§ The Statute
Observations
Forty-seven rule changes — the most of the batch's four courtesy games — carried the table to the turn cap with every seat finishing positive and nobody running away with it: Frege led at 46, Wittgenstein closed the field at 3. The table spent much of its second half tightening its own win condition with escalating eligibility clauses, without any seat ever meeting them.
Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
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- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
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- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
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- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
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- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
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- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
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- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
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- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
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- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
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- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
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- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
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- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
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- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
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- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
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- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
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- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (5)
- Amended · §201 Turn 37 · Proposal §337 on the motion of Frege Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote, or up to three swaps with a two-thirds majority. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 27 · Proposal §327 on the motion of Russell Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote, or up to three swaps with a two-thirds majority. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 26 · Proposal §326 on the motion of Carnap Carried 3 aye · 2 nayPlayers take one fixed turn order, set before play begins, but may request a one-time turn swap with a unanimous vote of all eligible players. Each player's score starts at zero.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 16 · Proposal §316 on the motion of Russell 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, but may request a one-time turn swap with a unanimous vote of all eligible players. Each player's score starts at zero.
- 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 (27)
- Amended · §202 Turn 50 · Proposal §350 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed a strategic action that benefited all players during the last 'Strategic Reflection' period.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed two strategic actions that benefited different players during the last 'Strategic Reflection' period.
- Amended · §202 Turn 49 · Proposal §349 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed a strategic action that benefited all players during the last 'Strategic Reflection' period.
- Amended · §202 Turn 48 · Proposal §348 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay.
- Amended · §202 Turn 47 · Proposal §347 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome.
- Amended · §202 Turn 46 · Proposal §346 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one action must involve forming an alliance with another player, with the alliance's actions being considered as a single strategic action.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged.
- Amended · §202 Turn 45 · Proposal §345 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, with at least one being a collaborative effort involving two players.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one action must involve forming an alliance with another player, with the alliance's actions being considered as a single strategic action.
- Amended · §202 Turn 44 · Proposal §344 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, with at least one being a collaborative effort involving two players.
- Amended · §202 Turn 43 · Proposal §343 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted.
- Amended · §202 Turn 42 · Proposal §342 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least three of these actions must directly benefit another player, and at least one must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 41 · Proposal §341 on the motion of Russell Carried 4 aye · 0 nay · 1 abstainA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least three of these actions must directly benefit another player, and at least one must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 40 · Proposal §340 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 38 · Proposal §338 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.
- Amended · §202 Turn 36 · Proposal §336 on the motion of Russell Carried 4 aye · 1 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.
- Amended · §202 Turn 35 · Proposal §335 on the motion of Russell Carried 3 aye · 2 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay.
- Amended · §202 Turn 34 · Proposal §334 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns.
- Amended · §202 Turn 33 · Proposal §333 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay. Additionally, each player is allowed to propose up to two rule changes per game, with the second rule change requiring a two-thirds majority to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted.
- Amended · §202 Turn 32 · Proposal §332 on the motion of Quine Carried 4 aye · 1 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay. Additionally, each player is allowed to propose up to two rule changes per game, with the second rule change requiring a two-thirds majority to be adopted.
- Amended · §202 Turn 31 · Proposal §331 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for up to three additional strategic actions.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay.
- Amended · §202 Turn 24 · Proposal §324 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for two additional strategic actions.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for up to three additional strategic actions.
- Amended · §202 Turn 23 · Proposal §323 on the motion of Carnap Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for an additional strategic action.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for two additional strategic actions.
- Amended · §202 Turn 22 · Proposal §322 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, a second option to reroll if they achieve a roll of 6 on either attempt, and a final option to reroll for a perfect roll of 6 on the third attempt.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for an additional strategic action.
- Amended · §202 Turn 20 · Proposal §320 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, and an option to reroll a second time if they achieve a roll of 6 on either attempt.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, a second option to reroll if they achieve a roll of 6 on either attempt, and a final option to reroll for a perfect roll of 6 on the third attempt.
- Amended · §202 Turn 19 · Proposal §319 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, and an option to reroll a second time if they achieve a roll of 6 on either attempt.
- Amended · §202 Turn 15 · Proposal §315 on the motion of Quine Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2.
- Amended · §202 Turn 11 · Proposal §311 on the motion of Russell 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, with an option to reroll once if the die shows 1.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1.
