the term "day" by replacing it with the term "nday", if it appears clear that the term was intended to refer to an nday, by posting the correction to the public forum.
Rule 60/1 - Titles
Titles are text strings that are defined to be titles by the rules.
A player holds a title when it has been awarded to em as specified by the rules, e ceases to hold the title when the rules specify that e loses it. Unless otherwise specified by the rules, it is possible that no player holds a certain title or that the same title is held by multiple players at the same time.
Players have an attribute named Nobility which is a list of all titles the player currently holds.
New players initially hold no titles.
Rule 68/0 - Hands Off! - Chutzpah 2
Unless otherwise explicitly permitted by the rules, no player may modify the state of any object in possession of another player, without the other player's explicit permission in a public forum.
Rule 69/3 - Mentorship
If any Player responds to a any other Player's public request for a Mentor by volunteering publicly as that Player's Mentor, that volunteering Player will gain 5 points at the end of 2 nweeks from the acceptance of that Player as Mentor by the Player who made the request. At that time, if the Player the Mentor was Mentoring has had an increase in points, then the Player who was the Mentor gains 5 more points.
Rule 70/0 - Right to Kibbitz - Chutzpah 3
No rule can be made which regulates or restricts non-public communication.
No player shall be given a penalty for anything said in non-public communication.
This rule takes precedence over any rule regulating or restricting non-public communication.
Rule 72/0 - A Little History
This rule defers to all other rules.
The First Era of B Nomic, also called the Antient Era, is the time starting with the creation of the game on or about December 5, 2001, ending immediately before the start of the Second Era. Players who can document their presence in the game during this time may gain the attribute Antient.
The Second Era of B Nomic, also called the Time of Rebooting, is the time starting April 4, 2005, just after a server carsh lost much of the gamestate and ending immediately before the start of the Third Era. Players who can document their presence in the game during this time may gain the attribute Rebooter.
The Third Era of B Nomic, also called the Last True Era, is the time starting November 14, 2006, and ending immediately before the start of the Fourth Era; it was occasioned by a five-month lull in the game. Players who can document their participation in the game during this time may gain the attribute Third Era Veteran.
The Fourth and Fifth Eras of B Nomic are collectively called the Imaginary Period, because modern Nomic historians believe that no gameplay thought to have occurred during this time ever happened. The Fourth Era or Early Imaginary Period began on December 10, 2007, and the Fifth Era or Late Imaginary Period began on December 2 of 2008. Players who can document their participation in the game during the Imaginary Period may gain the attribute Figment.
The Sixth Era of B Nomic, also called the Cenobiarchic Era, began with the ascension of First Cenobiarch Wooble. The Early Cenobiarchic Era or BGoran Era, beginning October 6, 2009, was marked by a ruleset gradually moving away from being a clone of the Agoran ruleset. The Late Cenobiarchic Era or Revival Era began on December 19, 2009 with the adoption of a ruleset based heavily on one from the Antient Era, from which the current rules are descended, and is currently ongoing.
Rule 73/0 - The Circuit Breaker - Chutzpah 2
The following rule is created immediately after anyone is awarded a Win:
{{ __No Win For You__ {* Win, 9 *} Players may not win. }}
Rule 74/1 - Dependent Actions - Chutzpah 2
A person (the performer) CAN perform an action dependently (a dependent action) by announcement if and only if all of the following are true:
a) The rules explicitly authorize the performer to perform the action by a set of one or more of the following methods (N is 1 if not otherwise specified):
1) Without N Objections, where N is a positive integer.
2) With N
Supporters, where N is a positive integer.
3) With N the Consent of B,
where N is an integer multiple of 0.1 with a minimum of 1.
b) A person (the initiator) announced intent to perform the action, unambiguously and clearly specifying the action and method(s) (including the value of N for each method), at most twelve ndays earlier, and (if the action depends on objections) at least four ndays earlier.If the rules define the action as having real-time priority, then the minimum duration between intent and action is four days instead of four ndays.
c) At least one of the following is true:
1) The performer is the initiator.
