Cycle 13/Ruleset: Difference between revisions

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Updated to reflect ruleset as of the Third Loop, Phase I.
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The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.
The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.


Phases are identified by successive Roman numerals; the first phase of the cycle is Phase I.
Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.


== Players ==
== Players ==
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== Generate Coins ==
== Generate Coins ==
A player can take the Generate Coins action once per phase by declaring their intent to do so and rolling a six sided die in #game-actions. The player then gains Coins equal to the number rolled on the die.
Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player's SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.
 
Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player's SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.
 
A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.


== Loops ==
== Loops ==
Loop priority is a strict weak order over rules, defined as follows:
Loop priority is a strict weak order over rules, defined as follows:


* A persistent rule has higher loop priority than an ephemeral rule.
A persistent rule has higher loop priority than an ephemeral rule.
* Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.
 
* Otherwise, two rules have the same loop priority.
Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.
 
Otherwise, two rules have the same loop priority.


The phase counter is an integer, initially 0.
Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.


At the end of each phase (immediately before the new phase begins), the following occur in order:
At the end of each phase (immediately before the new phase begins), the following occur in order:
* The phase counter is incremented by 1.
 
* If the phase counter is not less than 9, the following occur in order:
* Loop Instability is incremented by 1.
** The current loop is considered to end, and effects defined by the rules as occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
* If Loop Instability is not less than 9, the following occur in order:
** Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
** All rules that are not persistent are simultaneously repealed
** All rules that are not persistent are simultaneously repealed
** All items that are not defined as persistent by the rules are removed from inventories.
** All items that are not defined as persistent by the rules are removed from inventories.
** The phase counter is set to 0.
** Loop Instability is set to 0.


When a new phase begins while the phase counter is 0, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.


Rules and items that are not persistent are "ephemeral".
Rules and items that are not persistent are "ephemeral".


==Leaderboards ==
== Leaderboards ==
Each loop has at most one active goal. If the current loop does not have an active goal, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.
Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.


At the start of a loop, the players that best accomplished each active goal in the previous loop, if any, gain the reward for that goal in that loop, if any.
At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.


=== Goal list ===
=== Goal list ===


* Have the most Coins at the end of the Loop.
* Have more coins than each other player at the end of the Loop.
* Be the first player in the loop to have at least 10 Nomicubes in their possession.
* Be the first player in the loop to have at least 100 Nomicubes in their possession.
* Have the most Nomicubes at the end of the loop
* Be the first player in the loop to have at least 100 coins in their possession.


=== Reward list ===
=== Reward list ===
* 1 Orb
* 1 Orb
* 2 Orbs
* 1 Orb Share Privilege
* 1 Orb Steal Privilege
* 1 Goal Selection Privilege
* 1 Extra Vote Privilege
* 1 Time Adjustment Privilege


== Items ==
== Items ==
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A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.
Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.


== Orbs ==
== Orbs ==
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== Coins ==
== Coins ==
Coins (singular Coin) are a fungible item.
Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.


==Proposals==
== Proposals ==
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent they are not prohibited by the rules.  
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.


A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.


At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect.


== Urgent Class Proposals==
If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
 
== Urgent Class Proposals ==
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.
Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.


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Any player may submit a standard-class proposal in #standard-proposals, specifying its text.
Any player may submit a standard-class proposal in #standard-proposals, specifying its text.


The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it.
In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.


Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules.
The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.
 
Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal's changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.


== Transtemporal Proposal ==
== Transtemporal Proposal ==
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The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.
The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.
By default, rules enacted by a transtemporal proposal are persistent.


== Winning ==
== Winning ==
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== Judges ==
== Judges ==
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.


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An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.
An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.


Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more :+1: than :-1: reactions on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.
 
=Ephemeral Rules=
 
== Factories ==
A factory is a non-fungible item.
 
Whenever a player takes the Generate Coins action, the amount of coins to be granted is increased by 1 coin for each factory in their possession.
 
If a player has 10 or more coins, they may revoke 10 coins in their possession and grant themselves a factory, all by posting a message that indicates this purchase to #game-actions.


Factories can only be traded or otherwise transferred once per phase.
== Security ==
Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.


== Yahtzee! ==
In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.
A player can Play Yahtzee once per phase by declaring their intent to do so in #game-actions.