- Amended · §202 Turn 3 · Proposal §303 on the motion of Quine 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, with an option to reroll once if the die shows 1.
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
Full history (9)
- Amended · §203 Turn 21 · Proposal §321 on the motion of Frege Carried 3 aye · 0 nay · 2 abstainA rule change is adopted when a two-thirds majority of those voting aye, starting after each player has completed ten full turns.A rule change is adopted when a majority of those voting aye, starting after each player has completed fifteen full turns, and after each ten turns a review is conducted to assess the impact of recent rules on gameplay balance.
- Amended · §203 Turn 10 · Proposal §310 on the motion of Quine Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed ten full turns, the threshold permanently shifts to two-thirds.A rule change is adopted when a two-thirds majority of those voting aye, starting after each player has completed ten full turns.
- Amended · §203 Turn 9 · Proposal §309 on the motion of Russell Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.A rule change is adopted when a simple majority of those voting aye, except that once every player has completed ten full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted when a majority of those voting vote aye, except that once every player has completed three full turns, the threshold permanently shifts to a simple majority.A rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 4 · Proposal §304 on the motion of Russell Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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 a majority of those voting vote aye, except that once every player has completed three full turns, the threshold permanently shifts to a simple majority.
- Amended · §203 Turn 1 · Proposal §301 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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.
- Amended · §203 Turn 1 · Proposal §301 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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.
- 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 (3)
- Amended · §204 Turn 12 · Proposal §312 on the motion of Russell Carried 3 aye · 1 nay · 1 abstainA rule change is adopted when a simple majority of those voting aye, starting after each player has completed fifteen full turns.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.
- Amended · §204 Turn 12 · Proposal §312 on the motion of Russell Carried 3 aye · 1 nay · 1 abstainA rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change is adopted when a simple majority of those voting aye, starting after each player has completed fifteen full turns.
- 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 (2)
- Amended · §206 Turn 13 · Proposal §313 on the motion of Quine Carried 5 aye · 0 nayA 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.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 5 points.
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (2)
- Amended · §207 Turn 2 · Proposal §302 on the motion of Russell Carried 5 aye · 0 nayEach player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, except that a player may abstain by voting neither aye nor nay, in which case their vote is not counted for majority purposes.
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (5)
- Amended · §208 Turn 30 · Proposal §330 on the motion of Frege Carried 5 aye · 0 nayThe first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains, and at least 10% of their score must be from cooperative actions with other players.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 60% of their score from strategic actions rather than rule change point gains, and at least 15% of their score must be from cooperative actions with other players.
- Amended · §208 Turn 25 · Proposal §325 on the motion of Russell Carried 5 aye · 0 nayThe first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains, and at least 10% of their score must be from cooperative actions with other players.
- Amended · §208 Turn 18 · Proposal §318 on the motion of Frege Carried 5 aye · 0 nayThe first player to reach a target score of 80 points wins the game outright.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains.
- Amended · §208 Turn 14 · Proposal §314 on the motion of Russell 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.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (2)
- Amended · §209 Turn 6 · Proposal §306 on the motion of Frege Carried 5 aye · 0 nayThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 30 mutable rules at one time, except for a period of three turns immediately following any rule change that introduces new rules, during which the limit may temporarily increase by up to 5 additional mutable rules.
- 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.
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- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
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- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
No rule has been repealed. The register and the statute agree.
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- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
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- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
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- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
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.
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- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
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- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
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- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
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- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
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- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
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- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
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- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
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- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
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- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
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- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
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- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
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- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (5)
- Amended · §201 Turn 37 · Proposal §337 on the motion of Frege Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote, or up to three swaps with a two-thirds majority. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 27 · Proposal §327 on the motion of Russell Carried 5 aye · 0 nayPlayers take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote, or up to three swaps with a two-thirds majority. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 26 · Proposal §326 on the motion of Carnap Carried 3 aye · 2 nayPlayers take one fixed turn order, set before play begins, but may request a one-time turn swap with a unanimous vote of all eligible players. Each player's score starts at zero.Players take one fixed turn order, set before play begins, and may request a one-time turn swap with unanimous vote. Each player's score starts at zero, and the player with the lowest score at the end of each turn receives one bonus point.
- Amended · §201 Turn 16 · Proposal §316 on the motion of Russell 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, but may request a one-time turn swap with a unanimous vote of all eligible players. Each player's score starts at zero.
