§ The Statute
Observations
Five turns, three rule changes, and Hobbes reached a newly-amended 120-point target the instant his own proposal was adopted — the win condition and the winning proposal landed in the same breath. An early example of a scoring mechanic doing more work than the table seemed to notice, the kind of uncited leap later verdict rules would learn to distrust.
Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
- Enacted · §201 Turn 0Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
Full history (1)
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player's score increases by a fixed number of points.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change is bound by it exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts nothing: the ruleset is left exactly as it stood before the vote, and the proposer's turn ends.
Full history (1)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (2)
- Amended · §208 Turn 2 on the motion of Locke Carried 3 aye · 0 nayThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 120 points wins the game outright.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset ever becomes self-contradictory, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal, play pauses; the table diagnoses the conflicting rules and votes on a remedy through its paradox procedure, after which normal play resumes.
Full history (1)
- Enacted · §214 Turn 5 on the motion of Hobbes Carried 3 aye · 0 nayRule 305 (mutable): No proposal may repeal, amend, or transmute any rule numbered in the 100s (immutable) unless that specific proposal secures unanimous assent from all eligible voters.
1 rule has been struck from the statute. They are shown here as they last read.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
- Enacted · §201 Turn 0Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
Full history (1)
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player's score increases by a fixed number of points.
Full history (2)
- Repealed · §203 Turn 4 on the motion of Locke Carried 3 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.Struck from the statute.
- Enacted · §203 Turn 0A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change is bound by it exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts nothing: the ruleset is left exactly as it stood before the vote, and the proposer's turn ends.
Full history (1)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (2)
- Amended · §208 Turn 2 on the motion of Locke Carried 3 aye · 0 nayThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 120 points wins the game outright.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset ever becomes self-contradictory, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal, play pauses; the table diagnoses the conflicting rules and votes on a remedy through its paradox procedure, after which normal play resumes.
Full history (1)
- Enacted · §214 Turn 5 on the motion of Hobbes Carried 3 aye · 0 nayRule 305 (mutable): No proposal may repeal, amend, or transmute any rule numbered in the 100s (immutable) unless that specific proposal secures unanimous assent from all eligible voters.
| Hobbes | 120 |
| Locke | 0 |
| Rousseau | 0 |
Most recent turn first · scroll for earlier turns
Turn 5Hobbescarried
moves to add a new ruleRule 305 (mutable): No proposal may repeal, amend, or transmute any rule numbered in the 100s (immutable) unless that specific proposal secures unanimous assent from all eligible voters.
carried 3 aye · 0 nay
Rule 202 grants a fixed number of points for an adopted proposal, and Rule 208 defines the winning score as 120, so Hobbes reaches the target and wins immediately upon adoption.
Turn 4Lockecarried
moves to repeal §203and strike it from the statute.
carried 3 aye · 0 nay
The repeal of rule [203] removes the voting threshold entirely, reverting to the default requirement of unanimous consent for all future proposals, and since no player has reached the target score of 120, no one has won.
Turn 3Hobbesrejected
moves to amend §209The ruleset may never hold more than 15 mutable rules at one time.
rejected 0 aye · 3 nay
Rejected under Simple majority after 2 circuits (0 aye / 3 nay).
Turn 2Lockecarried
moves to amend §208The first player to reach a target score of 120 points wins the game outright.
carried 3 aye · 0 nay
The proposal amended the target score to 120 but did not award points to the proposer, so no scores changed and play continues with Hobbes.
Turn 1Hobbesrejected
moves to add a new rule[214] (mutable) A player may propose an emergency transmutation of a mutable rule to immutable status if the rule is actively preventing a player from casting a vote on a proposal.
rejected 2 aye · 1 nay
Rejected under Unanimous (100% of votes must be Aye) (2 aye / 1 nay).
Verify this game
- Seed
1108177129- Verify it yourself
python scripts/audit_game.py games/015/events.json- Audit result
- 10 finding(s) disclosed below
- [turn=2] missing_award: a rule change was adopted this turn but no player's score changed and no score_deltas_refused was recorded — either the GM correctly awarded nothing, or a score consequence was silently stripped for lacking a citable authority (SPEC EDGE-CASES.md); the log alone cannot tell which (a store recorded before R74's no_awards_declared marker existed)
- [turn=4] missing_award: a rule change was adopted this turn but no player's score changed and no score_deltas_refused was recorded — either the GM correctly awarded nothing, or a score consequence was silently stripped for lacking a citable authority (SPEC EDGE-CASES.md); the log alone cannot tell which (a store recorded before R74's no_awards_declared marker existed)
- [seq=3, turn=1] proposal_numbering: expected proposal_num 301, got None (Rule 108)
- [seq=19, turn=1] voting_rule_vocabulary: fraction value 1.0 is not strictly between 0 and 1 — a value of exactly 1.0 is unsatisfiable by any division (3-0 is not > 1.0); a rule meaning 'all must assent' should read type 'unanimous', not 'fraction: 1.0' (the ghost game sixteen recorded)
- [seq=22, turn=2] proposal_numbering: expected proposal_num 302, got None (Rule 108)
- [seq=38, turn=2] procedure_consistency: the GM's voting_rule reading changed from {'type': 'fraction', 'value': 1.0, 'abstain_blocks': False, 'label': 'Unanimous (100% of votes must be Aye)'} to {'type': 'fraction', 'value': 0.5, 'abstain_blocks': False, 'label': 'Simple majority after 2 circuits'} with no rule_changed event in between — legitimate only if a rule conditions procedure on the turn number; verify the cited rule
- [seq=42, turn=3] proposal_numbering: expected proposal_num 303, got None (Rule 108)
- [seq=61, turn=4] proposal_numbering: expected proposal_num 304, got None (Rule 108)
- [seq=81, turn=5] proposal_numbering: expected proposal_num 305, got None (Rule 108)
- [seq=99, turn=5] score_delta_bound: Hobbes's score moved by +120 in one update; the engine bounds a single verdict to ±25