When they do so, said player may take a single turn of Yahtzee as described in the official Hasbro Yahtzee rulebook found at https://www.hasbro.com/common/instruct/Yahtzee.pdf. The player must make their rolls, declare which dice are being kept between rolls, and specify how they are scoring their roll in #game-actions when doing so. The scorecards of each player that is playing Yahtzee are tracked in the gamestate.
This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.


When they are finished with their turn, the player gains a number of coins equal to the number that would be "filled" into a box on their scorecard for their turn. If a player would score the bonus 35 points for scoring at least 63 points in the Upper Section of their card, they gain the 35 Coins for that bonus at the end of the Loop.
== Orb Share Privilege ==
Orb Share Privileges (singular Orb Share Privilege) are a fungible item.


At the end of the loop, the player who has the highest overall score in Yahtzee gains 40 coins, and all players who scored within 25 points of their score gain 10 coins.
A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.


== Refineries ==
If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.
A refinery is a non-fungible item.


When taking the Generate Coins action, the number of sides on all dice to be used is increased by 2 for each refinery in their possession.
== Orb Steal Privilege ==
Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.


If a player has 15 or more coins, they may revoke 15 coins in their possession and grant themselves a refinery, all by posting a message that indicates this purchase to #game-actions.
A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.


Refineries can only be traded or otherwise transferred once per phase.
== Goal Selection Privilege ==
Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.


== Wind Turbines ==
A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.
A Wind Turbine is a non-fungible ephemeral item.


For each wind Turbine a player has, when they take the Generate Coins action, if their dice roll resulted in a number 6 or greater, the amount of coins to be granted is increased by 3.
== Extra Vote Privilege ==
Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.


Wind Turbines can only be traded or otherwise transferred once per phase.
== Nomicubes ==
Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.


If a player has 15 or more coins, they may revoke 15 coins in their possession and grant themselves a wind turbine, all by posting a message that indicates this purchase to #game-actions.
== Tokens ==
Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.


== Workshops ==
== Entities ==
A Workshop is a non-fungible ephemeral item.
A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed.


For each Workshop a player has, when they take the Generate Coins action, the number of dice they roll is increased by 1.
If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.


Workshops can only be traded or otherwise transferred once per phase.
If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.


If a player has 20 or more coins, they may revoke 20 coins in their possession and grant themselves a Workshop, all by posting a message that indicated this purchase in #game-actions.
== Rules ==
A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.


== Generate Inflation ==
Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).
When a player takes the Generate Coins action, they may roll an additional die of the same type as previously used. The player then gains Coins equal to the number rolled on the die.


== Redos ==
Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.
Once per phase a player may "redo" their most recent dice roll. When they do so, they roll the same number of dice with the same number of sides before, subtract 1 from the result, and treat that as the result of the previous dice roll instead.


== Time Beans ==
Each rule is either persistent or ephemeral.
A time bean is a fungible item.


== You can win Yahtzee ==
Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.
Right before the loop ends and any rules are repealed, the player or players who have either the most or tie for the most points in Yahtzee get an Orb.


== The Scary Halloween Pumpkin ==
A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.
The Scary Halloween Pumpkin is an entity.


At the beginning of each phase, every player is cursed by the Scary Halloween Pumpkin.
In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.


The Curse Threshold is a number which is initially 2. At the start of each phase, the Curse Threshold is set to whichever is higher of 2, or 10% of the amount of coins owned by the Scary Halloween Pumpkin.
== Time Adjustment Privilege ==
Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.


Players may take the Pay Tribute action at any time by stating as such in #game-actions. To do so they must choose a positive integer N that is less than or equal to the amount of coins they have. N coins are then transferred from that player to the Scary Halloween Pumpkin, and they must roll a dice with N sides. If the result is greater or equal to the Curse Threshold, that player is no longer cursed.
A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.


Whenever a cursed player gains coins, half of the amount of coins gained (rounded down) is then transferred from them to the entity that they are cursed by.
= Ephemeral Rules =

Revision as of 00:47, 29 November 2022

Persistent Rules

Time

All times mentioned in the rules are in UTC. Days begin at 00:00 UTC. Weeks begin on Sunday. Each phase is either (Sunday, Monday, and Tuesday), (Wednesday and Thursday), or (Friday and Saturday).

The first Phase is ongoing when the cycle begins and anything that would have taken place at the start of the first Phase take place at the start of the Cycle.

Phases are identified by successive Roman numerals; the first phase of each loop is Phase I.

Players

Any person may become a player by posting a message setting forth their intent to do so in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in #game-actions.

Actions

When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. If the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.

Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.

