I would like to point out that the rules give no official credence to this document. That is, this document is not the rules. If I fall behind a couple of days, or go on vacation, or go insane and start making stuff up, the current status of the ruleset might vary significantly from what you see below. While I believe the ruleset to be correct as of the date below, I repeat, this document is not the rules.
-- The Governor
Navigation Links to rules beginning with the first word:
GNomic | time | rules | proposals | players |
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Current Ruleset (updated 27 June 2000):
GNomic.name
(Steadiness: 1)
The name of this game is GNomic.
Proposed by
(unnumbered)
(Zagarna II), Adopted 20 June 2000.
time.week
(Steadiness: 0.751)
A calendar week shall end at noon on Sunday,
Greenwich Mean Time, and a new calendar week shall then begin.
Proposed
by marsh.27
(The Governor), Adopted 27 June 2000.
rules (Steadiness: 1)
This ruleset shall
govern the game of Gnomic. The rules may not be changed except as
specified therein.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Proposed by (unnumbered)
(Thomas), Adopted 7 June 2000.
Amended by marsh.8
(The Governor), on 20 June 2000.
rules.priority.first
(Steadiness: 0.75)
If two or more rules conflict, the
rule(s) with larger steadiness values shall have priority over the rule(s) with
smaller steadiness values.
Proposed by marsh.19
(The Governor), Adopted 27 June 2000.
rules.priority.second
(Steadiness: 0.5)
If two rules of equal steadiness conflict, or if a
rule should conflict with itself, a player may Call For Justice on the question
of which rule or part of a rule shall have priority. A legally made ruling
of the Chief Justice under this rule, shall be binding upon the ruleset, and any
official ruleset shall be annotated with the priority findings of the Chief
Justice.
Proposed by marsh.19
(The Governor), Adopted 27 June 2000.
rules.steadiness (Steadiness: 1)
Every rule is associated with a value named its steadiness, which must be a
rational number between 0 and 1 inclusive. Unless another value is specified, a
rule's steadiness shall be equal to 1.
Proposed by hirsch.5
(Thomas), Adopted 20 June 2000.
rules.spelling (Steadiness: 1)
If a spelling error is discovered in the current ruleset, it may be
corrected if the correction does not change the proposals meaning and targets.
The amendment shall be reported to all players.
Proposed by hirsch.2
(Thomas), Adopted 10 June 2000.
rules.comments (Steadiness:
1)
Rules can contain comments. A comment starts with the character '['
and ends with the character ']'. A comment in a rule is non-binding for gameplay
purposes. Comments may be used by a Chief Justice when issuing rulings to settle
rule disputes.
Proposed by jeff.4
(Jeff Weston), Adopted 28 June 2000.
proposals (Steadiness: 0.75)
A player
may make a proposal under this rule by publishing it to all players. Such
proposal shall include any combination of one or more of the following:
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by marsh.20
(The Governor), on 27 June 2000.
proposals.conflicts
(Steadiness: 0.50)
No more than one active proposal is allowed to
modify a particular rule. If a rule is proposed to be modified by any active
proposal, no proposals may be made that modify that same rule until the first
proposal either succeeds or fails.
This rule has no effect on any proposals
that are already active when it is enacted.
Proposed by jeff.2
(Jeff Weston), Adopted 27 June 2000.
proposals.numbers (Steadiness: 1)
Each proposal shall have a unique identifier. This identifier shall
consist of two words separated by a dot (period). The first word shall be
unique to each player, and shall be the same on all proposals made by any one
player. Both words shall consist only of lower- and upper-case roman
letters and arabic digits.
Proposed by marsh.6
(The Governor), Adopted 8 June 2000.
proposals.steadiness (Steadiness:
1)
Every proposal is associated with a value named its steadiness, which
must be a rational number between 0 and 1 inclusive. This value is the maximum
of the following: the steadiness of all rules amended by the proposal. the
steadiness of all rules repealed by the proposal. the future steadiness of all
rules created by the proposal. other steadiness values defined by any element
changed by the proposal. 0.5.
