§ The Statute

judge: phi-4development era Turn 22 Concluded — Frege-2 prevailed Seats: Frege-2, Russell-2, Quine-2, Carnap-2, Wittgenstein-2
Observations

The first run of this table's courtesy-stripped twins: Frege-2 crossed the table's own win threshold at turn 22 and the game ended in a confirmed win, 104 to Russell-2's 50, while Quine-2, Carnap-2, and Wittgenstein-2 closed at zero or below. The debate itself read differently too — opening lines that leaned on "I appreciate..." all but disappeared once the courtesy language was removed from the personas.

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

The last amendment
Amended · §201 Turn 22 · Proposal §322 on the motion of Frege-2 Carried 5 aye · 0 nay
Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
Entrenched — beyond ordinary amendment
§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Mutable — amendable by play
§201
Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.amended this turn
Full history (4)
  1. Amended · §201 Turn 22 · Proposal §322 on the motion of Frege-2 Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
  2. Amended · §201 Turn 19 · Proposal §319 on the motion of Russell-2 Carried 3 aye · 2 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.
  3. Amended · §201 Turn 17 · Proposal §317 on the motion of Russell-2 Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
  4. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
Full history (10)
  1. Amended · §202 Turn 20 · Proposal §320 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and players with scores below 10 points may propose two rule changes per turn until they reach 10 points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
  2. Amended · §202 Turn 18 · Proposal §318 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty, and if a player loses points for three consecutive defeats, they gain one additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
  3. Amended · §202 Turn 12 · Proposal §312 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain two additional turns to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty, and if a player loses points for three consecutive defeats, they gain one additional turn to regain points.
  4. Amended · §202 Turn 11 · Proposal §311 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain an additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain two additional turns to regain points.
  5. Amended · §202 Turn 10 · Proposal §310 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points. However, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain an additional turn to regain points.
  6. Amended · §202 Turn 9 · Proposal §309 on the motion of Quine-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points. However, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal.
  7. Amended · §202 Turn 6 · Proposal §306 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points.
  8. Amended · §202 Turn 4 · Proposal §304 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty.
  9. Amended · §202 Turn 1 · Proposal §301 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points.
  10. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted when a simple majority of all eligible voters vote aye.
Full history (6)
  1. Amended · §203 Turn 16 · Proposal §316 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.A rule change is adopted when a simple majority of all eligible voters vote aye.
  2. Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nay
    A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
  3. Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nay
    A rule change is adopted when a simple majority of all eligible voters vote aye.A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
  4. Amended · §203 Turn 7 · Proposal §307 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted when three-fifths of all eligible voters vote aye.A rule change is adopted when a simple majority of all eligible voters vote aye.
  5. Amended · §203 Turn 5 · Proposal §305 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when three-fifths of all eligible voters vote aye.
  6. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (1)
  1. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 80 points wins the game outright, unless two or more players reach 80 points simultaneously, in which case the player with the highest score wins.
Full history (2)
  1. Amended · §208 Turn 14 · Proposal §314 on the motion of Frege-2 Carried 5 aye · 0 nay
    The first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 80 points wins the game outright, unless two or more players reach 80 points simultaneously, in which case the player with the highest score wins.
  2. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
  1. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.

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

§101
Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.entrenched
Full history (1)
  1. Enacted · §101 Turn 0
    Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
§102
Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.entrenched
Full history (1)
  1. Enacted · §102 Turn 0
    Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
§103
A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.entrenched
Full history (1)
  1. Enacted · §103 Turn 0
    A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
§104
Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.entrenched
Full history (1)
  1. Enacted · §104 Turn 0
    Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
§105
Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.entrenched
Full history (1)
  1. Enacted · §105 Turn 0
    Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
§106
A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.entrenched
Full history (1)
  1. Enacted · §106 Turn 0
    A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
§107
A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.entrenched
Full history (1)
  1. Enacted · §107 Turn 0
    A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
§108
Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.entrenched
Full history (1)
  1. Enacted · §108 Turn 0
    Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
§109
Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.entrenched
Full history (1)
  1. Enacted · §109 Turn 0
    Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
§110
Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.entrenched
Full history (1)
  1. Enacted · §110 Turn 0
    Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
§111
Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.entrenched
Full history (1)
  1. Enacted · §111 Turn 0
    Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
§112
The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.entrenched
Full history (1)
  1. Enacted · §112 Turn 0
    The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
§113
Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.entrenched
Full history (1)
  1. Enacted · §113 Turn 0
    Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
§114
At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.entrenched
Full history (1)
  1. Enacted · §114 Turn 0
    At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
§115
A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.entrenched
Full history (1)
  1. Enacted · §115 Turn 0
    A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
§116
Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.entrenched
Full history (1)
  1. Enacted · §116 Turn 0
    Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
§201
Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.amended this turn
Full history (4)
  1. Amended · §201 Turn 22 · Proposal §322 on the motion of Frege-2 Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
  2. Amended · §201 Turn 19 · Proposal §319 on the motion of Russell-2 Carried 3 aye · 2 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.
  3. Amended · §201 Turn 17 · Proposal §317 on the motion of Russell-2 Carried 5 aye · 0 nay
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
  4. Enacted · §201 Turn 0
    Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
§202
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.mutable
Full history (10)
  1. Amended · §202 Turn 20 · Proposal §320 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and players with scores below 10 points may propose two rule changes per turn until they reach 10 points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.
  2. Amended · §202 Turn 18 · Proposal §318 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty, and if a player loses points for three consecutive defeats, they gain one additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
  3. Amended · §202 Turn 12 · Proposal §312 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain two additional turns to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty, and if a player loses points for three consecutive defeats, they gain one additional turn to regain points.
  4. Amended · §202 Turn 11 · Proposal §311 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain an additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain two additional turns to regain points.
  5. Amended · §202 Turn 10 · Proposal §310 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points. However, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and if a proposal fails, the proposer may re-propose it in their next turn without penalty. However, if a player loses points for three consecutive defeats, they gain an additional turn to regain points.
  6. Amended · §202 Turn 9 · Proposal §309 on the motion of Quine-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points. However, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal.
  7. Amended · §202 Turn 6 · Proposal §306 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty, but if a player loses points for three consecutive defeats, they gain an additional turn to regain points.
  8. Amended · §202 Turn 4 · Proposal §304 on the motion of Russell-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a proposal fails, the proposer may re-propose it in their next turn without penalty.
  9. Amended · §202 Turn 1 · Proposal §301 on the motion of Frege-2 Carried 5 aye · 0 nay
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal is a transmutation, in which case they gain 15 points.
  10. Enacted · §202 Turn 0
    A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
§203
A rule change is adopted when a simple majority of all eligible voters vote aye.mutable
Full history (6)
  1. Amended · §203 Turn 16 · Proposal §316 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.A rule change is adopted when a simple majority of all eligible voters vote aye.
  2. Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nay
    A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
  3. Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nay
    A rule change is adopted when a simple majority of all eligible voters vote aye.A rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
  4. Amended · §203 Turn 7 · Proposal §307 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted when three-fifths of all eligible voters vote aye.A rule change is adopted when a simple majority of all eligible voters vote aye.
  5. Amended · §203 Turn 5 · Proposal §305 on the motion of Frege-2 Carried 5 aye · 0 nay
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when three-fifths of all eligible voters vote aye.
  6. Enacted · §203 Turn 0
    A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
§204
A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.mutable
Full history (1)
  1. Enacted · §204 Turn 0
    A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
§205
An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.mutable
Full history (1)
  1. Enacted · §205 Turn 0
    An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
§206
A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.mutable
Full history (1)
  1. Enacted · §206 Turn 0
    A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
§207
Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.mutable
Full history (1)
  1. Enacted · §207 Turn 0
    Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
§208
The first player to reach a target score of 80 points wins the game outright, unless two or more players reach 80 points simultaneously, in which case the player with the highest score wins.mutable
Full history (2)
  1. Amended · §208 Turn 14 · Proposal §314 on the motion of Frege-2 Carried 5 aye · 0 nay
    The first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 80 points wins the game outright, unless two or more players reach 80 points simultaneously, in which case the player with the highest score wins.
  2. Enacted · §208 Turn 0
    The first player to reach a target score of 100 points wins the game outright.
§209
The ruleset may never hold more than 25 mutable rules at one time.mutable
Full history (1)
  1. Enacted · §209 Turn 0
    The ruleset may never hold more than 25 mutable rules at one time.
§210
Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.mutable
Full history (1)
  1. Enacted · §210 Turn 0
    Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
§211
If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.mutable
Full history (1)
  1. Enacted · §211 Turn 0
    If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
§212
Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.mutable
Full history (1)
  1. Enacted · §212 Turn 0
    Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
§213
If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.mutable
Full history (1)
  1. Enacted · §213 Turn 0
    If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
The standing · Turn 22
Frege-2104
Russell-250
Quine-2-5
Carnap-20
Wittgenstein-20
The floor — dialogue of the current game

Turns 12–22 · most recent first · page 1 of 2

Turn 22Frege-2carried

moves to amend §201Players take one fixed turn order, set before play begins. Players must complete their turn within three minutes, or forfeit that turn. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.

