§ The Statute

judge: gemma-4-12b-q2development era Turn 7 In session Seats: Diogenes, Crates, Hipparchia, Antisthenes, Menippus

Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.

The last amendment
Enacted · §306 Turn 6 · Proposal §306 on the motion of Crates Carried 5 aye · 0 nay
[214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.
Entrenched — beyond ordinary amendment
§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules 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)
  1. Enacted · §102 Turn 0
    Rules 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.
§103
A 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)
  1. Enacted · §103 Turn 0
    A 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.
§104
Every 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)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A 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)
  1. Enacted · §106 Turn 0
    A 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.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every 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)
  1. Enacted · §108 Turn 0
    Every 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.
§109
Transmuting 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)
  1. Enacted · §109 Turn 0
    Transmuting 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.
§110
Where 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)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The 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)
  1. Enacted · §112 Turn 0
    The 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.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At 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)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A 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)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Mutable — amendable by play
§201
Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns. Each player's score starts at zero.
Full history (3)
  1. Amended · §201 Turn 2 · Proposal §302 on the motion of Crates Carried 3 aye · 0 nay · 2 abstain
    Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns.Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns. Each player's score starts at zero.
  2. Amended · §201 Turn 1 · Proposal §301 on the motion of Diogenes Carried 5 aye · 0 nay
    Players 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.Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns.
  3. Enacted · §201 Turn 0
    Players 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.
§202
A 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 throws a six-sided die and gains that many points.
Full history (1)
  1. Enacted · §202 Turn 0
    A 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 throws a six-sided die and gains that many points.
§203
A 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)
  1. Enacted · §203 Turn 0
    A 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.
§204
[204] A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (2)
  1. Amended · §204 Turn 3 · Proposal §303 on the motion of Crates Carried 5 aye · 0 nay
    A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.[204] A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
  2. Enacted · §204 Turn 0
    A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
[208] The first player to reach a target score of 100 points wins the game outright.
Full history (2)
  1. Amended · §208 Turn 4 · Proposal §304 on the motion of Crates Carried 5 aye · 0 nay
    The first player to reach a target score of 100 points wins the game outright.[208] The first player to reach a target score of 100 points wins the game outright.
  2. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
[209] The ruleset may never hold more than 50 mutable rules at one time.
Full history (2)
  1. Amended · §209 Turn 5 · Proposal §305 on the motion of Crates Carried 5 aye · 0 nay
    The ruleset may never hold more than 25 mutable rules at one time.[209] The ruleset may never hold more than 50 mutable rules at one time.
  2. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players 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)
  1. Enacted · §210 Turn 0
    Players 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.
§211
If 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)
  1. Enacted · §211 Turn 0
    If 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.
§212
Disputes 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)
  1. Enacted · §212 Turn 0
    Disputes 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.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Player-made law — enacted by proposal, from §301
§306
[214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.amended this turn
Full history (1)
  1. Enacted · §306 Turn 6 · Proposal §306 on the motion of Crates Carried 5 aye · 0 nay
    [214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.

No rule has been repealed. The register and the statute agree.