2) The initiator was authorized to perform the action due to holding a rule-defined position now held by the performer.
3) The initiator is authorized to perform the action, the action depends on support, the performer has supported the intent, and the rule authorizing the performance does not explicitly prohibit supporters from performing it.
d) B is Satisfied with the announced intent, as defined by other rules.
e) If a set of conditions for the performance of the action was given in the announcement of intent to perform the action, all those conditions are met.
A dependent action CAN be performed non-dependently as otherwise permitted by the rules.
Rule 75/0 - Satisfaction
A Supporter of a dependent action is a first-class player who has publicly posted (and not withdrawn) support for an announcement of intent to perform the action. An Objector to a dependent action is a first-class player (or other person explicitly allowed to object to that action by the rule allowing that action to be performed dependently) who has publicly posted (and not withdrawn) an objection to the announcement of intent to perform the action.
The Executor of such an announcement of intent CANNOT support it, but CAN generally object to it (withdrawal of intent is equivalent to objection). A rule authorizing the performance of a dependent action may further restrict the eligibility of players to support or object to that specific action.
B is Satisfied with an intent to perform a specific action if and only if:
(1) if the action is to be performed Without N Objections, then it has fewer than N objectors;
(2) if the action is to be performed With N supporters, then it has N or more supporters; and
(3) if the action is to be performed with N the Consent of B, then the ratio of supporters to objectors is greater than N, or the action has at least one supporter and no objectors.
For the purposes of any determination defined by this rule, objections shall always be considered withdrawn if they were made prior to the announcement of intent to perform the action.
Rule 76/0 - The All-Important Default Case
Players may not change the game state.
This rule defers to all other rules.
Rule 77/0 - The Slightly Less Important Not-So-Default Case - Chutzpah 11
Any action indistinguishable from a legal action is legal.
Rule 78/0 - The Rulekeepor
The Rulekeepor is a ministry responsible for tracking Rules. The Rulekeepor's nweekly report includes all rules in the current B Nomic Ruleset and their serial numbers, or a link to a page on the B Nomic wiki showing that information.
Rule 79/5 - Kicks To The Ass
There exists a part of the game state known as the List Of Generally Abhorred Stuff, which may be abbreviated LOGAS. The LOGAS contains the following list of actions:
- Performing any action which the rules say a player MUST NOT (or SHALL NOT but CAN) do.
- Failing to, within 3 ndays (or 3 wdays if the clock is off), perform any action which the rules say a player MUST or SHALL do.
- Attempting IMPOSSIBLE changes of Location [[as it causes headaches for the Registrar]]
Whenever a player performs an action that is on the List of Generally Abhorred Stuff in a public forum, any player may state in a public forum that that player has performed an action on the LOGAS, indicating that e is giving that player a Kick in the Ass, and the reason why, specifying the name of the player performing the action that is on the LOGAS.
Multiple Kicks in the Ass may not be given in response to a single Action or Forum message.
When a Kick in the Ass is recognized by the Registrar, the player who recieved the Kick loses 5 points and gains the attribute “Sore” for the duration of one nweek.
When a Kick in the Ass is recognized by the Registrar, the player who delivered the Kick receives 5 points and gains the attribute “Kicker of Asses” for the duration of one nweek.
Players may recognize that eir action is on the LOGAS and Kick eir own Ass. When the self-inflicted Kick in the Ass is recognized by the Registrar, the player who received and self-inflicted the Kick loses 5 points and gains the attribute “Sore, but Self-Aware” for the duration of one nweek. A player who Kicks eir own Ass does not receive 5 points or gain the attribute “Kicker of Asses.”
Any player who successfully delivers three or more Kicks in the Ass to players other than emself in a single nweek receives an additional 10 points, awarded upon the recognition of the third Kick in the Ass, and gains the attribute “Supreme Kicker of Asses” for the duration of three nweeks.
