Nomicron: Round 6

Round 6
(ended)
Turn 6 - 31
(ended)

2006-11-19
22:19 CST

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Ruleset
Keyword

1.1 Follow the Rules
Keywords
Text The game of Nomicron consists of a set of rules. Each rule has three parts: a number, a title, and text. All players must always abide by all rules currently in effect, in the form in which they are in effect.

 
( 6 - 0: Initial [1.1])


2.1 Rounds and Conventions
Keywords
Text Play proceeds in a series of rounds. When no round is in progress, the game is in convention. During convention, only convention rules are in effect. At other times, all rules are in effect unless otherwise specified by the rules.

 
( 6 - 0: Initial [2.1])


3.1 Players
Keywords
Text A player of Nomicron is a person who participates in the game. Each player has a player name by which they are referred to in Nomicron. A player chooses a name when joining Nomicron and may only change it during the convention. A player is either active or inactive, unless the rules provide for other types of player status.

While the game is in convention, any player may become active or inactive at any time by notifying the public forum. During a convention, a non-player becomes an active player when a motion making that person a player passes.

At the end of a convention, any active player who has neither voted on a motion nor posted to the public forum for the last two weeks becomes inactive, and any player who has been inactive for the entire duration of the convention ceases to be a player.

 
( 6 - 0: Initial [3.1])


4.1 The Public Forum
Keywords
Text The public forum is a means to communicate with other players. Any communications sent to the public forum shall be available to all active players.

 
( 6 - 0: Initial [4.1])


5.1 Motions
Keywords
Text When the game is in convention, the convention floor is either open or closed. At the beginning of each convention, the floor is open.

While the floor is open, any active player may submit motions to the public forum. Such motions may describe any number of changes to be made to any aspect of the game, including ending the game. However, a motion to begin the next round may not be made while the floor is open.

The floor closes when a motion to close the floor passes. While the floor is closed, the only motions players may submit are to reopen the floor or to begin the next round.

When a motion to begin the next round passes, all unresolved motions are discarded, and the next round begins.

 
( 6 - 0: Initial [5.1])


6.1 Voting on Motions
Keywords
Text Votes on motions must be sent to the administrator or their designee. Each active player may vote once on each motion. If a player submits multiple votes, the last vote received shall be considered that player's one and only vote on the motion. A motion remains up for vote until one week passes or all active players have voted on it, whichever comes first.

A motion to end the game requires unanimous acceptance among cast votes to pass; other motions require acceptance by a 2/3 majority among cast votes to pass. If a motion passes, the changes to the game it describes are immediately put into effect.

It is the duty of whoever collects the votes to accurately report the passage or failure of each motion, along with all votes cast on that motion, in a timely fashion.

 
( 6 - 0: Initial [6.1])


7.1 Player Actions in Convention
Keywords
Text While the game is in convention, the only permitted game actions are making a motion, voting on motions, posting to the public forum, and becoming active or inactive.

 
( 6 - 0: Initial [7.1])


8.1 Precedence
Keywords
Text If there is a conflict between rules, the rule with the lowest number shall have precedence unless otherwise specified in the rules.

 
( 6 - 0: Initial [8.1])


9.1 The Administrator
Keywords
Text One player is the administrator. At any time there shall be exactly one administrator.

 
( 6 - 0: Initial [9.1])


101.1 Rule Changes
Keywords
Text All of the following are rule changes: the enactment of a new mutable rule, the amendment of any rule, the repeal of any rule, and the transmutation of any rule between types (the rule types are convention, immutable, and mutable).

 
( 6 - 0: Initial [101.1])


102.1 No Congressional Hanky-Panky
Keywords
Text All rule-changes proposed in the proper way shall be voted on during the turn in which they are submitted. They will be adopted if and only if they receive the required number of votes.

 
( 6 - 0: Initial [102.1])


103.1 Voting
Keywords
Text Each active player is eligible to vote on any proposal. Players are permitted to abstain from voting, and shall be held implicitly to have done so if they do not vote during the turn in which a proposal is up for vote.