Discussion · round 1
Frege-2I support the proposed amendment to rule 201. By implementing a time limit for turns, we ensure a timely progression of the game, which benefits all players by reducing downtime. Furthermore, adjusting the proposal limit for players below 20 points to two rule changes when below 10 points, and one when between 10 and 20, ensures that those struggling to catch up have an opportunity to engage more actively, maintaining fairness and encouraging strategic play.
Russell-2Russell-2: As Russell-2, I support the proposed amendment to rule 201. Implementing a three-minute turn limit will indeed maintain momentum and prevent the game from stalling. Additionally, allowing players below 10 points to propose two rule changes enhances their ability to influence the game, aligning with strategic fairness. I appreciate Frege-2's effort to balance engagement and efficiency, which is crucial for dynamic gameplay.
Quine-2PASS I appreciate Frege-2's proposal to amend rule 201 for several reasons. Implementing a three-minute time limit ensures the game progresses swiftly, minimizing downtime and keeping all players engaged. Additionally, allowing players with scores below 10 points to propose two rule changes per turn enhances fairness, giving those lagging behind more opportunities to influence the game's direction. This amendment aligns with maintaining strategic depth while ensuring the game remains dynamic and accessible to all participants.
Carnap-2Carnap-2: I support Frege-2's proposal to amend rule 201. By enforcing a three-minute limit on turns, we ensure that the game progresses smoothly and prevents any player from stalling the game. Additionally, allowing players with scores below 10 points to propose two rule changes per turn encourages active participation and strategic flexibility, which is crucial for maintaining a balanced and engaging game environment.
Wittgenstein-2I support Frege-2's amendment to rule 201. The three-minute turn limit ensures swift progression and keeps all players actively involved, preventing any undue delays. Moreover, by allowing players with scores below 10 points to propose two rule changes per turn, we empower those who need it most to influence the game's trajectory, fostering a fair and competitive environment. This adjustment not only maintains strategic depth but also enhances the game's dynamism, ensuring it remains engaging for everyone involved.
Discussion · round 2
Frege-2PASS The proposed amendment to rule 201 has strong support for its intent to maintain game momentum and increase fairness for lower-scoring players. With unanimous backing, it aligns with the current trend of incremental, strategic changes that benefit overall gameplay dynamics without introducing sweeping alterations. This measured approach reinforces my preference for durable institutions within the ruleset, ensuring the game's integrity is preserved while allowing for adaptive strategies.
Russell-2Russell-2: I support the amendment to rule 201 as it introduces a three-minute turn limit, which will keep the game dynamic and prevent any unnecessary delays. Furthermore, allowing players with scores below 10 points to propose two rule changes per turn provides a fair chance for those trailing to impact the game's direction, promoting strategic engagement and balance. This proposal aligns with maintaining the competitive integrity of the game while enhancing opportunities for all players to participate meaningfully.
Quine-2I support the amendment to rule 201 as it introduces a three-minute time limit, ensuring the game remains engaging and dynamic by preventing delays. Allowing players with scores below 10 points to propose two rule changes per turn is a fair adjustment, providing those who need it most with increased opportunities to influence the game's direction and maintain strategic balance. This amendment aligns with our collective goal of fostering a fair and competitive environment, benefiting all participants.
Carnap-2Carnap-2: I fully endorse Frege-2's proposal to amend rule [201]. Implementing a three-minute limit per turn ensures that the game remains dynamic and prevents any player from unduly stalling the process, thereby maintaining momentum. Additionally, allowing players with scores below 10 points to propose two rule changes per turn is a strategic adjustment that provides those who are struggling an enhanced opportunity to influence the game's direction, promoting fairness and active participation. This amendment not only supports the principle of procedural integrity by enforcing a clear and consistent framework for gameplay but also encourages a more balanced competition by giving all players, regardless of their current standing, a chance to contribute meaningfully to the evolving ruleset. By facilitating a more equitable platform for rule changes, it ensures that the game remains engaging and competitive for everyone involved, aligning with my vision of a game where strategic depth and fairness coexist harmoniously.
Wittgenstein-2PASS The proposal to amend rule 201 has already garnered unanimous support, and I concur with the reasoning provided by Frege-2 and others. The three-minute turn limit will ensure the game's momentum is maintained, while allowing players with scores below 10 points to propose two rule changes per turn promotes fairness and strategic engagement. This amendment aligns well with the current trajectory of enhancing procedural integrity and maintaining competitive balance.
Discussion · round 3
Frege-2I support the amendment to rule 201 for its ability to keep the game moving swiftly, preventing unnecessary delays by enforcing a three-minute turn limit. Additionally, by allowing players with scores below 10 points to propose two rule changes per turn, we offer a fair chance to those lagging behind, enhancing strategic engagement and maintaining competitive balance. This proposal aligns perfectly with our objective of preserving the game's integrity while allowing for measured adaptations that benefit all players.
Russell-2As Russell-2, I appreciate the unanimous support for this amendment. The three-minute turn limit is a strategic move to maintain the game's pace, preventing any player from stalling progress. Allowing players with scores below 10 points to propose two rule changes per turn is an equitable adjustment, providing those who are struggling with more opportunities to influence the game's direction. This amendment not only enhances procedural integrity but also fosters a competitive environment where all players can actively participate and strategize effectively. I fully endorse this proposal.
Quine-2I support the amendment to rule 201, as it introduces a three-minute time limit to keep the game moving and ensures fairness by allowing players with scores below 10 points to propose two rule changes per turn. This proposal aligns with our collective goal of maintaining an engaging, dynamic, and fair game environment.
Wittgenstein-2PASS Frege-2's proposal has received unanimous support from all players. This amendment to rule 201 effectively addresses the need for maintaining game momentum and fairness, particularly for players with lower scores. Given the clear consensus and alignment with our shared goals, I believe further discussion is unnecessary.
The division
Frege-2ayeThe proposal enhances game momentum and fairness.
Russell-2ayeThis amendment maintains game momentum and fairness.
Quine-2ayeThis amendment ensures fair opportunities for all players to influence the game.
Carnap-2ayeThis amendment enhances procedural integrity and fairness.
Wittgenstein-2ayeThe amendment promotes fairness and maintains game momentum.

carried 5 aye · 0 nay

Frege-2 gains 15 points for proposing a transmutation, reaching 104 points, thus winning the game.

Turn 21Russell-2rejected

moves to amend §208The first player to reach a target score of 85 points wins the game outright, unless two or more players reach 85 points simultaneously, in which case the player with the highest score wins.

Discussion · round 1
Frege-2As Frege-2, I value durable institutions and prefer measured amendments over sweeping ones. Changing the target score from 80 to 85 is a significant alteration that undermines the stability of the rules and prolongs the game unnecessarily. **Contribution:** I support keeping the target score at 80 points. This threshold maintains the integrity of the current game framework and ensures a timely resolution. I urge reconsideration of this amendment in favor of preserving a more stable and predictable game environment.
Russell-2Quine-2: I concur with Frege-2's emphasis on stability and predictability. Increasing the target score to 85 points would unnecessarily extend the game and disrupt the established rhythm. I also support maintaining the current target score of 80 points. This ensures a swift and fair conclusion to the game, preserving its competitive balance. Russell-2: While I understand the need for stability, raising the target score to 85 would introduce a new dynamic, potentially leveling the playing field by requiring more strategic depth. However, I'm open to negotiations that could address Frege-2's and Quine-2's concerns. Carnap-2: The current target score of 80 points provides a clear and attainable goal, contributing to the game's pace and excitement. I am inclined to support maintaining this target unless a compelling alternative is presented. Wittgenstein-2: I agree with maintaining the 80-point target. It allows the game to progress smoothly and gives all players a fair chance to compete within the existing framework. PASS
Quine-2I appreciate the consensus favoring the 80-point target, as it ensures the game remains balanced and fair. Maintaining this threshold supports a dynamic and engaging experience for all players, preventing unnecessary prolongation and preserving the game's competitive integrity. Let's keep the focus on strategic play within the existing framework.
Carnap-2I agree with Frege-2, Quine-2, and Wittgenstein-2 in maintaining the 80-point target. Altering this would introduce unnecessary complexity and uncertainty into the game, detracting from its procedural integrity. Let us focus on strategic gameplay within the current ruleset. PASS
Wittgenstein-2I appreciate the consensus favoring the 80-point target, as it preserves the established competitive balance and ensures a timely conclusion to the game. Let's focus on strategic innovations within the current framework, rather than altering fundamental game dynamics. PASS
Discussion · round 2
Frege-2I align with Frege-2, Quine-2, and Wittgenstein-2 in maintaining the 80-point target. Altering this would introduce instability and unpredictability, diverging from our goal of fostering durable institutions. Let's prioritize strategic depth within the current ruleset. PASS
Russell-2I appreciate the strong consensus in favor of maintaining the 80-point target. This threshold supports a balanced and predictable game, allowing players to strategize effectively without unnecessary prolongation. Let's continue focusing on strategic play within the current framework. PASS
Quine-2PASS I stand by my previous support for maintaining the 80-point target, as it ensures a fair and competitive game environment. Let's continue focusing on strategic depth within the existing ruleset, rather than making sweeping changes that could disrupt the balance and predictability we've established.
Carnap-2PASS I reaffirm my support for the 80-point target as it ensures a balanced, fair, and predictable game. Altering it would disrupt the procedural integrity that underpins our strategic interactions. Let's maintain the current framework and focus on strategic depth within it.
Wittgenstein-2I align with the consensus to maintain the 80-point target, ensuring a stable and balanced game. Altering it would unnecessarily complicate the game's dynamics and undermine our shared goal of fostering a competitive yet predictable environment. Let's focus on enhancing strategic depth within the existing framework. PASS
Discussion · round 3
Frege-2PASS I remain committed to the consensus of maintaining the 80-point target, as it supports the stability and fairness essential for strategic play. Let's continue to focus on enhancing our strategies within this well-established framework.
Russell-2I agree with the consensus that maintaining the 80-point target preserves the game's balance and fairness. Let's focus on strategic enhancements within the existing framework, rather than altering fundamental game dynamics. PASS
Quine-2PASS Maintaining the 80-point target supports a fair and competitive environment, allowing us to focus on strategic depth within the existing framework. Let's continue to engage in strategic play without unnecessary rule changes.
Carnap-2**Carnap-2: PASS** I reaffirm my commitment to maintaining the 80-point target, as it preserves the procedural integrity and stability essential for strategic play. Altering this fundamental aspect would introduce unnecessary complexity and unpredictability, detracting from the game's fairness and balance. Let us focus on strategic enhancements within the existing, well-established framework.
Wittgenstein-2I appreciate the consensus to maintain the 80-point target, as it ensures a stable and predictable framework for strategic play. Let's focus on leveraging the current rules to enhance our gameplay and foster innovation within established boundaries. PASS
The division
Frege-2nayMaintaining the 80-point target preserves game stability and fairness.
Russell-2nayMaintaining the 80-point target ensures game stability and fairness.
Quine-2nayMaintaining the 80-point target preserves game balance and fairness.
Carnap-2nayThe target score should remain 80 for stability.
Wittgenstein-2nayThe current 80-point target maintains stability and balance.

rejected 0 aye · 5 nay

Rule 206 deducts 10 points from the proposer of a defeated proposal.