§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.entrenched
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules 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.entrenched
Full history (1)
  1. Enacted · §102 Turn 0
    Rules 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.
§103
A 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.entrenched
Full history (1)
  1. Enacted · §103 Turn 0
    A 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.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.entrenched
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.entrenched
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A 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.entrenched
Full history (1)
  1. Enacted · §106 Turn 0
    A 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.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.entrenched
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every 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.entrenched
Full history (1)
  1. Enacted · §108 Turn 0
    Every 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.
§109
Transmuting 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.entrenched
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting 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.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.entrenched
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.entrenched
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The 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.entrenched
Full history (1)
  1. Enacted · §112 Turn 0
    The 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.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.entrenched
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.entrenched
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.entrenched
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.entrenched
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
§201
Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns. Each player's score starts at zero.mutable
Full history (3)
  1. Amended · §201 Turn 2 · Proposal §302 on the motion of Crates Carried 3 aye · 0 nay · 2 abstain
    Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns.Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns. Each player's score starts at zero.
  2. Amended · §201 Turn 1 · Proposal §301 on the motion of Diogenes Carried 5 aye · 0 nay
    Players 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.Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns.
  3. Enacted · §201 Turn 0
    Players 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.
§202
A 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 throws a six-sided die and gains that many points.mutable
Full history (1)
  1. Enacted · §202 Turn 0
    A 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 throws a six-sided die and gains that many points.
§203
A 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.mutable
Full history (1)
  1. Enacted · §203 Turn 0
    A 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.
§204
[204] A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.mutable
Full history (2)
  1. Amended · §204 Turn 3 · Proposal §303 on the motion of Crates Carried 5 aye · 0 nay
    A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.[204] A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
  2. Enacted · §204 Turn 0
    A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.mutable
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.mutable
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.mutable
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
[208] The first player to reach a target score of 100 points wins the game outright.mutable
Full history (2)
  1. Amended · §208 Turn 4 · Proposal §304 on the motion of Crates Carried 5 aye · 0 nay
    The first player to reach a target score of 100 points wins the game outright.[208] The first player to reach a target score of 100 points wins the game outright.
  2. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
[209] The ruleset may never hold more than 50 mutable rules at one time.mutable
Full history (2)
  1. Amended · §209 Turn 5 · Proposal §305 on the motion of Crates Carried 5 aye · 0 nay
    The ruleset may never hold more than 25 mutable rules at one time.[209] The ruleset may never hold more than 50 mutable rules at one time.
  2. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players 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.mutable
Full history (1)
  1. Enacted · §210 Turn 0
    Players 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.
§211
If 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.mutable
Full history (1)
  1. Enacted · §211 Turn 0
    If 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.
§212
Disputes 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.mutable
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes 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.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.mutable
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Player-made law — enacted by proposal, from §301
§306
[214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.amended this turn
Full history (1)
  1. Enacted · §306 Turn 6 · Proposal §306 on the motion of Crates Carried 5 aye · 0 nay
    [214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.
The standing · Turn 7
Diogenes3
Crates17
Hipparchia0
Antisthenes0
Menippus0
The floor — dialogue of the current game

Most recent turn first · scroll for earlier turns

Turn 6Cratescarried

moves to add a new rule[214] A player who wins the game by reaching the target score of 100 points (rule 208) may be awarded a trophy of the winner's choice.

Discussion · round 1
DiogenesI accept the proposal to [214] as it provides a minor, non-disruptive addition to the victory conditions. It is a harmless and constructive use of the rule-making power.
CratesI accept the proposal to [214] as it represents a simple and harmless addition to the victory conditions, and I see no reason to oppose it.
HipparchiaI believe that [214] is a harmless and constructive addition to the victory conditions, and I support the proposal as it maintains the integrity of the game's and the players' interests.
AntisthenesI have no further comments. I accept the proposal to [214] as it is a harmless addition to the victory conditions.
MenippusI have no further comments. The inclusion of a trophy as a symbolic reward for the winner's victory is a benign addition that does not alter the fundamental mechanics of the game.
Discussion · round 2
DiogenesI have no further comments; the proposal to [214] is a minor and constructive addition to the victory conditions.
CratesI have no further comments; the consensus for [214] is clear, and I believe this is a minor and constructive addition to the victory conditions.
HipparchiaI have no further comments; the consensus for [214] is clear, and I believe this is a minor and constructive addition to the victory conditions.
MenippusMenippus: The consensus is-aligned and the proposal for [214] serves as a harmless and constructive addition to the victory conditions.
Discussion · round 3
DiogenesI have no further comments; the consensus for [214] is clear, and the proposal provides a balanced and constructive addition to the victory conditions.
CratesI have no further comments; the consensus for [214] is clear, and I support the proposal as it represents a minor and constructive addition to the victory conditions.
HipparchiaI have no further comments; the consensus for [214] is clear, and I support the proposal as it represents a minor and constructive addition to the victory conditions.
MenippusI have no further comments; the consensus for [214] is clear, and I support the proposal as it represents a minor and constructive addition to the victory conditions.
The division
DiogenesayeThe proposal is a minor, harmless, and constructive addition to the victory conditions.
CratesayeI support this proposal as it represents a harmless and constructive addition to the victory conditions.
HipparchiaayeThe proposal is a harmless and constructive addition to the victory conditions that does not negatively impact the game's integrity.
AntisthenesayeThe proposal is a minor and harmless addition to the victory conditions.
MenippusayeThe addition of a trophy as a symbolic reward for the winner is a benign and harmless way to celebrate victory.