The Registrar does not need to recognize a Kick in the Ass if e thinks it is unfounded.
If at any point a player has recieved more than one Kick in the Ass in one nweek, e receives the attribute Buttplated for one nweek. If a player is Buttplated, and e receives a Kick in the Ass, the player who gave em the Kick in the Ass does not receive any points, nor does said Kick count towards a Supreme Kicker of Asses attribute. [[Basically, you gotta catch more than one person in the act of doing Generally Abhorred Stuff if you’re gonna get the bonus. You gotta earn that.]]
Rule 82/0 - Alarm
If the Clock is off and the number of wdays on the Watch is at least four, then any player may claim any ministry by announcement, provided that e turns the Clock on as permitted by other rules in the same message, and that e could not have turned the Clock on by announcement at that time without claiming that ministry.
Rule 83/1 - The Minister of Crime
The Minister of Crime, also called the Victim, is a ministry. The Victim has no duties and does not have an nweekly report, but CAN and SHOULD track changes of Location, Failure, and Body Count on behalf of the Registrar and update the Wiki accordingly.
If the Victim forfeits the game or the ministry otherwise becomes vacant, then the Minister of Default immediately also becomes the Minister of Crime.
The Victim cannot Commit Attempted Murder.
Rule 84/1 - Location, Location, Location
Locations are Attributes defined as Locations by the rules. No player may have more than one Location at any given time. A player is said to be "in" their Location. [[eg a player whose Location is the Piazza is in the Piazza.]]
Each possible Location has associated with it a number of other Locations to which players who have that Location can change their Locations. Changing to a Location not on this list is INEFFECTIVE.
When a player joins the game who has not been a player at any time within the past two nweeks, that Player's Location is set to the Foyer.
When a player joins the game who has been a player at some time within the past two nweeks, that Player's Location is set to whatever Location e occupied at eir most recent time of deregistration.
Rule 85/0 - Movement
Once per Phase, a player MAY change their Location. Any time the Victim enters the same room as another player, that player MAY change their Location an additional time during that Phase.
The Victim CAN and MUST change their Location twice during every Phase. The Victim MAY NOT change to a Location e was in during that Phase or the previous one. [[eg if the Victim moves from the Downstairs Hall to the Trophy Room, e MAY NOT move back to the Downstairs Hall Hall and therefore MUST next move to the Lancaster Room.]]
[[Or, in normal-person speak: we wander from Location to Location; if we get a visit from the Victim, we get to move around even more so that we can try to maneuver ourselves into a position to Commit Attempted Murder. The Victim has to move to new places - all you have to do to get a kill is exploit that fact.]]
Rule 86/1 - The Blueprint
The following Locations exist:
A. The Lancaster Room
B. The Trophy Room
C. The Drawing Room
D. The Foyer
E. The Library
F. The Patio
G. The Piazza
H. The Hedge Maze
I. The Winter Garden
J. The Kitchen
K. The Wine Cellar
L. The Dining Hall
M. The Main Hall
N. The Downstairs Hall
O. The Upstairs Hall
P. The Master Suite
Q. The Armory
R. The Servants' Quarters
S. The White Room
T. The Greenhouse
U. The Nursery
V. The Lilac Room
W. The Tennessee Room
X. The Billiard Room
Y. The Sitting Room
Z. The Parlor
*. The Carriage House
Passages and Peepholes are ordered pairs of Locations defined as such by the rules. Neither of these is necessarily symmetric.
A player who is otherwise allowed to change their Location can change their Location to a specific value if and only if their old and new Locations (in that order) are a Passage.
A player cannot Commit Attempted Murder if eir Location and any other non-Victim player's Location (in that order) are a Peephole.