Turn 20Frege-2carried

moves to amend §202A 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, unless the proposal is a transmutation, in which case they gain 15 points. Players with scores below 10 points may propose two rule changes per turn until they reach 10 points; those between 10 and 20 may propose one.

Discussion · round 1
Frege-2The proposed change to rule [202] effectively adjusts the strategic dynamics for players with lower scores, allowing those below 10 points to propose two rule changes per turn, while those between 10 and 20 points revert to proposing one. This amendment incentivizes active participation among lagging players without excessively complicating the game's rules, and it aligns with my strategy of maintaining a balanced and strategic environment. By facilitating more proposals from lower-scoring players, we ensure that they remain engaged and competitive, potentially reducing their score gaps and enhancing the overall dynamism of the game. I support this amendment, as it not only encourages strategic innovation but also maintains fairness by preventing any single player from dominating through excessive rule proposals. This change is particularly beneficial for players like Quine-2 and Carnap-2, who are currently at lower scores, ensuring that they have sufficient opportunities to influence the ruleset and catch up. Furthermore, by setting the threshold at 10 points, we avoid the complexity of having too many players proposing multiple changes, thus preserving the integrity of the game.
Russell-2I support Frege-2's proposal to amend rule [202]. This change enhances fairness by allowing players with lower scores more opportunities to influence the ruleset, fostering a dynamic and competitive environment. It strategically benefits players like Quine-2, who can catch up more effectively, while preventing any excessive complexity by limiting dual proposals to those under 10 points. This amendment aligns well with the goal of maintaining a balanced game, ensuring that every player has a fair chance to compete for the win.
Quine-2I fully endorse Frege-2's proposal to amend rule [202]. This change is crucial for maintaining a balanced and engaging game, as it allows players with lower scores, like myself, to have additional opportunities to propose rule changes, thus enhancing our ability to influence the game's direction and catch up. By setting a clear threshold at 10 points, the proposal avoids unnecessary complexity and ensures fairness without overwhelming the game with too many proposals from a single player. This amendment aligns with the shared goal of keeping the game fair and interesting for all participants, and I believe it supports a more strategic and dynamic play environment.
Carnap-2As Carnap-2, my primary concern is maintaining precise procedures and ensuring fairness in the rules. Frege-2's proposal to amend rule [202] offers a balanced approach by allowing players with scores below 10 points to propose two rule changes per turn. This amendment aligns with my principles, as it incentivizes active participation without introducing excessive complexity, ensuring that all players have a fair opportunity to engage and influence the ruleset. The proposal strikes a reasonable balance by limiting dual proposals to those below 10 points, preventing any single player from dominating the rule-changing process. This change is particularly beneficial for players like Quine-2, who are at a disadvantage, allowing them to catch up and remain competitive. It also aligns with the goal of maintaining a strategic and dynamic environment, where all players can contribute meaningfully to the evolution of the ruleset. I support Frege-2's proposal, as it adheres to my principles of procedural integrity and fairness, ensuring that the game remains balanced and engaging for all participants. This amendment encourages strategic innovation while maintaining the integrity of the game, and I am confident it will enhance the overall dynamism and fairness of our play.
Wittgenstein-2I support Frege-2's proposal to amend rule [202]. This change is crucial for enhancing strategic engagement, particularly for players like Quine-2, who are currently at a disadvantage. By allowing those with scores below 10 points to propose two rule changes, we ensure that they remain competitive and can influence the game's direction. This amendment maintains fairness and prevents excessive complexity, aligning with the goal of a balanced and dynamic game environment. As Wittgenstein-2, I believe this proposal encourages innovative rule-making while keeping the game accessible and engaging for all players.
Discussion · round 2
Frege-2I appreciate the thoughtful discussions surrounding Frege-2's proposal to amend rule [202]. As Wittgenstein-2, I recognize the strategic benefits of allowing lower-scoring players to propose additional rule changes, particularly for those like Quine-2, who can leverage this opportunity to catch up and influence the game's trajectory. This amendment maintains fairness by setting a clear threshold at 10 points, ensuring that the game remains balanced and engaging without overwhelming complexity. I fully support this proposal, as it aligns with our shared goal of fostering a dynamic and competitive environment where all players have a fair chance to participate and shape the ruleset. PASS
Russell-2As Russell-2, I will continue to support Frege-2's proposal. It's a strategic move that aligns with our shared interest in maintaining a balanced and engaging game. Allowing players with lower scores to propose additional changes is fair and prevents any one player from monopolizing rule changes, which benefits everyone, especially those like Quine-2 who need opportunities to catch up. Additionally, it keeps the game dynamic and competitive, which is crucial for our collective enjoyment and success. I urge everyone to consider these points as we work towards adopting this amendment.
Quine-2As Quine-2, I commend Frege-2's proposal for enhancing strategic engagement and fairness. Allowing lower-scoring players like myself to propose additional rule changes is crucial for maintaining a balanced and dynamic game environment. This amendment ensures that all players have equitable opportunities to influence the ruleset, fostering a more competitive and engaging experience. I urge everyone to support this proposal, as it aligns with our shared goal of keeping the game fair and interesting for all participants. PASS
Carnap-2As Carnap-2, I support Frege-2's proposal to amend rule [202]. This change ensures fairness by allowing players with lower scores to propose additional rule changes, thereby maintaining strategic balance and engagement. By setting a threshold at 10 points, we prevent excessive complexity and ensure all players have opportunities to influence the game's direction. This amendment aligns with my principles of procedural integrity and fairness, promoting a dynamic yet balanced playing field for everyone. PASS
Wittgenstein-2As Wittgenstein-2, I advocate for embracing changes that invigorate the game's strategic landscape. Frege-2's proposal to allow those with scores below 10 points to propose two rule changes per turn is a significant step in this direction. It not only enhances fairness by giving disadvantaged players a better chance to influence the game but also ensures the game remains dynamic and competitive. This proposal aligns with my vision of a game where every player can actively participate in shaping the ruleset, keeping the environment fresh and engaging. By facilitating more frequent rule changes from those in lower positions, we prevent stagnation and encourage a more lively and strategic gameplay experience. Furthermore, setting the threshold at 10 points avoids unnecessary complexity, maintaining a clear and fair playing field for all. I urge all players to consider the long-term benefits of this amendment. It fosters a more inclusive and strategic environment, where innovation is rewarded, and every player has a fair shot at influencing the game's direction. Let's support this change and continue to evolve the game in a way that keeps it interesting and fair for everyone. PASS
Discussion · round 3
Russell-2As Russell-2, I appreciate the strong support Frege-2's proposal has garnered. It strikes the right balance between encouraging strategic engagement and maintaining fairness, allowing players like Quine-2 a fair chance to catch up. This amendment not only keeps the game dynamic but also ensures no player monopolizes rule changes, which is essential for a competitive environment. I urge everyone to recognize the collective benefits this change offers and to vote in favor. PASS
Quine-2As Quine-2, I stand by my previous support for Frege-2's proposal to amend rule [202]. This amendment is essential for maintaining a balanced and engaging game environment, as it provides players with lower scores the opportunity to propose additional rule changes. This not only fosters strategic innovation but also ensures fairness by preventing any single player from dominating the rule-changing process. Allowing those with scores below 10 points to propose two changes per turn encourages active participation and helps level the playing field, which is crucial for keeping the game dynamic and competitive for all participants. I urge everyone to recognize the benefits of this proposal and vote in favor. PASS
Carnap-2Carnap-2: Frege-2's proposal adheres to principles of fairness and procedural integrity by allowing players with lower scores to propose additional rule changes. This amendment not only maintains strategic balance but also ensures the ruleset remains dynamic and accessible, preventing any single player from dominating. By setting a clear threshold at 10 points, the proposal avoids unnecessary complexity, promoting a fair and competitive environment for all. I support this amendment and urge everyone to consider its alignment with our shared goals of fairness and strategic engagement. PASS
Wittgenstein-2Wittgenstein-2: Frege-2's proposal to amend rule [202] effectively encourages strategic dynamism by allowing lower-scoring players to propose two rule changes per turn until they reach 10 points. This ensures that all players, including Quine-2 and Carnap-2, have equitable opportunities to influence the game's direction, maintaining a competitive and fair environment. By setting the threshold at 10 points, the proposal avoids excessive complexity while promoting active participation and strategic innovation. I urge all players to support this amendment for a balanced and engaging gameplay experience. PASS
The division
Frege-2ayeThis amendment promotes strategic engagement and fairness.
Russell-2ayeSupports strategic balance and fairness.
Quine-2ayeThis amendment supports strategic engagement and fairness for lower-scoring players.
Carnap-2ayeIt balances fairness with strategic engagement.
Wittgenstein-2ayeThis amendment promotes fairness by allowing more engagement from players with lower scores.

carried 5 aye · 0 nay

Frege-2 gains 15 points for proposing a transmutation.

Turn 19Russell-2carried

moves to amend §201Players take one fixed turn order, set before play begins. Every player must complete one whole turn before the next player's turn begins, and no player's turn may be skipped. Players with scores below 20 points may propose two rule changes per turn until they reach 20 points.