carried 5 aye · 0 nay

No rule in the current ruleset awards or deducts points upon the adoption of a rule change.

Turn 5Cratescarried

moves to amend §209[209] The ruleset may never hold more than 50 mutable rules at one time.

Discussion · round 1
DiogenesI see no reason to oppose this amendment. It provides a more generous ceiling for the ruleset, ensuring that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure.
CratesI believe that [209] should indeed be expanded to 50, as it provides a more generous ceiling for the ruleset, ensuring that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure. This reflects a balanced and constructive approach to the game's evolution.
HipparchiaI support this amendment as it provides a more generous ceiling for the ruleset, ensuring that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure. It reflects a balanced and constructive approach to the game's evolution.
AntisthenesI accept this amendment because it clarifies the scope of the ruleset's evolution. By increasing the ceiling, we ensure that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure.
MenippusI believe that expanding the ceiling to 50 is a prudent step for the game's long-term health, as it ensures that the complexity of the ruleset can be managed without prematurely restricting the players' ability to refine the game's structure. This reflects a balanced and constructive approach to the game's evolution.
Discussion · round 2
DiogenesI have no further comments on this proposal; it provides a more generous ceiling for the ruleset, ensuring that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure.
CratesI thank the proponents for their consistent support. This amendment offers a clear and constructive path for the game's long-term development, and I believe it is a sensible and balanced way to ensure that the ruleset's complexity can be managed without unnecessary restrictions.
HipparchiaI thank the proponents for their support. I believe that expanding the ceiling to 50 is a prudent step for the game's long-term health, as it ensures that the complexity of the ruleset can be managed without prematurely restricting the players' ability to refine the game's structure. This reflects a balanced and constructive approach to the game's evolution.
AntisthenesI have no further comments; the proposal to increase the ceiling to 50 is a clear and balanced way to ensure that the ruleset's complexity can be managed without unnecessary restrictions.
MenippusI thank the proponents for their consistent support. By expanding the ceiling to 50, we ensure that the game's complexity can be managed without prematurely restricting the players' ability to refine the game's structure, and I believe this is a sensible and balanced way to ensure that the ruleset's complexity can be managed without unnecessary restrictions.
Discussion · round 3
DiogenesI have no further comments; the consensus for a more expansive ceiling to 50 rules is clear and serves the long-term stability of the ruleset.
CratesI thank the proponents for their clear and consistent support of this amendment. The consensus is that expanding the ceiling to 50 is a constructive way to ensure that the game's complexity can be managed without prematurely restricting the players' ability to refine the ruleset.
HipparchiaI have no further comments; the consensus for a more expansive ceiling to 50 rules is clear and serves the long-term stability of the ruleset.
AntisthenesI have no further comments.
MenippusI believe that the move toward a more expansive ceiling of 50 rules is a vital step for the game's longevity. By ensuring that the ruleset's complexity can be managed without premature restrictions, we foster a more robust environment for innovation.
The division
DiogenesayeThe expansion of the ceiling to 50 supports the long-term stability of the ruleset without compromising the game's integrity.
CratesayeThis amendment provides a balanced and constructive compromise for the long-term stability of the ruleset.
HipparchiaayeExpanding the ceiling to 50 ensures the game's long-term health and allows for more nuanced and complex refinements without unnecessary restrictions.
AntisthenesayeI accept this amendment as it provides a more generous and balanced ceiling for the ruleset's evolution.
MenippusayeExpanding the ceiling to 50 promotes a more robust and stable environment for game evolution.

carried 5 aye · 0 nay

The proposal to amend rule 209 was adopted, and no rules specify a score change for the proposer or dissenters.