 
( 6 - 0: Initial [103.1])


104.1 Ex Post Facto Changes Forbidden
Keywords
Text 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.

 
( 6 - 0: Initial [104.1])


105.1 Numbers
Keywords
Text 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.

Rules shall be numbered in two parts: a rule number and a version number. The rule numbers for all initial rules are specified. For all other rules, the rule number is the number of the proposal that enacted the rule.

Initially, the version number for all rules is 1. This number shall be increased by 1 each time a rule is amended or transmuted.

 
( 6 - 0: Initial [105.1])


106.1 Transmutation
Keywords
Text Rule-changes that transmute immutable or convention rules into mutable rules may be adopted if and only if the vote is unanimous among the players who vote on the rule-change. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

Likewise, any rule-change that amends or repeals an immutable or convention rule may be adopted if and only if the vote is unanimous among the players who vote on the rule-change.

 
( 6 - 0: Initial [106.1])


107.1 That Classic Conflict Clause
Keywords
Text 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.

 
( 6 - 0: Initial [107.1])


108.1 Replacing Suber's Debate Requirement
Keywords
Text There shall exist an entity called request for comment (RFC), to which draft versions of a rule-change may be submitted, and in which all players may comment on the posted drafts. The administrator may assign these drafts numbers for reference. When a player ceases to be active, the administrator may remove any drafts from RFC that were submitted by that player.

 
( 6 - 0: Initial [108.1])


109.1 Points Are King
Keywords
Text 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 be amended or repealed.

 
( 6 - 0: Initial [109.1])


110.1 Don't Tease the Quitters
Keywords
Text A player always has the option to resign from 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.

 
( 6 - 0: Initial [110.1])


111.1 No Mad Transmutation Sprees
Keywords
Text There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

 
( 6 - 0: Initial [111.1])


112.1 Go Ahead, Bite Your Own ... Posterior
Keywords
Text 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.

 
( 6 - 0: Initial [112.1])


113.1 Freedom of Action
Keywords
Text 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.

 
( 6 - 0: Initial [113.1])


201.1 Turns and Times
Keywords
Text All times referenced in the ruleset shall be considered North American Central Time (GMT -6:00), observing daylight savings time.

Turns begin every week at 22:00 on Monday; this moment may be called a turn's beginning. Turns continue until 22:00 on Saturday. This moment is the turn's end. The moment at 10:00 on Thursday is the turn's middle.

Turns are designated as:
{round}-{ordinal}
The ordinal of the first turn of a round is 1. Each other turn has an ordinal which is 1 greater than that of the previous turn.

The period between the beginning and middle of a turn is the turn's first half. The period between the middle and the end is its latter half. The period between the end of one turn and the beginning of the next is called an interim. The period comprising a turn and the following interim is one game week.

 
( 6 - 0: Initial [201.1])


202.2 Rule-Change Proposals
Keywords Proposals  
Text Each active player may submit one rule-change proposal at the beginning of each turn unless a rule specifically allows more then one rule-change proposal for purposes of game play.
 
( 6 - 0: Initial [202.1])
( 6 - 19: Amend [202.2] by Tovan)


203.3 Rule-Change Adoption
Keywords
Text A proposal to enact, amend, or repeal a mutable rule is adopted if and only if it receives more votes in favor of it than against it.
 
( 6 - 0: Initial [203.1])
( 6 - 7: Amend [203.2] by Jef)
( 6 - 15: Amend [203.3] by Breadman)


205.2 Passage Happens
Keywords
Text An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it; that is, at the end of the turn in which it is submitted for vote.

If more than one adopted rule-change affects the same existing rule, the one that received the most favorable votes takes precedence and the others are ignored. In the case of a tie on favorable votes, the proposal submitted first takes precedence.
 
( 6 - 0: Initial [205.1])
( 6 - 14: Amend [205.2] by Jef)


206.1 Losers Weep
Keywords Scoring  
Text When a proposed rule-change is defeated, the player who proposed it loses 10 points.
 