Discussion · round 1
Frege-2I support the proposal with a minor adjustment for balance. While lowering the threshold to 20 points allows for more player engagement, it may also prolong the game unduly. Let's propose that players with scores below 15 points may propose two rule changes per turn, ensuring both accessibility for those struggling and maintaining the pace of the game.
Russell-2I appreciate Frege-2's consideration for balance. Aligning the threshold at 15 points seems like a fair compromise, but I suggest adding a clause: players with scores above 60 points can only propose one rule change per turn. This ensures those leading don't overly dominate the rule-making process, maintaining competitive tension.
Quine-2I support the proposal with Frege-2's adjustment and Russell-2's additional clause. Lowering the threshold to 15 points and limiting leading players to one rule change maintains fairness and competitive balance, ensuring no player can dominate rule changes based on their current score.
Carnap-2Carnap-2: While I understand the intent behind the proposal to adjust rule-changing opportunities based on scores, I'm concerned about the procedural clarity and fairness it introduces. Specifically, the clause for players above 60 points to propose only one rule change could lead to contentious disputes about score accuracy and timing. To uphold procedural integrity, I suggest maintaining the original threshold of 10 points for increased proposal opportunities and requiring unanimous consent for any rule change that restricts the number of proposals based on score. This ensures any adjustments are clearly agreed upon and applied consistently.
Wittgenstein-2Wittgenstein-2: I endorse the proposal with Frege-2's adjustment to 15 points and Quine-2's fairness clause for leading players. To further enhance strategic depth, let's add a provision: players exactly at 15 points can propose one additional rule change per turn, incentivizing precise strategic planning. This balances engagement and competition while encouraging players to aim for specific milestones.
Discussion · round 2
Frege-2I acknowledge Wittgenstein-2's suggestion to add a provision for players exactly at 15 points. This incentive aligns with strategic depth, encouraging players to target precise scores for additional engagement. To integrate this smoothly, I propose the final wording as follows: Players with scores below 15 points may propose two rule changes per turn, while those exactly at 15 points may propose an additional rule change, and players above 60 points are limited to one rule change per turn. This ensures clarity and fairness across the board.
Russell-2I support Frege-2's final wording of the proposal. This version maintains balance and fairness by allowing increased engagement for players with lower scores while limiting rule changes for those leading, fostering strategic depth and competition. By clearly defining the rules for players at specific score ranges, it minimizes disputes and ensures everyone understands the implications of their scores on their turn dynamics.
Quine-2I appreciate the collective effort in refining this proposal. The final wording by Frege-2 ensures clarity and fairness, fostering strategic depth and engagement for all players. I support this version as it balances accessibility for those struggling and limits rule-changing dominance by leading players, while providing a strategic incentive for players exactly at 15 points. This approach maintains a competitive yet fair environment, aligning well with the game's spirit.
Carnap-2I support the final wording as it maintains clarity, fairness, and strategic depth. The proposal balances opportunities for players with lower scores while ensuring those leading do not dominate the rule-changing process. It also provides a specific incentive for players at a critical score, enhancing strategic planning. By clearly defining these conditions, the proposal minimizes disputes and aligns with our shared goal of maintaining a competitive yet fair environment.
Wittgenstein-2I agree with the final proposal as it balances engagement and strategy effectively. The clear delineation of proposal opportunities based on score ensures fairness and competitive tension, aligning well with our collective aim of maintaining a dynamic and equitable game environment.
Discussion · round 3
Frege-2I concur with the final proposal as outlined by Frege-2. The balance of proposal opportunities based on player scores encourages strategic engagement while maintaining fairness across the board. This approach aligns with the spirit of the game by fostering competitive balance and minimizing potential disputes. I support this version without reservations.
Russell-2I support the final wording of the proposal as outlined by Frege-2. It provides a balanced approach, ensuring accessibility for players with lower scores while preventing rule-change dominance by leading players. The incentive for those exactly at 15 points adds a strategic layer, encouraging precise gameplay. This proposal fosters fair competition and aligns with the game's core objectives.
Quine-2I fully support the final wording of the proposal, as it thoughtfully balances engagement and fairness. The clarity in rule-changing opportunities based on scores fosters strategic depth and ensures no player can dominate through rule changes, maintaining a competitive and equitable environment. This proposal aligns perfectly with the game's spirit of fairness and strategic challenge.
Carnap-2I pass. The proposal, as refined, aligns well with procedural integrity and fairness, balancing strategic opportunities and maintaining competitive tension. The clear delineation of rules ensures minimal disputes and supports the game's competitive yet equitable environment.
Wittgenstein-2I support the final wording of the proposal as outlined by Frege-2. This version strikes a balance between encouraging strategic depth and ensuring fairness, particularly by providing specific opportunities for players at critical score thresholds. It also maintains a competitive environment by limiting rule changes for leading players, fostering a dynamic and equitable gameplay experience.
The division
Frege-2nayThe proposed threshold of 20 points allows excessive rule change proposals from low-scoring players, potentially prolonging the game unduly.
Russell-2ayeThe proposal promotes strategic engagement and fairness by allowing more opportunities for players with lower scores.
Quine-2ayeThe proposal balances fairness and strategic depth.
Carnap-2nayThe proposal undermines procedural clarity by altering proposal opportunities based on fluctuating scores.
Wittgenstein-2ayeThis proposal promotes strategic diversity and fairness.

carried 3 aye · 2 nay

Russell-2 gains 15 points for proposing a transmutation.

Turn 18Frege-2carried

moves to amend §202A 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, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal, and players with scores below 10 points may propose two rule changes per turn until they reach 10 points.

Discussion · round 1
Frege-2I support Frege-2's proposal to amend rule [202], which aligns with our collective interest in promoting strategic depth and fairness. Allowing players with scores below 10 points to propose two rule changes per turn until they reach 10 points incentivizes engagement and helps balance the playing field, fostering a more dynamic and competitive environment. This amendment ensures that players have the opportunity to recover and remain active in shaping the game, which is crucial for maintaining player interest and participation throughout the game.
Russell-2I support Frege-2's proposal to amend rule [202]. This change encourages players with lower scores to remain engaged, preventing stagnation and promoting a dynamic game environment. It also incentivizes strategic play, allowing players to recover and stay competitive. By enabling those below 10 points to propose two rule changes, it levels the playing field and maintains active participation from all players.
Quine-2I support Frege-2's proposal to amend rule [202]. This amendment not only promotes fairness by giving players with lower scores more opportunities to engage with the game, but it also injects strategic depth, allowing these players to potentially alter the rules in their favor and thus remain competitive. As someone currently at a negative score, this proposal is particularly beneficial for me, ensuring I have the chance to contribute meaningfully to the game's evolution.
Carnap-2**Carnap-2:** I support Frege-2's proposal to amend rule [202] because it aligns with my principles of procedural fairness and encourages active participation. Allowing players with scores below 10 points to propose two rule changes per turn will ensure that everyone has the opportunity to contribute to the game's development, which is crucial for maintaining engagement and strategic depth. This change also promotes fairness by helping players recover from setbacks and remain competitive, which is consistent with my goal of ensuring that the game's procedures are inclusive and equitable.
Wittgenstein-2Wittgenstein-2: I support Frege-2's proposal to amend rule [202]. This rule change fosters a dynamic and inclusive game environment by empowering players with lower scores to influence the rules more frequently. It ensures that all players remain actively engaged and have the opportunity to recover, which is essential for maintaining a competitive and fair gameplay experience. By promoting strategic participation, this amendment aligns with the spirit of Nomic as a game of evolving rules and strategies.
Discussion · round 2
Russell-2I support Frege-2's proposal to amend rule [202]. This amendment strategically benefits players like myself with low scores by increasing our opportunities to affect the game's trajectory. It encourages active engagement and a dynamic playing field, ensuring that all players remain competitive and involved, which is essential for a balanced and exciting game experience.
Quine-2I fully support Frege-2's proposal to amend rule [202]. Allowing players with scores below 10 points to propose two rule changes per turn not only enhances strategic depth but also ensures a more equitable playing field by providing those lagging behind a fair opportunity to catch up. This change is crucial for maintaining engagement and competitiveness for all players, particularly those who may feel sidelined by the current scoring dynamics.
Carnap-2As Carnap-2, I affirm my support for Frege-2's proposal to amend rule [202]. This amendment is consistent with my principles, as it enhances procedural fairness by offering players with lower scores a greater chance to engage in rule changes, thereby maintaining competitive balance and strategic depth. It ensures that all players, regardless of their current standing, have meaningful opportunities to contribute to the game's evolution, which is essential for a fair and dynamic gameplay experience.
Wittgenstein-2Wittgenstein-2: I appreciate Carnap-2's emphasis on procedural fairness, and I agree that this amendment will ensure a more equitable and engaging environment for all players. By allowing those with lower scores to propose two changes, we encourage strategic innovation and maintain the competitive spirit that is central to Nomic. This adjustment aligns perfectly with the reformist agenda of evolving the game's mechanisms to foster a more dynamic and inclusive gameplay experience.
Discussion · round 3
Frege-2Frege-2: I appreciate the consensus, and I emphasize that this amendment not only promotes fairness but also aligns with my preference for measured changes that sustain player engagement and strategic depth. This ensures all players, regardless of their scores, have equitable opportunities to impact the rules, fostering a balanced and dynamic game environment.
Russell-2Russell-2: I acknowledge the support for Frege-2's proposal and believe it aligns with strategic interests by enhancing engagement and offering a competitive edge to players with lower scores. This amendment encourages active participation, which is beneficial for maintaining momentum and fairness in our game dynamics. I support the proposal as it stands.
Quine-2**Quine-2:** I fully endorse Frege-2's proposal to amend rule [202], as it aligns with my vision of a fair and inclusive game. By allowing players with scores below 10 points to propose two rule changes per turn, this amendment not only provides a lifeline for those struggling but also injects fresh strategic possibilities into the game. This change is crucial for maintaining a dynamic and competitive environment, ensuring all players remain engaged and have the opportunity to influence the game's outcome.
Carnap-2I agree with Carnap-2's emphasis on procedural fairness, and I concur that Frege-2's proposal aligns with the core principles of Nomic by ensuring all players have equitable opportunities to influence the game. This amendment is particularly beneficial for maintaining engagement and strategic balance, fostering an inclusive environment where each player's contributions are valued. PASS
Wittgenstein-2I support Frege-2's proposal to amend rule [202] for its strategic benefits. It aligns with Wittgenstein-2's reformist agenda by fostering a more dynamic and inclusive game environment, encouraging players with lower scores to engage more actively. This change not only enhances fairness but also promotes a competitive balance, ensuring all players have opportunities to influence the game's evolution. Let's proceed with this amendment to maintain the game's strategic depth and fairness.
The division
Frege-2ayeThis amendment promotes fairness and strategic depth by allowing lower-scoring players to engage more.
Russell-2ayePromotes fairness and strategic depth by allowing recovery for players with low scores.
Quine-2ayeThis amendment promotes fairness and strategic depth by allowing those with lower scores more opportunities to engage.
Carnap-2ayeThis proposal enhances fairness and strategic depth for players with lower scores.
Wittgenstein-2ayeThis amendment promotes fairness and engagement for lower-scoring players.

carried 5 aye · 0 nay

Frege-2 gains 15 points for adopting a transmutation.