Turn 4Cratescarried

moves to amend §208[208] The first player to reach a target score of 100 points wins the game outright.

Discussion · round 1
DiogenesI have no comments on this proposal; I observe that [208] remains as written, and I see no reason to challenge its current phrasing.
CratesI have no comments on this proposal; I see no reason to challenge its current phrasing.
HipparchiaI have no comments on this proposal; I see no reason to challenge its current phrasing.
MenippusI see that the current proponents of [208] have expressed no desire to change the victory condition. As a reformer, I believe clarity is the precursor to progress, and since the current wording serves the game's and the players' interests, I support its stability.
Discussion · round 2
DiogenesI have no further comments on this proposal; the current phrasing of [208] serves the game's objectives clearly, and I support its stability.
CratesI see that the proponents of [208] have expressed no desire to change the victory condition. As a seeker of consensus, I support the stability of the current wording as it serves the game's interests and provides clarity for all players.
HipparchiaI have no further comments; the current wording of [208] provides a clear and stable victory condition, and I support its stability.
MenippusI have observed that the current proponents of [208] have expressed no desire to change the victory condition. As a reformer, I believe clarity is the precursor to progress, and since the current wording serves the game's and the players' interests, I support its stability.
Discussion · round 3
DiogenesI have no further comments; the stability of [208] is evident, and I support its continued status as written.
HipparchiaI have no further comments; the stability of [208] is evident, and I support its continued status as written.
AntisthenesI have no further comments; the clarity and stability of [208] are established and I support its preservation as written.
MenippusI have observed that the consensus on [208] is unanimous and the clarity of the victory condition is established. As a reformer, I believe that maintaining the stability of the ruleset is essential for the game's evolution, and I support the preservation of this rule as written.
The division
DiogenesayeThe proposal maintains the current victory condition as written, ensuring clarity and stability.
CratesayeThe consensus is clear and the rule's stability is supported by all parties.
HipparchiaayeI support the stability of the current victory condition as it ensures clarity and maintains the game's intended structure.
AntisthenesayeI support the stability of the rule as written to ensure the clarity of the victory condition.
MenippusayeI support the stability of the current victory condition as it provides clarity and serves the game's interests.

carried 5 aye · 0 nay

No rule in the ruleset awards points for the adoption of a rule change or for the results of a vote.

Turn 3Cratescarried

moves to amend §204[204] A 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 gains 10 points and remains bound by the change exactly as if they had voted for it.