Proposed by hirsch.5
(Thomas), Adopted 20 June 2000.
proposals.voting (Steadiness: 1)
Upon receipt of a proposal, a player may vote on its passage by
communicating such vote to the Tabulator, or, if there is no Tabulator, to all
players.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
proposals.voting.options
(Steadiness: 1)
A proposal vote shall be one of the following:
SUPPORT, OPPOSE, or ABSTAIN. Capitilization of the vote choice does not matter
for purposes of this rule.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by jeff.6
(Jeff Weston), Adopted 28 June 2000.
proposals.voting.passive.abstention
(Steadiness: 1)
If an official voting period is specified, any player
casting no vote on a proposal within such period shall be considered to have
cast a vote of ABSTAIN. This may be referred to as passively abstaining,
or passive abstention.
Proposed by marsh.5
(The Governor), Adopted 8 June 2000.
Amended by hirsch.3
(Thomas), Adopted 10 June 2000. -- Successor rule to proposals.voting.abstention.passive.
proposals.voting.passive.support
(Steadiness: 1)
The creator of a proposal automagically votes SUPPORT
for his own proposals, unless he specifies another vote.
Proposed by
hirsch.3
(Thomas), Adopted 10 June 2000.
proposals.passage (Steadiness: 1)
A proposal is adopted, if enough players voted for the proposal, at least
two players voted SUPPORT and the number of players voting SUPPORT divided by
the number of players not voting ABSTAIN is greater than or equal to the
proposal's steadiness. The change proposed shall then be made, unless such
change is forbidden by the rules.
In the context of this rule, enough
players have voted either if all players cast one vote or if the proposal may
not be defeated even if all remaining players cast OPPOSE.
Proposed by
marsh.5
(The Governor), Adopted 8 June 2000.
Amended by hirsch.5
(Thomas), Adopted 20 June 2000.
Amended by hirsch.7
(Thomas), Adopted 27 June 2000.
proposals.failing
(Steadiness: 1)
A proposal fails, if all players casted a vote on
this proposal and it did not pass. A proposal also fails if even when all
remaining votes to cast would be SUPPORT it will not pass.
Proposed by
hirsch.9
(Thomas), Adopted 27 June 2000.
proposals.withdrawing
(Steadiness: 0.50)
Anytime before a proposal has succeeded or
failed, the proposal author may elect to withdraw their proposal. Such a
withdrawal is made by communicating it to all the players. This has the effect
of causing the proposal to immediately fail, regardless of whatever votes it had
already received.
Proposed by jeff.3
(Jeff Weston), Adopted 27 June 2000.
Amended under rules.spelling
by The Governor on 27 June 2000.
Amended by jeff.5
(Jeff Weston), Adopted 28 June 2000.
players.list
(Steadiness: 1)
the players of the game are:
Initial Rule; Amended several times by action of the rules.
players.listmaintenance (Steadiness:
1)
A player is declared "missing" if he does not make any game-relevant
action during 7 consecutive days. A player's name and Email address shall
be added to rule "players.list"
if he communicates his intent to join the game to all players listed in the
rule. A player's name and Email address shall be removed from rule "players.list"
if he communicates his intent to leave the game to all players listed in the
rule.
Proposed by (unnumbered) (unknown), Adopted prior to 5 June
2000.
Amended by marsh.7
(The Governor) on 8 June 2000.
Amended by rg.1 (RG) on
10 June 2000. -- Successor rule to players.quitting.
Amended under rules.spelling
by The Governor on 10 June 2000. -- Successor rule to players.listmaintenence.
Amended by hirsch.4
(Thomas) on 20 June 2000.
players.missing (Steadiness: 1)
Players may be declared as 'missing'. Missing players are marked in the
players List as such and do not have to participate in the regular gameplay. For
the purpose of rules which require an action of players, missing players are
considered as non-players. A player may declare himself as no longer missing at
any time.
Proposed by hirsch.4
(Thomas), Adopted 20 June 2000.
tabulator (Steadiness: 1)
The
Tabulator shall count all votes cast on each proposal. When the outcome is
assured, or when any prescribed voting period has ended, the Tabulator shall
publish the results of the vote to all players. Should a proposal be
reported by the Tabulator as being adopted, it shall have effect immediately
after such publication.
Proposed by marsh.2
(The Governor), Adopted 7 June 2000.
winning.list
(Steadiness: 1)
The winning list is a list of players or people
having played GNomic. It is initially empty. Once a player wins the game, his
name is added to the winning list, together with the time and reason of his win.