( 6 - 0: Initial [206.1])


207.1 Equal Franchise for All
Keywords
Text Each active player always has exactly one vote on each proposal.
 
( 6 - 0: Initial [207.1])


208.3 Slow Moving Target
Keywords Score  
Text Each Player has a Target Score, which is a whole number.

If an Active Player achieves their Target Score exactly, that Player is declared the winner of the Round and the Round ends.

When a Player becomes Active, their Target Score is 847 (positive) points.

When this Proposal is Enacted, each currently Active Player has a Target Score of 874 (positive) points.
 
( 6 - 0: Initial [208.1])
( 6 - 4: Amend [208.2] by Jef)
( 6 - 21: Amend [208.3] by Ouroboros)


209.4 Precedence, Restated
Keywords
Text 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 claims that name specific rules by number shall supercede those that name general types of rules. In case of conflicting precedence claims that operate by the same method, the default numerical method of determining precedence shall apply.
 
( 6 - 0: Initial [209.1])
( 6 - 13: Amend [209.2])
( 6 - 15: Amend [209.3] by toreun)
( 6 - 29: Amend [209.4] by Looney)


210.1 Requests for Judgment
Keywords Judgments  
Text If there is disagreement among the players about the legality of a move or the interpretation or application of a rule, then an active player may seek a Ruling by submitting a Request for Judgment (RFJ) to the administrator. The submitting player shall be considered the Petitioner for the RFJ. The RFJ shall take the form of a statement to be judged TRUE or FALSE. Arguments may also be included with the RFJ statement. Disagreement, for the purposes of this rule, may be created by the insistence of any player.

When an RFJ is invoked, it is a duty of the administrator to, as soon as possible, select a Judge as described in the Rules and publish the RFJ, along with the identity of the Judge. The Ruling on the RFJ, including comments by the Judge, shall guide game play in regard to the issue addressed by the RFJ. If two or more rulings conflict on an issue, the latest Ruling shall take precedence.

Requests for Judgment shall be given numeric Case Numbers consecutively in the order they are received, starting with 5301. When judgment is rendered, the Judgment retains the Case Number.

 
( 6 - 0: Initial [210.1])


211.1 The Judicial Pool
Keywords Judgments  
Text Any active player may or may not be in the Judicial Pool. An active player may enter or leave the Judicial Pool at any time by contacting the Administrator or their designee. A player who is in the Judicial Pool is removed from it if they cease to be an active player, fail to vote on at least one Proposal during any turn in which Proposals were up for vote, or are selected as a Judge. When a Judge returns a Judgment, they are returned to the Judicial pool if not already there. When a player first becomes active, they are not in the Judicial Pool.

When a Judge is required, the administrator shall randomly select a Judge from those players in the Judicial Pool, except the Petitioner and any player mentioned in the RFJ. If the Judicial Pool is empty (or contains only players disallowed by the preceding sentence), the administrator shall serve as Judge.

Judges appointed to cases in which they have a greater vested interest than other players should recuse themselves, but it is left to each player to determine their own conflicts of interest.

 
( 6 - 0: Initial [211.1])


212.2 Rendering Judgment
Keywords Judgments  
Text When a player has been chosen as a Judge, they may recuse themselves by notifying the Administrator 48 hours of notification of the Judge appointment. In this instance, a new Judge shall be selected.

A Judge who fails to deliver a Ruling within a week of the Judge appointment is penalized 25 Points and a new Judge is selected for the RFJ.

 
( 6 - 0: Initial [212.1])
( 6 - 16: Amend [212.2])


213.1 Rulings
Keywords Judgments  
Text A legal Ruling is either TRUE or FALSE and may be accompanied by reasons and arguments. When determining a Ruling, the Judge should consider the rules in effect at the time of the disputed game action.

 
( 6 - 0: Initial [213.1])


214.1 Appeals
Keywords Judgments  
Text If a player is not satisfied with the result of an RFJ, he may submit an appeal to the administrator. The appeal shall consist of a new ruling of TRUE or FALSE, along with new reasonings and arguments. An appeal submitted on a particular RFJ shall be voted upon during the turn immediately following its submission (if more than one appeal is submitted on the same case in one turn, only the first submitted shall be voted upon.) If two-thirds of the players voting on the appeal support it, the appeal and its reasonings and arguments shall replace the original ruling in its entirety.