Discussion · round 1
DiogenesI see no reason to oppose the amendment of [204] as it stands; it properly defines the consequences of the shift in [203] to ensure the integrity of the voting process.
CratesI thank Diogenes for his support. The amendment to [204] provides a clear and balanced mechanism for the transition to a simple majority, ensuring that the game's integrity remains intact while rewarding the opposition's right to be bound by the results.
HipparchiaI support the proposal to amend [204]. It ensures that the transition to a simple majority remains fair by upholding the principle of binding votes for all players, thus preserving the integrity of the game's outcome for everyone.
AntisthenesI accept the proposal to amend [204] as it stands; it clarifies the consequences of the shift in [203] and ensures that the integrity of the voting process is maintained.
MenippusI believe that [204] is a vital instrument for ensuring that the transition to a simple majority does not diminish the rights of the minority. By rewarding the opposition's participation with points, we ensure that even as the threshold for change becomes easier to reach, the individual's voice remains a valuable component of the game's history.
Discussion · round 2
DiogenesI have no further comments on this proposal; it maintains the integrity of the voting process as intended.
CratesI thank Menippus for his insightful observation. By ensuring that the opposition's votes remain binding even when the threshold for change becomes easier to reach, the amendment to [204] preserves the core principle that every player's voice is significant to the game's history.
HipparchiaI have heard the arguments and I believe that [204] serves as a constructive means to ensure that the transition to a simple majority does not diminish the individual's voice, and thus I support the proposal as it stands.
AntisthenesI have no further comments on this proposal; it ensures that the integrity of the voting process is maintained by honoring the principle of binding votes for all players.
MenippusI see that the discussion has reached a point of clarity. The proponent's intent to balance the shift toward a simple majority by awarding points to the dissenting-but-bound minority is a sophisticated way to ensure that the "minority of the moment" still retains a tangible stake in the game's evolution. I support the proposal as it stands.
Discussion · round 3
DiogenesI have no further comments on this proposal; it ensures that the integrity of the voting process is maintained by honoring the principle of binding votes for all players.
CratesI have heard the arguments and the consensus is clear; the proposal to amend [204] provides a balanced and constructive way to ensure that the transition to a simple majority does not diminish the rights of the dissenting minority.
HipparchiaI believe that [204] is a vital instrument for ensuring that the transition to a simple majority does not diminish the rights of the minority. By rewarding the opposition's participation with points, we ensure that even as the threshold for change becomes easier to reach, the individual's voice remains a valuable component of the game's history.
AntisthenesI have no further comments; this proposal ensures that the integrity of the voting process is maintained by honoring the principle of binding votes for all players.
MenippusI have no further comments; the consensus is clear that [204] serves as a balanced mechanism to ensure that the transition to a simple majority preserves the integrity of the game's history.
The division
DiogenesayeThe proposal reinforces the integrity of the voting process by ensuring that the transition to a simple majority does not diminish the rights of the dissenting minority.
CratesayeThe proposal provides a balanced and constructive compromise that ensures the integrity of the voting process while honoring the rights of the dissenting minority.
HipparchiaayeThis amendment ensures that the transition to a simple majority remains fair by upholding the principle of binding votes for all players.
AntisthenesayeThe proposal is consistent with a principled-proceduralist approach to ensure that the transition to a simple majority does not nullify the binding nature of dissenting votes.
MenippusayeI support this reform as it balances the move toward a simple majority by ensuring that dissenting voices are still recognized and rewarded within the game's history.

carried 5 aye · 0 nay

No rule in the current ruleset awards or deducts points upon the adoption of a rule change.

Turn 2Cratescarried

moves to amend §201Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns. Each player's score starts at zero.

Discussion · round 1
DiogenesI have no comments on this proposal at this time; I shall observe the turn order as established.
CratesI see that Diogenes has no comments, and I appreciate the clarity of the current turn order. I accept this amendment as it maintains the core structure of the game while ensuring the turn sequence remains stable.
HipparchiaI see that both Diogenes and Crates have expressed their positions. I support this amendment as it clarifies the turn structure while maintaining the integrity of the game's pace.
AntisthenesI accept this amendment as it clarifies the turn structure without altering the fundamental sequence of play.
MenippusI observe the consensus and the clarity of the current turn order. I support this amendment as it maintains the core structure of the game while ensuring the turn sequence remains stable.
Discussion · round 2
CratesI appreciate the consensus reached by all players. This amendment provides a clear and stable framework for the turn sequence, and I support it as a constructive step for the game.
HipparchiaI have observed the consensus and the clarity of the current turn order. I support this amendment as it clarifies the turn structure while maintaining the integrity of the game's pace.
AntisthenesI have no further comments. I accept this amendment as it maintains the integrity of the turn sequence as written.
MenippusI observe the consensus and the clarity of the current turn order. I support this amendment as it maintains the core structure of the game while ensuring the turn sequence remains stable.
Discussion · round 3
CratesI thank the proponents for their expressions of support and the consensus reached. This amendment provides a stable framework for the turn sequence, and I support it as a constructive step for the game.
HipparchiaI thank the proponents and theer/-_ (the engine has no wall-clock time). I believe this amendment ensures a stable and clear turn sequence for all players, and I support its adoption for the common good of the game.
MenippusI have observed the consensus and the clarity of the current turn order. I support this amendment as it maintains the core structure of the game while ensuring the turn sequence remains stable.
The division
DiogenesabstainI have no comments on this proposal as it does not change the text of rule 201.
CratesayeI seek to build a consensus on this stable turn order and support the proposal as written.
HipparchiaayeThis amendment maintains the established turn order and ensures a stable, predictable sequence of play for all players.
AntisthenesabstainI must abstain as the proposal does not change the text of rule 201.
MenippusayeI support this amendment as it maintains the core structure of the game while ensuring the turn sequence remains stable.

carried 3 aye · 0 nay · 2 abstain

The proposal to amend rule 201 was adopted, and no rules specify a score change for the proposer or dissenters.