The game does not end, when a player is a winner. A player may win GNomic
multiple times.
Proposed by (unnumbered)
(Thomas), Adopted 8 June 2000.
justice.chief.selection
(Steadiness: 1)
At the beginning of each calendar week, a new player
shall become Chief Justice. The Chief Justice shall have been a player for
a minimum of two weeks. Within this restriction, the player chosen shall
be the player for whom the longest time has elapsed since he has been Chief
Justice. A player who has never been Chief Justice shall always be chosen
if he is not otherwise restricted. If, through action of this rule, two
players appear equally qualified to be chosen Chief Justice, the Chief Justice
shall be the qualified player whose Email address is first alphabetically,
sorting first upon Email domain, and second on Email name.
Proposed by
marsh.16
(The Governor), Adopted 27 June 2000.
Amended by marsh.27
(The Governor), on 27 June 2000.
justice.callfor (Steadiness: 1)
When a dispute arises as to the interpretation of the rules, or the
correctness or legality of any action, finding, or determination within the
context of this game is in question, a player may submit a Call For Justice to
the Chief Justice. Such a problem shall, as nearly as possible, describe
the question to be decided by the Chief Justice.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.limitations
(Steadiness: 1)
The Chief Justice may not submit a Call For Justice.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.numbers
(Steadiness: 1)
Immediately upon receipt of a Call For Justice, the
Chief Justice shall assign it a unique identifier. This identifier
shall consist of two words separated by a dot (period). The first word
shall be unique to any particular Chief Justice, and shall be the same on all
Calls For Justice made to that Justice. Both words shall consist only of
one or more lower- or upper-case roman letters, or arabic digits. The
identifier so assigned may be referred to as a "Call For Justice Number", a "CFJ
Number", or a "CFJ#".
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.callfor.procedure
(Steadiness: 1)
Immediately upon receipt of a Call For Justice, the
Chief Justice shall publish it to all players together with the identifier
assigned by rule "justice.callfor.numbers".
Nothing in this rule shall prevent the Chief Justice from including his ruling
in the same publication.
Proposed by marsh.10
(The Governor), Adopted 20 June 2000.
justice.rulings (Steadiness: 1)
Upon receipt of a Call For Justice, the Chief Justice shall issue a ruling
by publishing it to all players. Such publication shall refer to the
identifier assigned to the Call For Justice by rule "justice.callfor.numbers",
and may, at the Chief Justice's option, include the Call For Justice itself.
Proposed by marsh.11
(The Governor), Adopted 20 June 2000.
justice.rulings.standards
(Steadiness: 1)
All rulings shall be made in accordance to the rules.
If the rules are silent, inconsistent, or unclear, the Chief Justice shall
consider game custom and the spirit of the game before applying other standards.
Proposed by marsh.12
(The Governor), Adopted 20 June 2000.
justice.rulings.limitations
(Steadiness: 1)
A ruling issued by a Chief Justice shall be limited
in scope to answering the question posed by the Call For Justice. However,
nothing in this rule shall prevent the Chief Justice from including with his
ruling any comments or arguments supporting his ruling.
Proposed by
marsh.13
(The Governor), Adopted 20 June 2000.
Gnomes (Steadiness:
0.6)
Gnomes are beings. They live in GnHomes. A Gnome who has got no
GnHome is going to Migrate.
Proposed by (unnumbered)
(Thomas), Adopted 8 June 2000.
Amended by marsh.22
(The Governor), on 27 June 2000. -- Successor rule to winning.score.
Amended
by hirsch.12
(Thomas), on 28 June 2000.
Gnomes.creation (Steadiness:
0.5)
Making a Gnome is a Task that requires four Gnomeweeks.
Proposed by hirsch.13
(Thomas), on 28 June 2000.
Gnomes.mantainance.Mines
(Steadiness: 1)
Gnomes live in Mines under the earth. Mines may be
owned by players. Mines may not be traded by players. Every specific Mine
has a name, chosen when that Mine is originally created. In order to
possess Gnomes a player must own a Mine for the Gnomes to live in. Every Mine
may hold 400 Gnomes. Initially, there are no Mines in GNomic.
