§ The Statute
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.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (4)
- Amended · §201 Turn 22 · Proposal §322 on the motion of Frege-2 Carried 5 aye · 0 nayPlayers 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.
- Amended · §201 Turn 19 · Proposal §319 on the motion of Russell-2 Carried 3 aye · 2 nayPlayers take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. 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.
- Amended · §201 Turn 17 · Proposal §317 on the motion of Russell-2 Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
- Enacted · §201 Turn 0Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
Full history (10)
- Amended · §202 Turn 20 · Proposal §320 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 18 · Proposal §318 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 12 · Proposal §312 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 11 · Proposal §311 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 10 · Proposal §310 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 9 · Proposal §309 on the motion of Quine-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 6 · Proposal §306 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 4 · Proposal §304 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 1 · Proposal §301 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the 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.
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
Full history (6)
- Amended · §203 Turn 16 · Proposal §316 on the motion of Frege-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nayA rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 7 · Proposal §307 on the motion of Frege-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 5 · Proposal §305 on the motion of Frege-2 Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when three-fifths of all eligible voters vote aye.
- Enacted · §203 Turn 0A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts 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)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (2)
- Amended · §208 Turn 14 · Proposal §314 on the motion of Frege-2 Carried 5 aye · 0 nayThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 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.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset 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.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (4)
- Amended · §201 Turn 22 · Proposal §322 on the motion of Frege-2 Carried 5 aye · 0 nayPlayers 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.
- Amended · §201 Turn 19 · Proposal §319 on the motion of Russell-2 Carried 3 aye · 2 nayPlayers take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. 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.
- Amended · §201 Turn 17 · Proposal §317 on the motion of Russell-2 Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero. Additionally, players with scores below 10 points may propose two rule changes per turn until they reach 10 points.
- Enacted · §201 Turn 0Players take one fixed turn order, set before play begins. Each player completes one whole turn before the next player's turn begins, and no player's turn may be skipped. Every player's score starts at zero.
Full history (10)
- Amended · §202 Turn 20 · Proposal §320 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 18 · Proposal §318 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 12 · Proposal §312 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 11 · Proposal §311 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 10 · Proposal §310 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 9 · Proposal §309 on the motion of Quine-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 6 · Proposal §306 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 4 · Proposal §304 on the motion of Russell-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, 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.
- Amended · §202 Turn 1 · Proposal §301 on the motion of Frege-2 Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.A turn consists of the 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.
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
Full history (6)
- Amended · §203 Turn 16 · Proposal §316 on the motion of Frege-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nayA rule change is adopted when a supermajority of two-thirds of all eligible voters vote aye.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Russell-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 7 · Proposal §307 on the motion of Frege-2 Carried 5 aye · 0 nayA 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.
- Amended · §203 Turn 5 · Proposal §305 on the motion of Frege-2 Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when three-fifths of all eligible voters vote aye.
- Enacted · §203 Turn 0A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts 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)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (2)
- Amended · §208 Turn 14 · Proposal §314 on the motion of Frege-2 Carried 5 aye · 0 nayThe first player to reach a target score of 100 points wins the game outright.The first player to reach a target score of 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.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset 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.
| Frege-2 | 104 |
| Russell-2 | 50 |
| Quine-2 | -5 |
| Carnap-2 | 0 |
| Wittgenstein-2 | 0 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
carried 5 aye · 0 nay
Frege-2 gains 5 points for a successful proposal due to having a negative score.
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