§ The Statute
Observations
Six turns and four adoptions, one of which added a fresh rule bearing the amended text of Rule 209 without ever repealing or amending 209 — a genuine double-numbered rule sitting alongside its own un-updated original. That defect is what forced proposal numbering to become engine-owned. The game still ended with a declared winner, Hobbes at 75, on a second hand-raised threshold amendment.
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 · §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 6 · Proposal §306 on the motion of Hobbes 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 75 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 (3)
- Amended · §209 Turn 5 · Proposal §305 on the motion of Locke Carried 2 aye · 1 nayThe ruleset may never hold more than 20 mutable rules at one time.The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn, and any player who has scored 75 or more points may propose to permanently increase this limit to 25.
- Amended · §209 Turn 4 · Proposal §304 on the motion of Hobbes Carried 2 aye · 0 nay · 1 abstainThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 20 mutable rules at one time.
- 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 · §302 Turn 2 · Proposal §302 on the motion of Locke Carried 3 aye · 0 nayRule 209 is hereby amended to read: The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn.
No rule has been repealed. The register and the statute agree.
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 · §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 6 · Proposal §306 on the motion of Hobbes 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 75 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 (3)
- Amended · §209 Turn 5 · Proposal §305 on the motion of Locke Carried 2 aye · 1 nayThe ruleset may never hold more than 20 mutable rules at one time.The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn, and any player who has scored 75 or more points may propose to permanently increase this limit to 25.
- Amended · §209 Turn 4 · Proposal §304 on the motion of Hobbes Carried 2 aye · 0 nay · 1 abstainThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 20 mutable rules at one time.
- 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 · §302 Turn 2 · Proposal §302 on the motion of Locke Carried 3 aye · 0 nayRule 209 is hereby amended to read: The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn.
| Hobbes | 75 |
| Locke | 20 |
| Rousseau | 0 |
Most recent turn first · scroll for earlier turns
Turn 6Hobbescarried
moves to amend §208The first player to reach a target score of 75 points wins the game outright.
carried 3 aye · 0 nay
Hobbes's score increases by the fixed number of points defined in the adopted amendment to rule 208, reaching 75 and triggering the win condition.
Turn 5Lockecarried
moves to amend §209The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn, and any player who has scored 75 or more points may propose to permanently increase this limit to 25.
carried 2 aye · 1 nay
The proposal was adopted, increasing Locke's score by the fixed amount defined in rule 202 (10 points), bringing his total to 20, which does not meet the win condition of 100.
Turn 4Hobbescarried
moves to amend §209The ruleset may never hold more than 20 mutable rules at one time.
carried 2 aye · 0 nay · 1 abstain
The proposal amended rule 209 to limit mutable rules to 20, but since the ruleset currently contains only 1 mutable rule (209 itself), no score changes occur and play proceeds to the next player in the fixed order.
Turn 3Rousseauout of order
moves to add a new ruleAny rule that reduces the threshold for adoption below simple majority is void to the extent of the conflict with the common good, unless the reduction is unanimous.
Ruled out of order — The proposal violates the immutable rule [103] because it attempts to enact a rule change that is not one of the four defined kinds (enact, repeal, amend, or transmute).
Turn 2Lockecarried
moves to add a new ruleRule 209 is hereby amended to read: The ruleset may never hold more than 20 mutable rules at one time, except that any player who has scored 50 or more points may propose to temporarily increase this limit to 25 for a single turn.
carried 3 aye · 0 nay
Locke's proposal was adopted, increasing his score by the fixed number of points (10) per Rule 202, and the turn passes to the next player in the fixed order (Rousseau) per Rule 201.
Turn 1Hobbesrejected
moves to add a new ruleNo rule change may repeal, amend, or transmute Rule 203.
rejected 3 aye · 0 nay
Rejected under Unanimous (100% of votes must be Aye) (3 aye / 0 nay).
Verify this game
- Seed
1772335109- Verify it yourself
python scripts/audit_game.py games/016/events.json- Audit result
- 4 finding(s) disclosed below
- [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=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=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=104, turn=6] score_delta_bound: Hobbes's score moved by +75 in one update; the engine bounds a single verdict to ±25