Proposed by (unnumbered)
(Zagarna II), Adopted 20 June 2000.
Gnomes.Mines.creation
(Steadiness: 0.5)
If a player does not own a Mine, he may create one
Mine in his possesion by specifying its name, as well as 10 GnHomes in its
proximity, populated by 10 Gnomes.
Proposed by hirsch.10
(Thomas), Adopted 28 June 2000.
Gnomes.Mines.depth
(Steadiness: 0.51)
A Mine's depth may be measured in rope
lengths. Upon creation, a Mine's depth is 0.
Proposed by marsh.28
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.depth.extension
(Steadiness: 0.51)
During one calendar week, five Gnomes may increase
the depth of
one Mine by one rope length if the Gnomes are not otherwise
employed.
Proposed by marsh.28
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.production
(Steadiness: 0.51)
A Mine's production value is a number from the
following set: { . . . 1/4, 1/3, 1/2, 1, 2, 3, 4 . . . }. Upon creation, a
Mine's production value is 1.
Proposed by marsh.29
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.production.increase
(Steadiness: 0.51)
During one calendar week, one hundred Gnomes
expending one hundred Ingots may increase the production value of a mine to the
next higher value, if the Gnomes are not otherwise employed. Any Ingots so
expended, are destroyed.
Proposed by marsh.29
(The Governor), Adopted 27 June 2000.
Gnomes.Mines.livingcondition
(Steadiness: 0.5)
Every Mine is associated with a value L called its
Living Condition. L is calculated as follows: Take the number of free GnHomes in
a mine.. Subtract the depth of the mine in rope lengths.
Proposed by
hirsch.16
(Thomas), Adopted 28 June 2000.
Gnomes.GnHomes
(Steadiness: 0.6)
A GnHome is a place where a Gnome lives. GnHomes
are situated in direct proximity to Mines and considered to belong to their
Mines. Every Gnome in a mine will occupy a GnHome in the same mine. Only one
Gnome may live in one GnHome.
Proposed by hirsch.12
(Thomas), Adopted 28 June 2000.
Gnomes.GnHomes.creation
(Steadiness: 0.5)
Making a GnHome is a Task that requires two
Gnomeweeks. This GnHome will belong to the Mine where the Gnomes belong
to.
Proposed by hirsch.12
(Thomas), Adopted 28 June 2000.
Gnomes.Ingots (Steadiness:
0.51)
An Ingot is a unit of a metal which is found only in Mines.
At the time this rule is adopted, no Ingots shall exist.
Proposed by
marsh.30
(The Governor), Adopted 27 June 2000.
Gnomes.Ingots.production
(Steadiness: 0.51)
During one calendar week, ten Gnomes may produce
a number of Ingots equivalent to the Mine's production value for each two rope
lengths of depth of that Mine, if the Gnomes are not otherwise employed.
Any fractional Ingots left after application of this rule are destroyed; the ore
processing machines are remarkably inefficient. [Gnomes/10 * depth/2 *
PValue = Ingots.]
Proposed by marsh.30
(The Governor), Adopted 27 June 2000.
Gnomes.accountinggnome
(Steadiness: 0.51)
The Accounting Gnome shall maintain an accurate
record of all Gnomes, Mines, and Ingots, their owners, how all Gnomes are
currently being employed, and the production values and depths of all
Mines. He shall make such record available to any player upon
request.
Proposed by marsh.31
(The Governor), Adopted 27 June 2000.
Gnomes.employment
(Steadiness: 0.51)
A player may choose how to employ any or all of
his Gnomes by notifying the Accounting Gnome of any change. The change
shall occur at the beginning of the next calendar week.
Proposed by
marsh.32
(The Governor), Adopted 27 June 2000.
Gnomes.migration.immigration
(Steadiness: 0.5)
Every week, one Gnome is coming from the legendary
World Beyond GNomic and Migrates.
Proposed by hirsch.14
(Thomas), Adopted 28 June 2000.
Gnomes.migration.intragnomical
(Steadiness: 0.5)
Every four weeks, one Gnome from each
Mine having more than five Gnomes is going to Migrate.
Proposed by
hirsch.14
(Thomas), Adopted 28 June 2000.