§ The Statute
Observations
Forty-one rule changes carried this heavily compressed table to the fifty-turn ceiling with no crash and no halt — three of five seats finished positive, led by Ryle at +16. Two seats, Strawson and Grice, never once authored a proposal across the whole game, despite debating and voting on every single turn — present at every vote, absent from every motion.
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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
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- 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.
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- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
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- 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.
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- 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.
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- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (8)
- Amended · §201 Turn 34 · Proposal §334 on the motion of Ayer Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 32 · Proposal §332 on the motion of Ryle Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 27 · Proposal §327 on the motion of Ryle Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 25 · Proposal §325 on the motion of Ramsey Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.
- Amended · §201 Turn 16 · Proposal §316 on the motion of Ayer Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.
- Amended · §201 Turn 4 · Proposal §304 on the motion of Ramsey Carried 5 aye · 0 nayPlayers 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. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.
- Amended · §201 Turn 1 · Proposal §301 on the motion of Ramsey Carried 5 aye · 0 nayPlayers 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. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.
- 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 (23)
- Amended · §202 Turn 50 · Proposal §350 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
- Amended · §202 Turn 49 · Proposal §349 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.
- Amended · §202 Turn 48 · Proposal §348 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.
- Amended · §202 Turn 47 · Proposal §347 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.
- Amended · §202 Turn 46 · Proposal §346 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.
- Amended · §202 Turn 45 · Proposal §345 on the motion of Ayer Carried 4 aye · 1 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 44 · Proposal §344 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 43 · Proposal §343 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 42 · Proposal §342 on the motion of Ryle Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 41 · Proposal §341 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §202 Turn 40 · Proposal §340 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.
- Amended · §202 Turn 39 · Proposal §339 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.
- Amended · §202 Turn 38 · Proposal §338 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.
- Amended · §202 Turn 37 · Proposal §337 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.
- Amended · §202 Turn 35 · Proposal §335 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
- Amended · §202 Turn 30 · Proposal §330 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
- Amended · §202 Turn 29 · Proposal §329 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.
- Amended · §202 Turn 24 · Proposal §324 on the motion of Ayer Carried 4 aye · 1 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.
- Amended · §202 Turn 21 · Proposal §321 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.
- Amended · §202 Turn 19 · Proposal §319 on the motion of Ramsey Carried 3 aye · 2 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.
- Amended · §202 Turn 18 · Proposal §318 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
- Amended · §202 Turn 15 · Proposal §315 on the motion of Ramsey Carried 4 aye · 1 nayA 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.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
- 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 throws a six-sided die and gains that many points.
Full history (4)
- Amended · §203 Turn 31 · Proposal §331 on the motion of Ayer Carried 5 aye · 0 nayA rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.
- Amended · §203 Turn 17 · Proposal §317 on the motion of Ramsey Carried 5 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 four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
- Amended · §203 Turn 6 · Proposal §306 on the motion of Ramsey Carried 5 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.A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
- 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 (2)
- Amended · §204 Turn 36 · Proposal §336 on the motion of Ayer Carried 5 aye · 0 nayA 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.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 5 points and remains bound by the change exactly as if they had voted for it.
- 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (4)
- Amended · §205 Turn 28 · Proposal §328 on the motion of Ramsey Carried 5 aye · 0 nayA rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
- Amended · §205 Turn 9 · Proposal §309 on the motion of Ayer Carried 5 aye · 0 nayA rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
- Amended · §205 Turn 8 · Proposal §308 on the motion of Ryle Carried 5 aye · 0 nayAn adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.
- 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 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 (2)
- Amended · §207 Turn 23 · Proposal §323 on the motion of Ramsey Carried 5 aye · 0 nayEach player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (4)
- Amended · §208 Turn 22 · Proposal §322 on the motion of Ayer Carried 3 aye · 0 nay · 2 abstainThe first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
- Amended · §208 Turn 12 · Proposal §312 on the motion of Ayer Carried 5 aye · 0 nayThe first player to reach a target score of 150 points wins the game outright.The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
- Amended · §208 Turn 3 · Proposal §303 on the motion of Ryle Carried 4 aye · 0 nay · 1 abstainThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 150 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 (2)
- Amended · §209 Turn 2 · Proposal §302 on the motion of Ayer Carried 3 aye · 2 nayThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 15 mutable rules at one time.
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
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- 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.
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- 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.
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- 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 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.
No rule has been repealed. The register and the statute agree.