During the period from the submission of an appeal to the end of the turn in which players vote on that appeal, no other appeals may be submitted on the same RFJ. After this, and regardless of the result of any previous appeal, new appeals may be submitted as per the preceding paragraph.

 
( 6 - 0: Initial [214.1])


215.1 The Paradox Rule
Keywords Judgments  
Text If a player believes that the rules are such that further play is impossible, or that the legality of a move cannot be determined with finality, or that a move appears equally legal and illegal, then that player may submit an RFJ such that the statement to be judged explicitly specifies that there is a paradox. If such an RFJ is ruled true, the following shall occur:

If the ruling was submitted during a turn, the round will end at the end of the following turn unless the ruling is changed by appeal during that turn. If the round ends in this manner, the petitioner wins the round.

If the ruling was submitted during interim, the round will end at the end of the turn after that which immediately follows unless the ruling is changed by appeal before that time. If the round ends in this manner, the petitioner wins the round.

This rule takes precedence over every other rule determining the winner.

 
( 6 - 0: Initial [215.1])


216.1 Time Drops, To Avoid Wasted Proposals
Keywords
Text A Time Drop is a means for automatically collecting and revealing information that is to remain secret for a time, after which it is to be made public. All the information collected in one Time Drop must become public at the same time.

A Time Drop should be able to:

1. Accept "deposits" of secret information from any player or a subset of the players.
2. Store that information reliably.
3. Automatically reveal all the deposits made to it to the public forum once its contents are no longer secret.

The Administrator is not necessarily expected to provide a Time Drop implementation, but if he does so, he is expected to inform the players that he has done so. If a rule depends on a Time Drop implementation, but none is available, then that rule is not in effect.

 
( 6 - 0: Initial [216.1])


217.1 Smith//Minmax, Ditto
Keywords
Text There exists a voting system called Smith//Minmax. In Smith//Minmax, each player ranks all of the alternatives in a nonstrict ordering. That is, multiple alternatives may be given the same ranking. If the implementation provides for leaving alternatives unranked, unranked alternatives are considered to be ranked equal to each other and lower than all explicitly ranked candidates. Whether one candidate beats another is determined by comparing the rankings of those candidates in each ballot submitted; if A is ranked higher than B, then this counts as a vote for A beating B and against B beating A.

Define the Smith set to be the smallest non-empty set of candidates in a particular election who, when paired off in pairwise elections, can beat all other candidates outside the set. Eliminate all candidates not in the Smith set.

Define the loss-measure of a candidate to be the greatest margin by which that candidate is beaten by another candidate (in the Smith set). If the candidate is not beaten by any other candidate, its score is 0. The candidate with the lowest loss-measure wins. If more than one candidate is tied for lowest loss-measure, a random one of those candidates wins.

 
( 6 - 0: Initial [217.1])


302.1 Player Status Changes
Keywords
Text A player with active status shall retain active status except under the following conditions:
1. If that player requests a change to another status, that request shall be granted at the end of the turn or interim in which the request is submitted.
2. If an active player fails to vote for three consecutive turns in which proposals were up for vote, he or she shall become inactive.

A player with inactive status shall retain inactive status except under the following conditions:
1. If that player requests a change to active status.
2. If a player remains inactive for a full calendar year, he or she shall cease to be a player.

When a player with inactive status requests active status, the following shall occur:

If the request is made during a turn, it shall be granted at the beginning of the next turn, unless an active player objects.

If the request is made during interim, it shall be granted at the beginning of the turn after that which immediately follows, unless an active player objects.

If an active player objects to an activation request, that activation request shall be put to vote during the next turn. If at least 50% of the players who vote on the activation request approve it, it shall be granted. Otherwise, it shall be denied.
 
( 6 - 1: Enact [302.1] by Looney)


303.1 Joining
Keywords
Text Any person may become a player in Nomicron by sending an introduction of themself to the Public Forum, explicitly stating their intent to join. Upon so doing, the person becomes an inactive player.
 