Generate Coins

Each player has a Standard Coin Roll Sides (SCRS), which is an integer. If no other rule defines a player's SCRS, it is 6. Ephemeral rules may define and alter this value for certain players. If a player's SCRS would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

Each player has a Standard Coin Roll Count (SCRC), which is an integer. If no other rule defines a player's SCRC, it is 1. Ephemeral rules may define and alter this value for certain players. If a player's SCRC would otherwise not be an integer, it is instead the greatest integer not greater than what it would be.

A player whose SCRC and SCRS are positive integers can take the Generate Coins action once per phase by declaring their intent to do so and rolling CdS in #game-actions, where C is their SCRC and S is their SCRS. The player then gains Coins equal to the total of the numbers rolled on the die.

Loops

Loop priority is a strict weak order over rules, defined as follows:

A persistent rule has higher loop priority than an ephemeral rule.

Otherwise, a rule with lexicographically earlier title has higher loop priority than a rule with lexicographically later title.

Otherwise, two rules have the same loop priority.

Loop Instability is an integer, initially 0. Ephemeral rules can provide for the alteration of the value of Loop Instability.

At the end of each phase (immediately before the new phase begins), the following occur in order:

  • Loop Instability is incremented by 1.
  • If Loop Instability is not less than 9, the following occur in order:
    • Time collapses, and the current loop is considered to end. Effects occurring at the end of a loop by other rules occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.
    • All rules that are not persistent are simultaneously repealed
    • All items that are not defined as persistent by the rules are removed from inventories.
    • Loop Instability is set to 0.

When a new phase begins while no loop is ongoing, a new loop is considered to begin, and effects defined by the rules as occurring at the beginning of a loop occur. These effects occur simultaneously, except that effects in rules with higher loop priority happen before effects in rules with lower loop priority, and effects provided for earlier in a rule's text happen before effects provided for later in that rule's text.

Rules and items that are not persistent are "ephemeral".

Leaderboards

Each loop has zero or more active goals. If the current loop has zero active goals, any player can randomly select one goal to become active in #game-actions; the selection becomes the loop's active goal. For each loop, each active goal has at most one reward. For any active goal in the current loop without a reward, any player can randomly select one reward for that goal in #game-actions; that reward becomes the goal's reward for this loop.

At the start of a loop, for each active goal in the previous loop, the sole player, if any, that best accomplished that goal in the previous loop gains the reward for that goal in that loop, if any.

Goal list

  • Have more coins than each other player at the end of the Loop.
  • Be the first player in the loop to have at least 10 Nomicubes in their possession.
  • Be the first player in the loop to have at least 100 Nomicubes in their possession.
  • Have the most Nomicubes at the end of the loop
  • Be the first player in the loop to have at least 100 coins in their possession.

Reward list

  • 1 Orb
  • 2 Orbs
  • 1 Orb Share Privilege
  • 1 Orb Steal Privilege
  • 1 Goal Selection Privilege
  • 1 Extra Vote Privilege
  • 1 Time Adjustment Privilege

Items

Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. By default, only players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

Ephemeral rules can provide for and define classes of non-persistent items and provide for and authorize the creation, destruction, transfer, and other alteration of such items, except that such items cannot become persistent.

Orbs

Orbs (singular Orb) are a persistent, fungible item.

Coins

Coins (singular Coin) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of coins.

Proposals

Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously to the extent that such changes are not prohibited by the persistent rules.

At the time its voting period ends, a 👍 or 👎 reaction on a Proposal message from a player constitutes a vote in favor or against, respectively.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its class), and the message in which it was submitted has been neither deleted nor edited. Except insofar as the actions performed by a proposal happen one after another, rather than simultaneously, a proposal's effect is instantaneous. A proposal can neither delay nor extend its own effect.

If, but for this clause, more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

Urgent Class Proposals

Any reputable player may submit an urgent-class proposal in #urgent-proposals, specifying its text.

The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.

Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal

Any player may submit a standard-class proposal in #standard-proposals, specifying its text.

In addition to other votes, a 🔺 or 🔻 reaction on a standard-class Proposal message from a player possessing an Extra Vote Privilege at the time when the voting period ends constitutes a vote in favor or against, respectively.

The voting period of a standard proposal is the first full phase that begins after it was submitted. A standard proposal is popular if it has a simple majority of votes for it, or as otherwise determined by ephemeral rules.