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- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
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- 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.
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- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
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- 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.
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- 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.
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- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (8)
- Amended · §201 Turn 34 · Proposal §334 on the motion of Ayer Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 32 · Proposal §332 on the motion of Ryle Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every five turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 27 · Proposal §327 on the motion of Ryle Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption. Additionally, introduce a 'bonus round' every ten turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §201 Turn 25 · Proposal §325 on the motion of Ramsey Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every three cycles to expedite rule adoption.
- Amended · §201 Turn 16 · Proposal §316 on the motion of Ayer Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change, allowing for one skipped turn every four cycles to expedite rule adoption.
- Amended · §201 Turn 4 · Proposal §304 on the motion of Ramsey Carried 5 aye · 0 nayPlayers 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. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.Players take one fixed turn order, set before play begins, with a cyclical sequence ensuring each player has the opportunity to propose a rule change. No player's turn may be skipped.
- Amended · §201 Turn 1 · Proposal §301 on the motion of Ramsey Carried 5 aye · 0 nayPlayers 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. The turn order is cyclical, ensuring that each player has the opportunity to propose a rule change in a fixed sequence.
- 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 (23)
- Amended · §202 Turn 50 · Proposal §350 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
- Amended · §202 Turn 49 · Proposal §349 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.
- Amended · §202 Turn 48 · Proposal §348 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.
- Amended · §202 Turn 47 · Proposal §347 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.
- Amended · §202 Turn 46 · Proposal §346 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.
- Amended · §202 Turn 45 · Proposal §345 on the motion of Ayer Carried 4 aye · 1 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 44 · Proposal §344 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every two turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 43 · Proposal §343 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 42 · Proposal §342 on the motion of Ryle Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption. Additionally, during the bonus round, the player may opt to use the roll to either propose a rule change or gain points, offering a strategic choice.
- Amended · §202 Turn 41 · Proposal §341 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 3 points to any other player, encouraging strategic interactions. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. Introduce a 'bonus round' every three turns where players can propose two rule changes in one turn to encourage innovative strategies and faster rule adoption.
- Amended · §202 Turn 40 · Proposal §340 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points. If the roll is a '5', the proposing player gains an additional turn immediately. To encourage strategic depth, introduce a rule where if a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down.
- Amended · §202 Turn 39 · Proposal §339 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. If a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '5', the proposing player gains an additional turn immediately, encouraging dynamic gameplay.
- Amended · §202 Turn 38 · Proposal §338 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play. If the roll is a '10', the proposing player gains an additional turn immediately, to encourage more dynamic gameplay.
- Amended · §202 Turn 37 · Proposal §337 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point. Additionally, if a player rolls a '20', they gain 5 bonus points to encourage more strategic play.
- Amended · §202 Turn 35 · Proposal §335 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
- Amended · §202 Turn 30 · Proposal §330 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. Following the vote, the player rolls a twelve-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point.
- Amended · §202 Turn 29 · Proposal §329 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points; however, if the roll is a '1', the proposing player gains 1 bonus point.
- Amended · §202 Turn 24 · Proposal §324 on the motion of Ayer Carried 4 aye · 1 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of zero, they lose 5 points.
- Amended · §202 Turn 21 · Proposal §321 on the motion of Ramsey Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposing player's turn ends with a roll of 0, they lose 5 points.
- Amended · §202 Turn 19 · Proposal §319 on the motion of Ramsey Carried 3 aye · 2 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twenty-sided die and gains that many points, with a minimum of one point.
- Amended · §202 Turn 18 · Proposal §318 on the motion of Ayer Carried 5 aye · 0 nayA turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player, followed by a dice roll to gain points. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
- Amended · §202 Turn 15 · Proposal §315 on the motion of Ramsey Carried 4 aye · 1 nayA 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.A turn consists of the proposing player suggesting exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a twelve-sided die and gains that many points, with a minimum of one point.
- 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 throws a six-sided die and gains that many points.
Full history (4)
- Amended · §203 Turn 31 · Proposal §331 on the motion of Ayer Carried 5 aye · 0 nayA rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a two-thirds majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a two-thirds majority of those voting.
- Amended · §203 Turn 17 · Proposal §317 on the motion of Ramsey Carried 5 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 four full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when the votes of a majority of eligible voters are aye, except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
- Amended · §203 Turn 6 · Proposal §306 on the motion of Ramsey Carried 5 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.A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through four full circuits of every player, the threshold permanently drops to a simple majority of those voting.