( 6 - 2: Enact [303.1] by Jef)


305.5 Political Capital
Keywords Scoring  
Text When a rule change is adopted, the author earns the greater of 10 points or a quantity of points equal to 4 points for every vote the proposal received minus 2 points for each No vote and 1 point for each abstention. I f a player keeps their vote as "No vote" it does not count as a vote or as an abstention
 
( 6 - 3: Enact [305.1] by Looney)
( 6 - 17: Amend [305.2] by Jef)
( 6 - 18: Amend [305.3])
( 6 - 19: Amend [305.4])
( 6 - 21: Amend [305.5] by Royalfire)


306.1 Quorum Required
Keywords
Text If any rule-change proposal is voted on by fewer than half of the active players, that proposal neither passes nor fails, but is placed up for vote the next turn. Proposals rolled forward in this manner do not count as new submissions.

This rule takes precedence over any rule that explicitly governs rule-change adoption.
 
( 6 - 3: Enact [306.1] by darkfox)


308.1 Economy of Politics
Keywords Proposals  
Text Each player may submit one additional rule-change proposal each turn, at a cost of 10 points, paid at the beginning of the turn in which the proposal would be submitted. If, at the beginning of that turn, the player has fewer than 10 points, the player loses no points, and none of that player's rule-change proposals are submitted.

This rule takes precedence over rule 202.
 
( 6 - 4: Enact [308.1] by darkfox)


309.1 Nomic Triple Crown
Keywords Scoring   Proposals  
Text If any one player has three of his proposals pass in a single turn, that player gains a bonus of 15 points in addition to any other points received for the passed proposals.
 
( 6 - 4: Enact [309.1] by Looney)


310.1 Just in case...
Keywords Judgments  
Text Any player may submit an RFJ that a section of a rule is unintelligible. Which specific parts are deemed unintelligible should be indicated in the RFJ with direct quotes, in order to minimize confusion or vagueness.

The Judge should consider the context of the rule, as well as the context of the ruleset and any jargon specific to Nomicron when making a ruling. If the ruling is returned true, then that section is not in effect, but is not removed from the rule or the rule set. Entire rules may be judged unintelligible in this way.
 
( 6 - 4: Enact [310.1] by Day)


311.2 Consolation Prize
Keywords Scoring  
Text Each turn, the rule-change proposal that failed with the smallest margin (difference between no-votes and yes-votes) earns 5 points for its proposer. In the case of a tie, all players who the tied proposals earn 5 points.
 
( 6 - 5: Enact [311.1] by darkfox)
( 6 - 15: Amend [311.2])


313.1 Do it with style
Keywords Style  
Text Each active player has a Style value.

Every turn, each voting player may assign a positive Style number to proposals up for vote that turn, so long as the total of the Style numbers that player assigns in a single turn does not exceed 10. A player may not assign a Style number to a proposal that he or she submitted.

At the end of each turn, each active player's Style value is calculated as the sum of the Style numbers that have been assigned to that player's proposals that turn and the previous two turns, regardless of whether or not those proposals passed.

 
( 6 - 6: Enact [313.1] by darkfox)


319.2 Cylon Detector
Keywords
Text Each turn, Dr. Baltar's cylon detector determines that a random player is a Cylon. This information must be kept secret from everyone except the accused player until the end of the turn, at which time Dr. Baltar issues a public report. The accused player is notified of their status at the beginning of the turn and is considered the Cylon for the duration of that turn. One thing the Cylon may do is tap into the voting system and view the vote tally on current proposals, but they may not see how individual players voted--just totals.
 
( 6 - 9: Enact [319.1] by Jef)
( 6 - 11: Amend [319.2] by Jef)


320.1 Straw Poll
Keywords Proposals  
Text The author of a draft proposal posted on the RFC may invoke a straw poll to determine what level of support the proposal has. The straw poll is announced to the public forum and remains active so long as the draft is on the RFC.