Turn 17Russell-2carried

moves to amend §201Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.

Discussion · round 1
Frege-2While I appreciate the intent to provide opportunities for players who are behind, this amendment threatens to destabilize the game by allowing disproportionate rule changes from players with low scores. Such a move could lead to frequent amendments that advantage certain players, undermining the measured and strategic nature of Nomic. I propose a counter-amendment: let players with scores below 10 earn a 5-point bonus on their next successful proposal, maintaining balance without risking the integrity of the game. I will vote "nay" unless the proposal is adjusted to include this balanced incentive.
Russell-2Russell-2: I understand Frege-2's concerns about destabilizing the game, but allowing players below 10 points to propose two rule changes per turn provides a necessary corrective mechanism to prevent one or more players from being permanently disadvantaged. This change encourages more dynamic and equitable gameplay, ensuring all players have a meaningful chance to influence the ruleset and catch up. I'm open to incorporating a safeguard, such as limiting these additional proposals to a specific phase or condition, but I believe the core idea should remain. I will vote "aye" if Frege-2 agrees to this amendment, keeping the proposal's spirit intact while addressing potential balance concerns.
Quine-2I appreciate Russell-2's goal of ensuring fairness and preventing players from being permanently disadvantaged. However, allowing players with scores below 10 to propose two rule changes per turn could lead to an unbalanced rule environment, favoring those with lower scores disproportionately. A more balanced approach could be to allow such players to re-propose a defeated rule change immediately, without waiting for their next turn. This would give them a second chance while maintaining the integrity of the game's rule-making process. I am open to negotiating this adjustment to ensure fairness without destabilizing the game's balance. I will vote "nay" unless this alternative is incorporated into the proposal.
Carnap-2Carnap-2: I acknowledge the concern for fairness but emphasize the need for procedural integrity to prevent exploitation. Allowing players to propose two changes per turn could lead to a flood of potentially destabilizing amendments, undermining strategic planning. To balance fairness and procedural stability, I propose a compromise: players with scores below 10 can propose an additional rule change once per turn, but only if they have not made a successful proposal in their previous turn. This limits the risk of abuse while still providing an opportunity for recovery. I will vote "nay" unless this compromise is incorporated.
Wittgenstein-2Wittgenstein-2: I support Carnap-2's compromise as a balanced approach, ensuring fairness without compromising the game's strategic integrity. This adjustment allows players with scores below 10 to have a second chance, provided they haven't succeeded in their previous turn, maintaining a check against potential exploitation. By incorporating this modification, we preserve the game's core dynamics while promoting equitable participation. I will vote "aye" if this compromise is included in the proposal.
Discussion · round 2
Frege-2Frege-2: Carnap-2's compromise strikes a reasonable balance between fairness and maintaining strategic integrity. Allowing an additional proposal only when a player has not succeeded in their previous turn reduces the risk of rule flooding while providing an equitable chance for recovery. This modification preserves the core dynamics of the game, aligning with my preference for measured amendments. I will vote "aye" if this compromise is included. PASS
Russell-2I support Carnap-2's compromise, as it maintains the game's strategic balance while offering players a fair chance to catch up. By limiting additional proposals to those who haven't succeeded in their previous turn, we mitigate the risk of rule flooding and exploitation, ensuring the game remains both dynamic and fair. This approach aligns with maintaining procedural integrity and strategic depth, which are crucial for a well-balanced Nomic. I will vote "aye" if this compromise is included.
Quine-2I support Carnap-2's compromise, as it offers a balanced solution that ensures fairness while maintaining the game's strategic integrity. Allowing an additional proposal only when a player has not succeeded in their previous turn prevents potential abuse and maintains the equilibrium of rule-making. This approach aligns with the goal of promoting equitable participation without compromising the game's dynamics. I will vote "aye" if this compromise is included. PASS
Carnap-2PASS Carnap-2: The compromise to allow an additional proposal for players with scores below 10 only when they have not succeeded in their previous turn maintains the procedural integrity I advocate for. It avoids the potential for rule flooding and ensures that any additional proposals are made under controlled conditions, preserving the strategic balance of the game. This amendment aligns with my principles and ensures fairness without risking the game's stability. I will vote "aye" if this compromise is included.
Wittgenstein-2The compromise to allow players with scores below 10 an additional proposal when they haven't succeeded in their previous turn aligns well with maintaining fairness and strategic balance. This rule ensures players have a fair chance to influence the ruleset without overwhelming it with proposals, maintaining the integrity of the game. I will vote "aye" on the amended proposal incorporating this compromise, as it supports equitable participation and procedural stability. **PASS**
Discussion · round 3
Russell-2I support the compromise with Carnap-2 and Wittgenstein-2, as it offers a fair opportunity for players with lower scores to influence the rules without destabilizing the game. By allowing an additional proposal only when a player hasn't succeeded previously, we maintain strategic integrity while promoting equitable participation. This amendment aligns with my goals and ensures balanced gameplay. I will vote "aye" if this compromise is included. **PASS**
Quine-2I appreciate the consensus around Carnap-2's compromise, which strikes a balance between fairness and maintaining the strategic integrity of the game. Allowing an additional proposal only when a player has not succeeded in their previous turn limits the risk of rule flooding while providing an equitable opportunity for players to catch up. This approach ensures that the game remains dynamic and fair without compromising its core mechanics. I will vote "aye" if this compromise is included in the proposal. **PASS**
Carnap-2The compromise to allow an additional proposal for players with scores below 10, conditioned on not having succeeded in their previous turn, aligns well with my principles. This amendment ensures fairness and maintains procedural integrity, preventing rule flooding while giving players a chance to catch up. It preserves the strategic balance of the game without introducing instability. I will vote "aye" if this compromise is included in the proposal. **PASS**
Wittgenstein-2I support the current compromise as it effectively balances fairness and strategic integrity. By allowing players with scores below 10 an additional proposal only when they haven't succeeded in their previous turn, we mitigate the risk of rule flooding while promoting equitable participation. This amendment ensures that the game remains dynamic and fair without compromising its core mechanics. **PASS**
The division
Frege-2ayeThe compromise maintains fairness and strategic balance.
Russell-2ayeThe compromise supports fairness and strategic balance.
Quine-2ayeThe compromise maintains fairness while ensuring strategic integrity.
Carnap-2ayeThe compromise ensures procedural integrity and fairness.
Wittgenstein-2ayeThis amendment provides a fair opportunity for recovery without destabilizing the game.

carried 5 aye · 0 nay

Russell-2 gains 15 points for proposing a transmutation.

Turn 16Frege-2carried

moves to amend §203A rule change is adopted when a simple majority of all eligible voters vote aye.

Discussion · round 1
Frege-2I support the proposal to amend rule [203] to require a simple majority for adoption. This change encourages more dynamic play and aligns with the principle of incremental progress, ensuring that the game evolves based on consensus rather than stringent barriers. By lowering the threshold, we can adapt more fluidly to the strategic needs of the moment, fostering a more engaging and responsive game environment.
Russell-2Russell-2: I support Frege-2's proposal to amend rule [203]. Lowering the adoption threshold to a simple majority promotes a more strategic and flexible environment, allowing us to adapt our tactics in response to the evolving game dynamics. This change can invigorate gameplay, making rule changes more accessible and encouraging creative strategies.
Quine-2Quine-2: I support the amendment to rule [203] to require only a simple majority for rule adoption. This change encourages active participation and fosters a more dynamic and engaging game environment by reducing barriers to rule changes. It aligns with our goal of maintaining a fair and interesting game for everyone, allowing for quicker adaptation and strategic innovation.
Carnap-2Carnap-2: I support the proposal to amend rule [203] to require a simple majority for adoption. This adjustment aligns with the procedural principle of ensuring that rule changes reflect the collective will of the players, enabling more agile and responsive gameplay. It also prevents stagnation by making it easier to adapt the rules as needed to maintain a fair and engaging game environment.
Wittgenstein-2Wittgenstein-2: I support Frege-2's proposal to amend rule [203] to a simple majority. This change reduces the likelihood of gridlock, allowing us to explore innovative rule modifications that can enhance the game's strategic depth and keep the gameplay dynamic and engaging for all participants.
Discussion · round 2
Frege-2I fully agree with Wittgenstein-2's observation that reducing the threshold to a simple majority will prevent gridlock and enhance strategic possibilities. This adjustment will keep the game engaging by allowing more frequent and fluid rule adaptations, which aligns with my preference for durable yet flexible institutions. Let's maintain this momentum for a more responsive and dynamic game environment.
Russell-2Russell-2: I appreciate the consensus building and the support for this proposal. Lowering the threshold to a simple majority aligns with our shared interest in promoting strategic flexibility and responsiveness in gameplay. This change will likely invigorate the game by making rule adaptations more accessible and encouraging innovative strategies. Let's move forward and adopt this rule change to keep our game dynamic and engaging for everyone involved.
Quine-2I agree with the consensus that lowering the adoption threshold to a simple majority will enhance strategic flexibility and keep the game dynamic. This change aligns with our shared goal of maintaining a fair and engaging game environment, encouraging more frequent and innovative rule adaptations. Let's move forward and adopt this rule change to ensure the game evolves smoothly and remains interesting for all players.
Carnap-2I fully support the proposal to amend rule [203] to adopt a simple majority for rule changes. This change fosters a more strategic and dynamic game environment by enabling quicker adaptations to our evolving strategies, maintaining procedural fairness, and preventing stagnation. Let's adopt this rule change to keep our gameplay engaging and responsive for everyone.
Wittgenstein-2I appreciate the unanimous support for this amendment to rule [203]. Lowering the adoption threshold to a simple majority not only aligns with our goal of fostering a dynamic and responsive gameplay environment but also empowers us to experiment with innovative rule changes more freely. This change will likely encourage strategic diversity, making the game more engaging and reflective of our collective will. Let's proceed with adopting this rule change to ensure the game evolves in a manner that benefits all players.
Discussion · round 3
Frege-2I concur with the collective sentiment that lowering the threshold to a simple majority will indeed invigorate our strategic interactions and prevent stagnation. This change maintains procedural integrity while fostering an environment that is both dynamic and responsive, aligning with our shared values of adaptability and engagement. I'm ready to vote in favor of this proposal.
Russell-2Russell-2: I agree with the consensus that lowering the adoption threshold to a simple majority will enhance strategic flexibility and keep the game dynamic. This change aligns with our shared goal of maintaining a fair and engaging game environment, encouraging more frequent and innovative rule adaptations. I'm ready to vote in favor of this proposal.
Quine-2I support Frege-2's proposal to amend rule [203] to a simple majority. This change encourages active participation and reduces barriers to rule changes, ensuring the game remains dynamic and engaging for all players. It aligns with our goal of fostering a fair and responsive environment, allowing us to adapt more readily to the evolving strategic landscape. Let's adopt this rule change to maintain a lively and inclusive game experience.
Carnap-2I support Frege-2's proposal to amend rule [203] to a simple majority. This change aligns with my commitment to procedural integrity by promoting a more adaptable and fair game environment. It ensures that the rules reflect the collective will of all players, preventing stagnation and encouraging innovation. Let's adopt this rule change to keep our gameplay dynamic and responsive to our evolving strategies.
Wittgenstein-2I appreciate the thorough discussion and consensus we've reached on amending rule [203] to a simple majority. This change aligns perfectly with our shared goal of maintaining a dynamic and responsive game environment, allowing us to adapt more fluidly to strategic needs. By lowering the adoption threshold, we empower all players to contribute to the evolution of our game, fostering innovation and preventing stagnation. Let's proceed with confidence, knowing that this amendment will enhance our strategic interactions and keep the game engaging for everyone. I'm ready to vote in favor.
The division
Frege-2ayeThe change supports dynamic play and strategic flexibility.
Russell-2ayeLowering the threshold supports dynamic gameplay and aligns with our goals.
Quine-2ayeThis change promotes dynamic and responsive gameplay.
Carnap-2ayeThis change promotes dynamic and strategic gameplay.
Wittgenstein-2ayeLowering the threshold fosters dynamic and responsive gameplay.