- 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 (2)
- Amended · §204 Turn 36 · Proposal §336 on the motion of Ayer Carried 5 aye · 0 nayA 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.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 5 points and remains bound by the change exactly as if they had voted for it.
- 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 gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (4)
- Amended · §205 Turn 28 · Proposal §328 on the motion of Ramsey Carried 5 aye · 0 nayA rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.A rule change takes effect immediately upon the completion of its vote, with a grace period of one turn for contestation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
- Amended · §205 Turn 9 · Proposal §309 on the motion of Ayer Carried 5 aye · 0 nayA rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.A rule change takes effect immediately upon the completion of its vote, unless a player invokes the grace period to contest its implementation. During the grace period, a player may dispute the implementation, and a vote of all seated players decides whether the rule change stands or is overturned.
- Amended · §205 Turn 8 · Proposal §308 on the motion of Ryle Carried 5 aye · 0 nayAn adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.A rule change takes effect immediately upon the completion of its vote, but a grace period of one turn allows players to contest its implementation.
- 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 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 (2)
- Amended · §207 Turn 23 · Proposal §323 on the motion of Ramsey Carried 5 aye · 0 nayEach player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, ensuring a balanced decision-making process.
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (4)
- Amended · §208 Turn 22 · Proposal §322 on the motion of Ayer Carried 3 aye · 0 nay · 2 abstainThe first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.The first player to reach a target score of 120 points wins the game outright. Each turn consists of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
- Amended · §208 Turn 12 · Proposal §312 on the motion of Ayer Carried 5 aye · 0 nayThe first player to reach a target score of 150 points wins the game outright.The first player to reach a target score of 140 points wins the game outright, with each turn consisting of proposing, debating, and voting on a rule change, followed by a dice roll to gain points.
- Amended · §208 Turn 3 · Proposal §303 on the motion of Ryle Carried 4 aye · 0 nay · 1 abstainThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 150 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 (2)
- Amended · §209 Turn 2 · Proposal §302 on the motion of Ayer Carried 3 aye · 2 nayThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 15 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 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.
| Ramsey | 11 |
| Ayer | 1 |
| Ryle | 16 |
| Strawson | 0 |
| Grice | 0 |
Turns 46–50 · most recent first · page 1 of 11
Turn 50Ayercarried
moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption. Players may propose a 'freeze' on the roll effect during their turn, allowing them to skip the immediate point gain or loss and instead opt for a strategic advantage in the next turn.
carried 5 aye · 0 nay
The proposal has been adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.
Turn 49Ayercarried
moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points. Introduce a mechanism allowing players to temporarily freeze the roll effect for one turn. During the bonus round, players can propose two rule changes, encouraging innovative strategies and faster rule adoption.
carried 5 aye · 0 nay
The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.
Turn 48Ayercarried
moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction. Furthermore, introduce a mechanism allowing players to temporarily freeze the roll effect for one turn, adding another layer of strategic depth.
carried 5 aye · 0 nay
The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.
Turn 47Ayercarried
moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player. Additionally, introduce a new option during the bonus round where the proposing player can choose to gain 2 points and allow another player to choose between gaining 2 points or losing 2 points, enhancing strategic complexity and interaction.
carried 5 aye · 0 nay
The proposal was adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.
Turn 46Ayercarried
moves to amend §202A turn consists of the proposing player suggesting exactly one rule change, debating it, voting on it, and then rolling a twenty-sided die to gain points. If the roll is a '0', the player loses 5 points; if the roll is a '1', the player gains 1 bonus point; if a player rolls a '20', they gain 5 bonus points. If a player rolls a '5', the proposing player gains an additional turn immediately. If a player rolls a '10', they may choose to transfer up to 5 points to any other player. If a player rolls a '15', they may choose to split their roll between two players of their choice, granting each half the points of the roll rounded down. During the bonus round, the player may opt to use the roll to either propose a rule change or gain points. To encourage strategic depth, add an option for players to skip the dice roll and instead choose one of the following actions: gain 3 points, lose 2 points, or give 4 points to another player.
carried 5 aye · 0 nay
The proposal by Ayer has been adopted without any rule requiring a score change or ledger update. The next player in the turn order is Ayer.
Verify this game
- Seed
962512397- Verify it yourself
python scripts/audit_game.py games/084/events.json- Audit result
- 1 finding(s) disclosed below
- [turn=41] 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)