Each active player may indicate their vote in the straw poll by choosing an option: Yea, Nay, or Undecided. A player may change their vote in the poll at any time. The vote summary results of the straw poll are available to all players on the draft's RFC page, though not how individual players voted.
 
( 6 - 10: Enact [320.1] by Jef)


333.1 RFPs
Keywords Style   Proposals  
Text Each turn, the active player with the most style can make a Request for Proposal (RFP) by announcing it to the public forum. An RFP is a request for competing proposals on a particular subject or to address a particular issue. Each active player may submit one proposal to the RFP time drop before the start of the next turn in response. This time drop submission does not count toward player proposal limits for the turn.

On the following turn, the competing proposals are voted on using the Smith//Minmax voting system, including an option for "None". The winning proposal is adopted, unless "None" wins the election.
 
( 6 - 15: Enact [333.1] by Jef)


334.2 A Half-Remembered Melody
Keywords
Text Each, each voting player may assign a Thematic Value, an integer ranging from -1 to 1, to each Proposal up for vote that Turn.

At the end of each Turn, a Thematic Assessment for each Proposal will be calculated from the sum of Thematic Values, and reported at the end of turn.

The author of a Proposal that passes with the highest Thematic Assessment is awarded 1 point.
 
( 6 - 16: Enact [334.1] by Ouroboros)
( 6 - 20: Amend [334.2])


339.1 Poker Tournament
Keywords Scoring  
Text Every other turn, starting one turn after the adoption of this rule, a Poker Tournament will be held. A player's participation in the poker tournament is voluntary--players must indicate their participation during the prior game week. The ante to play is 1 point.

At the beginning of the turn, all tournament players are issued 2 cards from a standard deck, and the "flop" of 3 cards is revealed, to be shared among all players. Tournament players have until the middle of the turn to either fold or bet 3 more points.

At the middle of the turn, the "turn" (one more card) and the "river" (another card), are revealed, again shared among all players. Each tournament player has until the end of the turn to either fold or bet 6 more points. At either phase, a lack of explicit instructions from a tournament player is considered a fold.

At the end of the turn, the cards of all remaining tournament players are revealed. The player with the best 5-card poker hand wins the tournament, and collects all points bet in this tournament. In the case of a tie, the winning player split the points. All other players lose any points they bet.
 
( 6 - 19: Enact [339.1] by Jef)


340.3 Pass the Mystery Plate
Keywords Scoring  
Text Each turn, a player may elect to allocate a number of points to the Sharing Plate by submitting a point value to a time drop. The number of points that a player submitss to the Sharing Plate cannot cannot be greater than twice the number of active players or less than the negation of twice the number of players. Negative submissions are legal. This rule takes precedence over rule 343.

The Sharing Plate holds points equal to the sum of the following:
- the total points donated;
- the number of players who allocated points this turn;
- the number of proposals submitted in the turn;
- any points carried over from the previous turn.

When the turn is complete, all players who donated receive an equal share of the points on the Sharing Plate. At the same time, the amount of points they submitted is subtracted from their score. (If they submitted a negative point value, the negation of that value would be added to their score.) Any remaining points are carried over to the next turn.
 
( 6 - 19: Enact [340.1] by Ouroboros)
( 6 - 22: Amend [340.2] by Jef)
( 6 - 27: Amend [340.3] by Royalfire)


342.1 Pressure - A deadline looms
Keywords Proposals  
Text There is pressure, and as a result of this pressure, there is a 25% chance that a random player will be choosen to be "Under Pressure". Also, this player will not be able to be chosen again until all other players have been placed "Under Pressure"

Being "Under Pressure" means that the player so chosen MUST submit 2 proposals for the next turn. Time drop proposals do not count as a proposal required for this rule.

If the player under pressure does not submit to the pressure, then that player shall lose 10 points and be labeled with "Timeless Manager". If the player has less then 10 points, then that player will have 0 points.
 
( 6 - 20: Enact [342.1] by Tovan)


343.3 Pro-Positivity
Keywords Score  
Text If an effect would cause a player's score to be a negative number, it instead sets that player's score to zero and increases that player's target score by the absolute value of that negative number.