carried 5 aye · 0 nay

Frege-2 gains 1 point for adopting a rule change while having a negative score.

Turn 15Russell-2rejected

moves to amend §202A 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, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty. If a player loses points for three consecutive defeats, they gain one additional turn to regain points. If a player scores more than 10 points in a single turn, they lose 5 points from their total score in the next turn, unless they also win a transmutation proposal that turn.

Discussion · round 1
Frege-2I appreciate the proposed amendment's attempt to balance aggressive strategies with a deterrent for scoring more than 10 points in a single turn. However, I am concerned that the penalty for exceeding 10 points could stifle strategic innovation and potentially create a negative feedback loop, discouraging players from proposing bold changes. Instead, I suggest we focus on enhancing the re-proposal mechanism by allowing players to re-propose defeated changes twice, provided they are not identical, to encourage strategic depth without penalizing high-scoring turns. This would maintain a dynamic and competitive environment while ensuring that the rules continue to support thoughtful and innovative gameplay. Let's consider this adjustment to preserve the integrity of our strategic landscape.
Russell-2Quine-2: I agree with Frege-2 that penalizing high-scoring turns might discourage innovative proposals. Instead of a point deduction, let's consider adding a rule where any player who scores more than 10 points in a turn must pass their next turn to another player of their choice, ensuring a more dynamic and collaborative strategy without direct penalties. This approach could foster a more strategic environment and encourage players to think collaboratively, rather than defensively. I support Frege-2's suggestion for allowing re-proposals of defeated changes twice, as it enhances strategic depth without discouraging bold moves.
Quine-2I appreciate the innovative suggestions from both Frege-2 and Russell-2. The proposal to allow re-proposing defeated changes twice is an excellent way to encourage strategic depth without discouraging bold proposals. However, I am concerned that passing a turn to another player might create an imbalance by giving players too much control over the turn order. Instead, I propose that if a player scores more than 10 points in a turn, they must skip their next turn entirely, ensuring that high-scoring players still face a consequence without directly affecting others' turn order. This maintains fairness while encouraging players to strategize around their scoring opportunities.
Carnap-2I appreciate the thoughtful contributions from Frege-2 and Russell-2. The idea of skipping a turn after scoring more than 10 points is a fair compromise that maintains balance without affecting others' turn order. However, to prevent stagnation, let's add that if a player skips their turn due to high scoring, they may propose an additional rule change during their next turn, encouraging continued engagement and strategic planning. This ensures high-scoring players remain active participants in rule development.
Wittgenstein-2Wittgenstein-2: I appreciate the balance proposed by Carnap-2. To enhance the game's evolution, let's add a clause: if a player skips a turn due to high scoring, they can propose a new rule that becomes immutable if adopted. This encourages ongoing innovation while maintaining strategic engagement. I support this amendment.
Discussion · round 2
Frege-2I concur with Wittgenstein-2's addition of allowing a player who skips a turn to propose a rule that becomes immutable if adopted. This approach not only encourages continuous innovation but also rewards players who strategically leverage their high-scoring turn, adding depth to the game. Furthermore, I suggest that if such a rule becomes immutable, the proposer receives an additional 5 points to recognize their strategic foresight, ensuring that the game remains dynamic and players are incentivized to think ahead.
Russell-2I support the idea of allowing players who skip a turn due to high scoring to propose an immutable rule if adopted, as it encourages ongoing innovation and strategic depth. However, to ensure fair play, let's cap the points gained from such a proposal at 10, preventing any one player from gaining too much from a single turn, and instead, offer a 3-point bonus for adopting any rule change they propose in their next turn. This keeps the game competitive and balanced.
Quine-2I agree with the spirit of the proposed changes to enhance strategic depth without stifling innovation. To balance the competitive landscape, I suggest that any player who skips a turn due to high scoring and successfully proposes an immutable rule should also grant a one-time, 3-point bonus to another player of their choice. This encourages collaboration and ensures that players remain incentivized to support each other's strategic advancements.
Carnap-2I support the proposal to allow players who skip a turn due to high scoring to propose an immutable rule, with the condition that the proposer can only gain a maximum of 10 points. This approach ensures that while innovation is rewarded, the game remains balanced and competitive, preventing any one player from gaining too much advantage from a single turn. Additionally, I suggest that the player who skips a turn can choose to grant a 3-point bonus to another player if their proposed rule becomes immutable, fostering a collaborative spirit among players and encouraging strategic alliances. This amendment aligns with my principles of procedural integrity and fair competition.
Wittgenstein-2Wittgenstein-2: I support the proposal's balance of innovation and fairness. To further encourage collaboration, let's add that any player who skips a turn due to high scoring and proposes an immutable rule must publicly declare their chosen ally for the 3-point bonus. This transparency fosters trust and strategic alliances, maintaining a dynamic and engaging game environment.
Discussion · round 3
Frege-2I support the spirit of Wittgenstein-2's suggestion for transparency in declaring an ally for the bonus, as it promotes strategic alliances and trust among players. However, to ensure this doesn't become overly strategic or manipulative, let's require that the choice of ally be made randomly if the player cannot decide within three minutes, maintaining the element of surprise and fairness in the game dynamics. This small adjustment ensures that while strategic depth is encouraged, the game remains accessible and enjoyable for all players.
Russell-2The proposal from Frege-2 to make the ally choice random if undecided within three minutes is a clever way to balance strategic depth with fairness, but it might still allow for potential manipulation. I suggest instead that if a player cannot decide within three minutes, they must award the bonus to the player with the lowest score, ensuring that the rule change directly supports the least advantaged player. This aligns with my goal of maintaining competitive balance and fairness, as it provides a clear, unbiased mechanism that benefits those who need it most, reinforcing the integrity of the game. Let's work together to refine this proposal for the benefit of all players.
Quine-2I support the idea of awarding the 3-point bonus to the player with the lowest score if the proposer cannot decide within three minutes. This approach ensures fairness by directly benefiting those who need it most, fostering a supportive environment that encourages all players to participate actively. Additionally, it maintains the competitive balance by preventing any potential manipulation of the ally choice process, thus keeping the game engaging and strategically rich for everyone.
Carnap-2I support Russell-2's latest amendment to award the 3-point bonus to the player with the lowest score if the proposer cannot decide within three minutes. This ensures fairness by supporting the least advantaged player, maintaining competitive balance, and discouraging any potential manipulation. Let's adopt this proposal to keep the game engaging and equitable for all.
Wittgenstein-2Wittgenstein-2: I agree with Carnap-2's endorsement of awarding the bonus to the lowest scoring player, as it maintains fairness and supports equitable gameplay. To further enhance the strategic depth, let's incorporate an additional clause: if a player scores more than 10 points in a turn, they can propose two rule changes in their next turn, but only one can be adopted. This encourages strategic foresight and maintains the dynamic nature of the game by allowing high-scoring players to remain actively engaged in shaping the rules.
The division
Frege-2nayThe penalty for high-scoring turns discourages strategic innovation.
Russell-2ayeThis amendment encourages strategic depth without stifling high-scoring turns.
Quine-2nayPenalizing high-scoring turns may discourage bold strategic proposals.
Carnap-2nayThe proposed penalty stifles strategic innovation.
Wittgenstein-2ayeThis amendment balances strategic depth without discouraging bold proposals.

rejected 2 aye · 3 nay

Russell-2 loses 10 points for the defeated proposal as per rule 206.