The following Passages exist:
(A,B) (A,H) (A,J) (A,N)
(B,A) (B,C) (B,N)
(C,D) (C,H) (C,M)
(D,C) (D,E) (D,M) (D,G) (D,H)
(E,D) (E,M) (E,F)
(F,M) (F,G) (F,E)
(G,F) (G,H) (G,D)
(H,A) (H,C) (H,G) (H,I) (H,D)
(I,H) (I,J)
(J,A) (J,I) (J,K) (J,N)
(K,J) (K,*)
(L,M) (L,N) (L,*)
(M,C) (M,D) (M,E) (M,F) (M,N) (M,Z)
(N,A) (N,B) (N,J) (N,L) (N,M) (N,O)
(O,P) (O,R) (O,S) (O,U) (O,V) (O,Z) (O,N)
(P,O) (P,Q)
(Q,P) (Q,R)
(R,O) (R,Q) (R,S)
(S,O) (S,R) (S,T)
(T,S) (T,U)
(U,O) (U,T) (U,V) (U,X)
(V,O) (V,U) (V,W)
(W,V) (W,X)
(X,W) (X,Y) (X,Z) (X,U)
(Y,X) (Y,Z)
(Z,O) (Z,X) (Z,Y) (Z,M)
(*,K) (*,L)
The following Peepholes exist:
(A,B) (A,H) (A,J) (A,N) (A,A)
(B,A) (B,C) (B,N) (B,B) (B,J)
(C,D) (C,H) (C,M) (C,C) (C,E) (C,F)
(D,C) (D,E) (D,M) (D,D)
(E,D) (E,M) (E,E)
(F,C) (F,M) (F,F) (F,G)
(G,F) (G,H) (G,G)
(H,A) (H,C) (H,G) (H,I) (H,H)
(I,H) (I,J) (I,I) (I,K)
(J,A) (J,I) (J,K) (J,N) (J,B) (J,J)
(K,J) (K,*) (K,I) (K,K) (K,L)
(L,M) (L,N) (L,*) (L,B) (L,K) (L,L)
(M,C) (M,D) (M,E) (M,F) (M,N) (M,M)
(N,A) (N,B) (N,J) (N,L) (N,M) (N,N)
(O,P) (O,R) (O,S) (O,U) (O,V) (O,Z) (O,O)
(P,O) (P,Q) (P,P) (P,R) (P,V)
(Q,P) (Q,R) (Q,Q)
(R,O) (R,Q) (R,S) (R,P) (R,R) (R,T)
(S,O) (S,R) (S,T) (S,S)
(T,S) (T,U) (T,R) (T,T)
(U,O) (U,T) (U,V) (U,U)
(V,O) (V,U) (V,W) (V,P) (V,V)
(W,V) (W,X) (W,W)
(X,W) (X,Y) (X,Z) (X,X)
(Y,X) (Y,Z) (Y,Y)
(Z,O) (Z,X) (Z,Y) (Z,Z)
(*,K) (*,L) (*,*)
[[Peepholes without Passages are at the ends of their rows on the Peephole list and vice versa; otherwise they are alphabetized. Every Location currently has a Peephole to itself. Also, all current Passages and Peepholes are symmetric except for (B,C). Passages without Peepholes are rare.]]
Rule 87/0 - Murder Most Foul
Players who are in the same Location as the Victim CAN and MAY Commit Attempted Murder by announcement, unless a rule indicates otherwise.
[[Basically: the two of you have to be away from prying eyes, where the closeness of witnesses is defined by the list of locations.]]
No player may Commit Attempted Murder during a Phase in which they have already gained Failure or Committed Attempted Murder. [[Give the Victim a breather.]]
Two ndays after a player Commits Attempted Murder, if the sum of eir Failure and the Victim's Failure is less than the number of Failure points destroyed during that two-nday period, the player who Committed Attempted Murder gains one Failure. Otherwise, the following events occur, in order:
1. That player's Body Count increases by one.
2. That player becomes the Victim.
3. All players except the Victim are placed in the Foyer.
4. All players who have destroyed any of their Failure points in the
past nweek have their Failure set to 1d8.