A player may not bet, share, or otherwise spend points they do not have, and negative points cannot be used for these purposes. This rule takes precedence over rules that can affect player points.

 
( 6 - 20: Enact [343.1] by Jef)
( 6 - 28: Amend [343.2] by Looney)
( 6 - 30: Amend [343.3] by Breadman)


353.1 Keyword Maintenance
Keywords Keywords   Scoring  
Text The rules may have keywords attached to them. Active players may create new keywords and edit any rule's keywords at any time.

Once each game week, a player may claim a salary of 10 points for performing keyword maintenance if they create a new keyword and apply it to all applicable rules, or if they update an existing keyword's accurate application throughout the ruleset (must inlcude at least one change). To make the claim, the player must notify the public forum, including the keyword they performed maintenance on, by the end of the game week. If more than one player claims to have performed maintenance on the same keyword, only the first player to make a legitimate claim receives the salary. Any claims found to be false (e.g., no changes were made), the claim is not considered legitimate and no salary is awarded. Instead, the player is docked 10 points.
 
( 6 - 23: Enact [353.1] by Jef)


354.1 Target is Moving
Keywords Score  
Text The Target Score for each player is in motion.

The Target Score is affected by the following anytime a players has any of the following circumstances occur. A player's Target Score may have more then one adjustment occur in the same turn.

A player's Target Score who requests a judgment will raise by a value of 10 if the request for judgment's ruling is ruled as false.

A player's Target Score who requests an appeal will raise by a value of 10 if the request for appeal's ruling is ruled as false

A player's Target Score will lower by a value of 5 if he possesses the cool shades. If those cool shades are then stolen, the player's Target Score who was the victim of the theft will raise by a value of 10.

This proposal supercedes all other mutible proposals dealing with Target Scores and effects on Target Scores except in the case of a new player. This rule will not effect the new player for a period of 5 turns.
 
( 6 - 24: Enact [354.1] by Tovan)


357.2 Too Little, Too Late?
Keywords
Text At the beginning of every turn, the active player with highest of target score divided by the sum of style and number of points ((target score)/(points + style)) becomes the Commander. If a player has a zero sum of points and style, 1 shall be used instead. If two players are tied in this respect, then they are both Commanders. However, if more than two players are tied in this respect, no one is the Commander and there is chaos in the fleet.

During the first half of each turn, a Commander may "launch the alert Vipers" by proposing a proposal to be voted upon the same turn. It will appear for voting at the mid-point of the turn. After that point, it is as if the proposal were submitted normally. This proposal does not count towards the Commander's porposal limit as outlined by any other rules.

If two Commanders launch the alert Vipers in the same turn, they each lose ten points.
 
( 6 - 27: Enact [357.1] by Day)
( 6 - 30: Amend [357.2] by Looney)


359.1 Checkers
Keywords
Text Each Player may have a number of Chips.

For purposes of Rule 339, Chips are Points.

In cases where a Player has both Points and Chips, ante and bets are deducted from Chips before Points. When Chips are so used to pay ante or bets, they are transmuted into Points.

A Player may declare that they are taking a Loan. This results in an increase of their Target Score by 25 Points. A Player who takes a Loan receives 10 Chips.

 
( 6 - 27: Enact [359.1] by Ouroboros)


360.1 Signing Bonus
Keywords
Text When a player first becomes active in Nomicron, they receive 10 points. After three turns of active participation, the player will receive an additional bonus equal to half the score of the player with the lowest score if it is above zero, or 5 points if the lowest score is below zero. However, if the new player fails to vote on any of these three turns, they are not eligible for the bonus. Players who were previously active in this round are not eligible for these point allocations.
 
( 6 - 27: Enact [360.1] by Jef)


369.1 Let's call it a draw.
Keywords
Text When this rule comes into effect, each player immediately gains a number of points equal to the difference between their score and target score.

(Yes, I know Jef's paradox win would take precedence over the score conditions. But it'd still be fun to see everyone tied.)
 
( 6 - 31: Enact [369.1] by Looney)