I vote yes. I think that means that I don’t affect the voting outcome, but I still get the 200 points. If not, nevermind.
So this game is closing down. I hope you all had fun.
[plug]
If you enjoyed this venture into the world of Nomic, please come check out Agora Nomic – ten years old, and still going strong! We’ve been quiet for a few months, and just last week some action started up. So now is a good time to join!
The Agora mailing list archives are at Escribe. Check the latest Registrar’s Report for info on subscribing to the lists. And please read the Ruleset; after ten years, we have a very well developed set of rules.
[/plug]
Ben –
Is that the one with discussions on spoon_discuss?
I vote yes on 310.
I vote YES, but I’m sad the game is going away. Why do the good always die young? Whyyyyyy??
Sure, yes on 310. Without one person moderating, the game doesn’t seem to have much of a chance.
Mikie, I don’t recall such a discussion in the past year. You got a link I can check?
As for Straight Dope Nomic – Since Prop 310 seems certain to pass, would someone please post the final ruleset and scores when the game ends?
Assuming 310 passes (which is is virtually certain to do) the final ruleset will be as follows. Text which is unchanged since the original rules set is normal text. Text added during the course of the game is in italics.
101 - All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102 - Initially rules in the 100’s are immutable and rules in the 200’s are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103 - A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa. (Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104 - All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
106 - All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
107 - No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108 - Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109 - Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110 - In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not “conflict” with that immutable rule.
111 - If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
112 - The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
113 - A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
114 - There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
115 - Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
116 - Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
201 - Players shall alternate in alphabetical order by username, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points. Any players joining after the start of the game will have their usernames added to the end of the list in the order of players.
202 - One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) scoring the turn. To score the turn the player subtracts 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)
203 - A rule-change is adopted if and only if the following two conditions are met: (a) a majority of the eligible voters vote for its passage. (b) a majority of the eligible voters at the time the rule-change was proposed actually cast a YES or NO vote.
204 - If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.
205 - An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
206 - When a proposed rule-change is defeated, the player who proposed it loses 10 points.
207 - Each player always has exactly one vote.
208 - The winner is the first player to achieve 100 (positive) points. In mail and computer games, the winner is the first player to achieve 200 (positive) points.
209 - At no time may there be more than 25 mutable rules.
211 - If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence. If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence. If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
212 - If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. The Judge’s Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge’s Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge. New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
213 - If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge’s best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner.
303 - Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.
307 - A player becomes ineligible to vote for the current proposal under all circumstances if that player does not vote within 72 hours after the author of a proposal calls for votes. They remain ineligible for all future proposals until they attempt to vote on a proposal within that proposal’s 72 hour voting period. When that occurs, the vote is counted and they return to eligible status. If it is a player’s turn to make a proposal and the player does not officially submit his/her proposal (by declaring a call for votes) within 96 hours after the final eligible player has submitted his/her vote on the previous proposal, then: (1) the proposing player’s turn is skipped for the current round, (2) he/she is rendered ineligible for voting according to the terms established in the previous paragraph, and (3) play proceeds to the next player, who has 96 hours to make his/her new proposal (commencing at the time the previous player is declared ineligible). This rule supercedes Rule 303 (formerly Rule 105) where they conflict.
310 - All players who vote in favor of this proposed rule will receive the number of points which makes their total points equal to 200. All points will be added at the same time and all players having a total of 200 points will be tied for victory and the game will be ended. This rule supersedes Rule 202.
If there’s still time, I vote YES on 310. Might as well get my 200 points somehow:)
The voting has now closed. The proposal has passed by a vote of 8-0. And Straight Dopenomic is now ended. It may not have been all we hoped but at least we went out cleanly and clearly.
The victory was an expected eight way tie with Achernar, BraheSilver, iampunha, Little Nemo, MarkofT, Mikie, Spurious George, and Treviathan all ending with a score of 200.