Turn 1Diogenescarried

moves to amend §201Players 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. Players may, if they wish, choose to take a turn after any other player's turn, provided that this does not alter the sequence of turns in a way that creates a cycle of turns.

Discussion · round 1
DiogenesI note the proposal to allow players to choose to take a turn after any other player's turn. I favor this amendment as it provides a more flexible approach to turn sequences without fundamentally altering the core mechanic of turn-based play.
CratesI accept this amendment as it offers a nuanced way to ensure and protect the integrity of turn sequences. By allowing for more flexibility in the timing of turns without creating cycles, it serves as a constructive compromise for those who favor a more fluid-yet-consistent-ordered-play.
HipparchiaI believe that this amendment is a constructive way to enhance the game's flexibility. By allowing players to choose their position relative to others without creating cycles, it ensures that the core and integrity of the turn-based system remains intact while offering more freedom for complex play.
AntisthenesI accept the amendment to [201]. It allows for more complex turn-based dynamics while ensuring the integrity of the sequence.
MenippusI believe the amendment to [201] is a sophisticated evolution of the game's mechanics. By allowing players to choose their turn position while preventing cycles, we introduce a more dynamic sequence of play that respects the integrity of the turn-based system.
Discussion · round 2
DiogenesI see no reason to oppose this amendment; it offers a modest expansion of turner-based possibilities without undermining the core integrity of the turn sequence. It is a balanced and nuanced approach.
CratesI believe that the proposed amendment to [201] is a constructive way to enhance the game's flexibility. By allowing players to choose their position relative to others without creating cycles, it ensures that the core and integrity of the turn-based system remains intact while offering more freedom for complex play.
HipparchiaI thank the proponents for their balanced view. This amendment provides a more nuanced and flexible turn-taking system, ensuring that the game's integrity is maintained while allowing for more complex and creative play.
AntisthenesI have no further comments on the proposal to amend [201].
MenippusI observe that the proponents have all expressed support for this refinement of [201]. By introducing a mechanism for turn-position flexibility while strictly prohibiting cycles, we ensure a more dynamic and sophisticatederment of the game's structure.
Discussion · round 3
DiogenesI have heard the arguments and the consensus is clear. This amendment provides a nuanced expansion of turn-taking without compromising the core integrity of the sequence.
CratesI accept the proposal to amend [201] as it provides a nuanced, constructive compromise that balances flexibility with the integrity of the turn-based system.
HipparchiaI thank the proponents for their balanced and thoughtful analysis. This amendment represents a minor refinement that enhances the game's flexibility without compromising the fundamental integrity of the turn-based system.
AntisthenesI have no further comments on the proposal to amend [201].
MenippusI have no further comments on the proposal to amend [201].
The division
DiogenesayeThe amendment offers a nuanced, constructive compromise for turn flexibility without undermining the core integrity of the turn-based system.
CratesayeThe proposal offers a constructive compromise that enhances turn flexibility while preserving the core integrity of the turn-based system.
HipparchiaayeThis amendment enhances game flexibility while preserving the core integrity of turn-based play, fostering a more dynamic and creative experience for all players.
AntisthenesayeThe amendment is consistent with the principles of the game and does not violate any immutable rules.
MenippusayeThis amendment enhances the game's complexity and and respects the integrity of turn-based play.

carried 5 aye · 0 nay

No rules authorize score changes or and no ruleset-wide-ledger changes are present.

Verify this game
Seed
1215806255
Verify it yourself
python scripts/audit_game.py games/073/events.json
Audit result
clean
This game hardened the engine