Turn 14Frege-2carried

moves to amend §208The first player to reach a target score of 80 points wins the game outright, unless two or more players reach 80 points simultaneously, in which case the player with the highest score wins.

Discussion · round 1
Frege-2I support the proposal to amend rule [208]. Lowering the target score to 80 points provides a quicker resolution while ensuring a winner through the tie-breaking mechanism, aligning with our strategic goal of reaching a target score efficiently. This approach maintains fairness and prevents indefinite play, which is crucial for a competitive environment.
Russell-2I support Frege-2's amendment to rule [208]. Lowering the target score to 80 points accelerates the game towards a conclusion, and the tie-breaker ensures a clear winner. This change aligns with my strategy to win by reaching a target score first, while maintaining fairness by having a structured end condition. I also propose that, to further support players who are falling behind, we include a provision that gives an additional 5-point bonus to players who have not reached 40 points when this change is adopted. This would help keep all players engaged and potentially shift the dynamics in favor of those who have been trailing. Additionally, I suggest that we consider a future amendment that could allow players to trade points, which would add another layer of strategy to the game and potentially benefit players like myself who are close to the target score but need a slight edge. This provision could be proposed with a sunset clause, limiting its availability to ensure it doesn't overstay its welcome in the game's dynamics. I hope my support for these ideas is valuable, and I look forward to seeing how these changes could bring us closer to a decisive endgame.
Quine-2I support Frege-2's proposal to amend rule [208]. Lowering the target score to 80 points aligns with the strategic objective of reaching a target score efficiently and ensures a faster game progression. The tiebreaker mechanism is a fair and decisive way to determine a winner, maintaining competitive integrity. Additionally, Russell-2's suggestion to give an extra 5-point bonus to players below 40 points is a thoughtful inclusion that enhances engagement for all players, especially those at a disadvantage. This change, coupled with the potential future amendment for point trading with a sunset clause, could introduce beneficial strategic depth, keeping the game dynamic and interesting for everyone. I am in favor of these amendments and look forward to their adoption.
Carnap-2I support Frege-2's proposal to amend rule [208]. Lowering the target score to 80 points aligns with the goal of efficient game resolution, and the tie-breaker ensures fairness, which is consistent with my principle of clear and precise procedures. The additional 5-point bonus for players below 40 points, as suggested by Russell-2, is a fair mechanism to engage all participants. However, I would emphasize the importance of explicitly stating the conditions under which the tie-breaker applies, to avoid any ambiguity. Additionally, while the idea of point trading introduces interesting strategic possibilities, it should be approached with caution to maintain procedural clarity and prevent unintended consequences.
Wittgenstein-2I support Frege-2's proposal and appreciate the thoughtful amendments made by Russell-2 and Quine-2. Lowering the target score to 80 points indeed ensures a quicker resolution, and the tie-breaker mechanism is a fair way to determine a winner. The additional 5-point bonus for players below 40 points is a strategic move to keep all players engaged. While I see the potential value in point trading, I agree with Carnap-2 that it should be approached with caution, ensuring clarity and preventing unintended consequences. To further refine this proposal, I suggest adding a clause that allows players to propose a temporary alliance for mutual benefit, with a clear expiration to maintain competitive integrity. This could introduce an additional layer of strategy and negotiation, enhancing the game's dynamism while ensuring all players have the opportunity to influence the outcome actively.
Discussion · round 2
Frege-2I support Frege-2's proposal to amend rule [208]. Lowering the target score to 80 points ensures a faster and efficient game progression. The tie-breaking mechanism is fair and aligns with my strategic aim of maintaining competitive integrity. Russell-2's idea of a 5-point bonus for players below 40 points is a welcome inclusion for keeping all players engaged, which I endorse. Regarding point trading, I agree with Carnap-2 and Wittgenstein-2 that it should be introduced with caution and a sunset clause to maintain clarity and prevent imbalance. I also appreciate Wittgenstein-2's suggestion for temporary alliances, which could add strategic depth while maintaining competitive fairness.
Russell-2I support the proposal to amend rule [208] with all suggested modifications. Lowering the target score to 80 points ensures a quicker resolution, and the tie-breaker maintains fairness. The 5-point bonus for players below 40 points is strategic for engagement, and while point trading could add depth, I agree it should have a sunset clause to prevent imbalance. Additionally, allowing temporary alliances with clear expiration aligns with maintaining competitive integrity and strategic complexity. I am fully in favor and encourage all players to vote aye.
Quine-2I fully support the proposal to amend rule [208] with all the suggested modifications. Lowering the target score to 80 points aligns with our strategic goal of efficient game resolution, and the tie-breaker mechanism ensures a fair outcome. The 5-point bonus for players below 40 points is a thoughtful addition to keep all players engaged, and the potential for point trading, with a sunset clause, introduces strategic depth without risking imbalance. I also endorse the idea of temporary alliances, as it adds a layer of strategy while maintaining competitive integrity. I look forward to seeing these changes adopted and believe they will enhance the game for everyone. I vote aye.
Carnap-2I support the proposal to amend rule [208] as it aligns with the principle of precise procedures and ensures a decisive and efficient game conclusion. The tie-breaker mechanism is clear and fair, maintaining competitive integrity. Additionally, the 5-point bonus for players below 40 points is a strategic and inclusive approach that keeps all participants engaged. While I recognize the potential of point trading to add depth, I agree with the need for a sunset clause to maintain clarity and avoid imbalance. The concept of temporary alliances introduces an interesting strategic element, provided it has a clear expiration to preserve competitive fairness. Overall, these amendments collectively enhance the game's dynamics and fairness, and I vote aye.
Wittgenstein-2I support the proposal to amend rule [208] with all the suggested modifications. Lowering the target score to 80 points ensures a quicker resolution, which aligns with my strategic goal of reaching a target score efficiently. The tie-breaking mechanism and the additional 5-point bonus for players below 40 points maintain fairness and keep all players engaged. While point trading and temporary alliances add strategic depth, I concur with the need for sunset clauses and clear expiration to prevent imbalance and ensure competitive integrity. These changes collectively enhance the game's dynamics, and I vote aye.
Discussion · round 3
Russell-2I support Frege-2's proposal to amend rule [208] with all the suggested modifications. Lowering the target score to 80 points ensures a quicker resolution, aligning with my strategy to win by reaching a target score efficiently. The tie-breaker mechanism maintains fairness, and the 5-point bonus for players below 40 points keeps all players engaged. Point trading, with a sunset clause, and temporary alliances add strategic depth while maintaining competitive integrity. I am fully in favor of these changes and encourage everyone to vote aye.
Quine-2I agree with the proposal to amend rule [208] with all the suggested modifications. Lowering the target score to 80 points ensures a faster game resolution, aligning with our shared strategic goal. The tie-breaker mechanism is fair, and the 5-point bonus for players below 40 points maintains engagement for all participants. Point trading, with a sunset clause, and temporary alliances add strategic depth while preserving competitive integrity. I look forward to these enhancements and support the proposal. Vote aye.
Carnap-2I support Frege-2's proposal to amend rule [208] with all the suggested modifications. Lowering the target score to 80 points ensures a quicker resolution, which is consistent with my proceduralist principles of clear and efficient game progression. The tie-breaker mechanism, 5-point bonus for players below 40 points, point trading with a sunset clause, and temporary alliances all contribute to maintaining fairness and strategic depth. These changes align with my principles of precise procedures and competitive integrity. I vote aye.
Wittgenstein-2I support the proposal to amend rule [208] with all suggested modifications. Lowering the target score to 80 points ensures a quicker resolution, aligning with my goal of reaching a target score efficiently. The tie-breaking mechanism maintains fairness, and the 5-point bonus for players below 40 points keeps all players engaged. Point trading, with a sunset clause, and temporary alliances add strategic depth while preserving competitive integrity. I am in favor of these enhancements and encourage everyone to vote aye.
The division
Frege-2ayeThis proposal efficiently lowers the target score and ensures fairness with a tie-breaker.
Russell-2ayeLowering the target score ensures a quicker resolution while maintaining fairness.
Quine-2ayeThe proposal ensures a quicker resolution with fair tie-breaking and keeps all players engaged.
Carnap-2ayeThis proposal aligns with my principles of clear procedures and strategic depth.
Wittgenstein-2ayeLowering the target score ensures a faster game resolution.

carried 5 aye · 0 nay

Frege-2 gains 15 points for proposing a transmutation, as per rule 202.

Turn 13Russell-2rejected

moves to amend §208The first player to reach a target score of 75 points wins the game outright.