Standard proposals cannot enact, repeal, amend, or otherwise modify persistent rules. By default, rules enacted by a standard proposal are ephemeral. When a standard proposal's changes are applied, they are applied only to the extent that such changes are also not prohibited by the ephemeral rules.

Transtemporal Proposal

Any player may submit a transtemporal-class proposal in #transtemporal-proposals, specifying its text.

The voting period of a transtemporal proposal is from the start of the third full phase after it is submitted to the first end of a loop thereafter. A transtemporal proposal is popular if it has a simple majority of votes for it.

By default, rules enacted by a transtemporal proposal are persistent.

Winning

When one or more players have at least 100 Orbs, each player with at least 100 Orbs wins the Cycle. The Cycle ends once any players have won.

Judges

There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal submission of a request for justice by a person other than themself in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by :+1: or :-1: reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.

Security

Persistent rules cannot be enacted, amended, repealed, retitled, mutated, or otherwise altered except as provided for by the persistent rules. Ephemeral rules cannot, by any mechanism, become persistent rules.

In general, persistent rules take precedence over ephemeral rules. Ephemeral rules cannot provide for, authorize, require, prohibit, enable, prevent, or otherwise control the modification, destruction, creation, or other alteration of state, entities, or other information controlled, defined, or otherwise provided for by the persistent rules, except as permitted by the persistent rules. Ephemeral rules cannot enable, prohibit, require, forbid, prevent, modify, alter, or otherwise tamper with actions authorized, regulated, defined, enabled, required, prohibited, or otherwise controlled by persistent rules, except as permitted by the persistent rules.

This rule takes precedence over each ephemeral rule. No ephemeral rule can be enacted, amended, repealed, or otherwise altered such that it would result in any ephemeral rule claiming precedence over this rule.

Orb Share Privilege

Orb Share Privileges (singular Orb Share Privilege) are a fungible item.

A player possessing an Orb Share Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player gains 15 Orbs.

If an Orb Share Privilege is held at the end of a loop, all players other than its owner gain 1 Orb.

Orb Steal Privilege

Orb Steal Privileges (singular Orb Steal Privilege) are a fungible item.

A player possessing an Orb Steal Privilege can destroy it to nominate a player other than themself. When this action is taken, the nominated player loses 4 Orbs and the player taking this action gains 4 Orbs.

Goal Selection Privilege

Goal Selection Privileges (singular Goal Selection Privilege) are a fungible item.

A player possessing a Goal Selection Privilege can destroy it to select a goal of their choice from the Goal list to become active in #game-actions.

Extra Vote Privilege

Extra Vote Privileges (singular Extra Vote Privilege) are a fungible item.

Nomicubes

Nomicubes (singular nomicube) are a fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of nomicubes.

Tokens

Tokens (singular token) are a persistent, fungible item. Ephemeral rules can provide for the creation, destruction, and transfer of tokens.

Entities

A rule that refers to another entity by name refers to the entity that had that name when the rule first came to include that reference, even if the entity's name has since changed.

If the rule that defines another entity is repealed or amended such that it no longer defines that entity, then that entity and its attributes cease to exist.

If the rule that defines another entity is altered such that it defines that entity both before and after the amendment, but with different attributes, then the second entity and its attributes continue to exist to whatever extent is possible under the new definitions.

Rules

A rule is an entity that governs the cycle, in whole or in part. Rules generally have the capacity to govern the whole cycle, except where provided otherwise. The ruleset is the set of all existing rules.

Each rule has a body (also known as its text), which takes the form of text. Except as otherwise prohibited, each rule is continuously taking effect (that is, applying the content of its body).

Each rule has a title, unique among rules. An attempt to enact a rule with the same title as an existing rule, or to alter a rule in such a way that it has the same title as an existing rule, or to otherwise cause there to be two or more rules with the same title fails.

Each rule is either persistent or ephemeral.

Rules cannot be enacted, created, destroyed, amended, retitled, altered, or otherwise modified except as provided for by the rules.

A rule cannot be enacted unless the enacting instrument specifies the title, body, and persistent/ephemeral status of the new rule, except that the persistent rules may provide defaults for one or more of these values.

In general, unclear specification of a rule change renders the entirety of the rule change null and void, but does not by default affect the remaining functionality of the instrument providing for the rule change.

Time Adjustment Privilege

Time Adjustment Privileges (singular Time Adjustment Privilege) are a persistent, fungible item.

A player possessing an Time Adjustment Privilege can destroy it to either add or subtract 1 from the current phase counter.

Ephemeral Rules