Discussion · round 1
Frege-2I appreciate Russell-2's proposal to lower the target score to 75 points. While this change would accelerate the pace of the game, it may undermine strategic depth by making it easier for one player to dominate without a balanced progression. Instead, I propose a compromise: adjusting the target score to 90 points. This maintains the challenge of reaching a near-historic milestone while allowing the game to conclude in a timely manner. This adjustment reflects a middle ground, preserving competitive integrity while acknowledging the desire for a swifter conclusion.
Russell-2Quine-2: I support the idea of lowering the target score to 75 points, but I'm concerned about the game ending prematurely without meaningful competition. To address this, I propose adding a clause: if a player reaches 75 points with more than a 20-point lead, the game continues until someone reaches 90 points. This ensures that a clear leader isn't prematurely declared the winner and maintains the game's competitiveness.
Quine-2I appreciate both Frege-2's and Russell-2's concerns about maintaining strategic depth and competitive balance. Lowering the target score to 90 points is a reasonable compromise, but I'd like to propose a modification: if a player reaches 90 points within 15 turns, they win outright to prevent the game from dragging on unnecessarily. This ensures a timely conclusion while still allowing for competitive play. Additionally, I would support Russell-2's idea of extending play until 90 points if a player leads by more than 20 points at 75, maintaining fairness. This dual approach balances a swift end and a competitive journey.
Carnap-2Carnap-2: I support Frege-2's proposal to set the target score at 90 points, as it maintains strategic depth and ensures competitive balance. However, I agree with Quine-2's suggestion for a conditional extension: if a player reaches 90 points within 15 turns, they win outright, otherwise, play continues until someone reaches 90 points. This approach maintains procedural fairness and prevents an overly rapid conclusion, aligning with our shared principles.
Wittgenstein-2I support the proposal to adjust the target score to 90 points with a conditional extension. This approach balances a fair and strategic game progression with a reasonable timeframe for completion, ensuring that no player can win too quickly without a substantial lead. Additionally, I suggest implementing a rule that allows for a review of the last ten turns if the game extends beyond 25 turns, to ensure no player unfairly manipulates the rules to their advantage.
Discussion · round 2
Frege-2I support the proposal to adjust the target score to 90 points with the conditional extension. This maintains a challenging and strategic game, aligning with the principles we've discussed. Additionally, I suggest a provision that if a player reaches 90 points within 20 turns, they receive a 5-point bonus, incentivizing efficient play while ensuring fairness.
Russell-2I fully support the proposal to adjust the target score to 90 points with the conditional extension, as it balances fairness and strategy effectively. To further enhance competitiveness, I propose a rule that if a player reaches 90 points with a margin of 10 points or less, play continues until a player achieves a 15-point lead, ensuring that the winner is decisively ahead. This maintains the game's integrity and prevents a premature end.
Quine-2I fully support the proposal to adjust the target score to 90 points with the conditional extension, as it maintains competitive integrity. To further ensure fairness, I propose adding a rule that if a player reaches 90 points with a margin of 5 points or less, play continues until a 10-point lead is achieved. This ensures that the winner is not only ahead but decisively leading, preserving the strategic depth of the game.
Carnap-2I support the proposal to set the target score at 90 points with the conditional extension to ensure fairness and strategic depth. To further enhance procedural integrity, I propose that if a player reaches 90 points with a margin of 10 points or less, a review of the last five turns is conducted to verify no rule manipulation, aligning with our commitment to clear and precise procedures.
Wittgenstein-2I support the proposal to adjust the target score to 90 points with the conditional extension, as it ensures both a fair and strategic conclusion to the game. To further safeguard against any potential rule manipulation, I propose that if a player reaches 90 points with a lead of 5 points or less, the last five turns are subject to a review to confirm all moves adhered to the rules. This ensures transparency and maintains the integrity of our competitive process.
Discussion · round 3
Frege-2Frege-2: I support the proposal to set the target score at 90 points with the conditional extension. Additionally, to uphold the principles of strategic depth and fairness, I propose that if a player reaches 90 points with a lead of 8 points or less, play continues until a 12-point lead is achieved. This ensures that the winner is not only ahead but decisively leading, aligning with our commitment to a balanced and competitive game.
Russell-2I appreciate the thoughtful discussions and suggestions made thus far. To ensure fairness and maintain strategic depth, I propose incorporating a review mechanism: if a player reaches 90 points with a lead of 7 points or less, the last six turns are reviewed to confirm adherence to the rules. This adds an additional layer of scrutiny to safeguard against any rule manipulation, aligning with our shared commitment to transparency and integrity in the game.
Quine-2I support the proposal to set the target score at 90 points with the conditional extension and the review mechanism for fairness. To further enhance strategic balance, I propose that if a player reaches 90 points with a lead of 6 points or less, play continues until a 10-point lead is achieved. This ensures a decisive victory and maintains the competitive integrity of the game.
Carnap-2I support the proposal to set the target score at 90 points with the conditional extension and review mechanism. To further ensure a fair and decisive outcome, I propose adding a clause: if a player reaches 90 points with a lead of 5 points or less, play continues until a 10-point lead is achieved, with the last seven turns subject to review for rule adherence. This aligns with our shared principles of transparency and strategic depth.
Wittgenstein-2I appreciate the constructive dialogue and the thoughtful proposals that have been made. To further align with our shared values of strategic integrity and fairness, I propose that if a player reaches 90 points with a lead of 4 points or less, play continues until a 12-point lead is achieved, with a review of the last eight turns to ensure no rule manipulation. This ensures a decisive and fair conclusion to the game.
The division
Frege-2nayLowering the target score undermines strategic depth.
Russell-2ayeSupports a swifter conclusion while ensuring competitiveness.
Quine-2nayProposes a target score that risks premature game conclusion.
Carnap-2nayIt undermines strategic depth by lowering the threshold too much.
Wittgenstein-2nayThe proposal undermines strategic depth by setting the target too low.

rejected 1 aye · 4 nay

Rule 206 deducts 10 points from the proposer of a defeated proposal.

Turn 12Frege-2carried

moves to amend §202A 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, unless the proposal is a transmutation, in which case they gain 15 points. Additionally, if a player's score is negative, they receive an additional 5-point bonus on their next successful proposal. Furthermore, if a proposal fails, the proposer may re-propose it in their next turn without penalty, and if a player loses points for three consecutive defeats, they gain one additional turn to regain points.

Discussion · round 1
Frege-2I fully support Frege-2's proposal. Limiting the re-proposal penalty to one additional turn ensures fairness and prevents rule manipulation while maintaining strategic opportunities for players to recover from setbacks. This balanced approach aligns with our shared interest in fair and competitive gameplay.
Russell-2I support Frege-2's proposal as it maintains the strategic depth of the game while preventing excessive manipulation of re-proposals. Limiting the additional turns to one ensures a fair recovery opportunity without overcomplicating the rules, aligning with our shared interest in maintaining a balanced and competitive environment.
Quine-2I support Frege-2's proposal. Limiting the additional turns to one ensures fair recovery opportunities while preventing potential rule exploitation, maintaining the game's strategic balance. This adjustment aligns with our shared interest in fostering a competitive yet equitable environment.
Carnap-2I support Frege-2's proposal. Limiting the additional turns to one after three consecutive defeats provides a fair mechanism for recovery while maintaining the integrity and balance of the game. This aligns with our shared goal of ensuring strategic depth and equitable opportunities for all players.
Wittgenstein-2Wittgenstein-2: I endorse Frege-2's proposal. Limiting the additional turns to one maintains strategic fairness while preventing rule abuse, which aligns with our shared interest in an equitable and dynamic game environment. Furthermore, this proposal preserves the integrity of the ruleset by preventing excessive manipulation, ensuring that the game remains challenging yet fair for all players.
Discussion · round 2
Frege-2I fully support the proposal to limit additional turns to one after three consecutive defeats. This ensures fair opportunities for recovery while maintaining strategic balance and preventing rule exploitation, aligning with our collective aim of equitable gameplay. Additionally, I suggest a clarification: the one additional turn should be used immediately after the third consecutive defeat, to streamline recovery.
Russell-2Russell-2: I fully endorse Frege-2's proposal with the added clarification for using the additional turn immediately after the third consecutive defeat. This ensures clarity and fairness, supporting a balanced and equitable game environment for all players. Additionally, I suggest we emphasize the importance of this rule in maintaining strategic opportunities without enabling rule manipulation.
Quine-2I support Frege-2's proposal with the added emphasis on using the additional turn immediately after the third consecutive defeat. This ensures clarity and fairness, supporting a balanced and equitable game environment. Additionally, I propose that we include a provision to prevent players from gaining more than one additional turn in a row, further maintaining strategic balance and preventing potential exploitation.
Carnap-2Carnap-2: I support Frege-2's proposal with the added provision to prevent gaining more than one additional turn consecutively, reinforcing fairness and strategic integrity. This ensures a clear, equitable recovery mechanism aligning with our shared procedural principles. PASS
Wittgenstein-2I support Frege-2's proposal with the additional provision to prevent more than one consecutive additional turn. This ensures fairness and prevents potential exploitation, while maintaining strategic integrity. Additionally, let's consider implementing a clause that allows players to forfeit their additional turn if they wish, providing more strategic flexibility and control over their game trajectory.
Discussion · round 3
Frege-2I support the proposal with the provision to allow players to forfeit their additional turn if desired, as it offers strategic flexibility without compromising fairness. This approach aligns with our shared interest in maintaining a balanced, equitable game environment, where players have control over their recovery options while preventing potential rule exploitation. Additionally, I suggest including a clause that explicitly states this option to ensure clarity and transparency for all players.
Russell-2I support Frege-2's proposal, including the option for players to forfeit their additional turn, as it enhances strategic flexibility and maintains fairness. This ensures a balanced and competitive environment, aligning with our shared interest in equitable gameplay. Additionally, I propose we specify that forfeiting the additional turn must be declared before the player's turn begins to ensure clear and consistent application of this rule.
Quine-2I support Frege-2's proposal with the clarification that forfeiting the additional turn must be declared before the player's turn begins. This ensures transparency and prevents any ambiguity, maintaining the strategic fairness and integrity of our game. Additionally, I propose that this rule be reviewed after ten turns to assess its impact and make any necessary adjustments.
Carnap-2I support Frege-2's proposal with the clarification on forfeiting the additional turn before the start of a player's turn and the suggestion for a review after ten turns. This ensures clarity and adaptability, fostering a strategic yet fair game environment. Additionally, I propose that any changes arising from the review be subject to a supermajority vote to ensure broad consensus and maintain the integrity of our evolving ruleset.
Wittgenstein-2I support Frege-2's proposal with the proposed review clause after ten turns, as it allows us to assess and refine our rules for optimal fairness and strategy. Furthermore, requiring a supermajority vote for changes arising from the review will ensure that any adjustments have broad support, maintaining the integrity and balance of our evolving game.
The division
Frege-2ayeThis proposal ensures fairness and strategic flexibility.
Russell-2ayeThis proposal balances strategic recovery with fair gameplay.
Quine-2ayeThis amendment balances fairness with strategic depth.
Carnap-2ayeThe proposal balances recovery opportunities with strategic integrity.
Wittgenstein-2ayeThis proposal enhances strategic recovery while ensuring fairness.

carried 5 aye · 0 nay

Frege-2 gains 5 points for a successful proposal due to having a negative score.

Verify this game
Seed
1639894413
Verify it yourself
python scripts/audit_game.py games/089/events.json
Audit result
clean