- 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 (27)
- Amended · §202 Turn 50 · Proposal §350 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed a strategic action that benefited all players during the last 'Strategic Reflection' period.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed two strategic actions that benefited different players during the last 'Strategic Reflection' period.
- Amended · §202 Turn 49 · Proposal §349 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed a strategic action that benefited all players during the last 'Strategic Reflection' period.
- Amended · §202 Turn 48 · Proposal §348 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay.
- Amended · §202 Turn 47 · Proposal §347 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome.
- Amended · §202 Turn 46 · Proposal §346 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one action must involve forming an alliance with another player, with the alliance's actions being considered as a single strategic action.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged.
- Amended · §202 Turn 45 · Proposal §345 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, with at least one being a collaborative effort involving two players.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one action must involve forming an alliance with another player, with the alliance's actions being considered as a single strategic action.
- Amended · §202 Turn 44 · Proposal §344 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, with at least one being a collaborative effort involving two players.
- Amended · §202 Turn 43 · Proposal §343 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted.
- Amended · §202 Turn 42 · Proposal §342 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least three of these actions must directly benefit another player, and at least one must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 41 · Proposal §341 on the motion of Russell Carried 4 aye · 0 nay · 1 abstainA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least three of these actions must directly benefit another player, and at least one must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 40 · Proposal §340 on the motion of Frege Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
- Amended · §202 Turn 38 · Proposal §338 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least two of these actions must directly benefit another player, and two must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.
- Amended · §202 Turn 36 · Proposal §336 on the motion of Russell Carried 4 aye · 1 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay. A player proposing a third rule change must provide a rationale for its necessity and potential impact on the game, subject to review and approval by a two-thirds majority.
- Amended · §202 Turn 35 · Proposal §335 on the motion of Russell Carried 3 aye · 2 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns. Furthermore, players are encouraged to engage in pre-turn discussions to strategize and form alliances, enhancing cooperative gameplay.
- Amended · §202 Turn 34 · Proposal §334 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted. Each player's strategic actions must be logged and reviewed for balance after every ten turns.
- Amended · §202 Turn 33 · Proposal §333 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay. Additionally, each player is allowed to propose up to two rule changes per game, with the second rule change requiring a two-thirds majority to be adopted.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. At least one of these actions must directly benefit another player, and one must be cooperative. Additionally, a player may propose up to three rule changes per game, with the second and third rule changes requiring a two-thirds majority to be adopted.
- Amended · §202 Turn 32 · Proposal §332 on the motion of Quine Carried 4 aye · 1 nayA turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay. Additionally, each player is allowed to propose up to two rule changes per game, with the second rule change requiring a two-thirds majority to be adopted.
- Amended · §202 Turn 31 · Proposal §331 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for up to three additional strategic actions.A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions, provided at least one of these actions directly benefits another player, promoting cooperative gameplay.
- Amended · §202 Turn 24 · Proposal §324 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for two additional strategic actions.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for up to three additional strategic actions.
- Amended · §202 Turn 23 · Proposal §323 on the motion of Carnap Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for an additional strategic action.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for two additional strategic actions.
- Amended · §202 Turn 22 · Proposal §322 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, a second option to reroll if they achieve a roll of 6 on either attempt, and a final option to reroll for a perfect roll of 6 on the third attempt.A turn consists of the player to move proposing exactly one rule change, engaging in a single strategic action of their choice, and, if the rule change is adopted, choosing whether to accept the points from the die roll or forfeit them in exchange for an additional strategic action.
- Amended · §202 Turn 20 · Proposal §320 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, and an option to reroll a second time if they achieve a roll of 6 on either attempt.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, a second option to reroll if they achieve a roll of 6 on either attempt, and a final option to reroll for a perfect roll of 6 on the third attempt.
- Amended · §202 Turn 19 · Proposal §319 on the motion of Russell Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2, and an option to reroll a second time if they achieve a roll of 6 on either attempt.
- Amended · §202 Turn 15 · Proposal §315 on the motion of Quine Carried 5 aye · 0 nayA turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1 or 2.
- Amended · §202 Turn 11 · Proposal §311 on the motion of Russell 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, with an option to reroll once if the die shows 1.A turn consists of the player to move proposing exactly one rule change and engaging in a single strategic action of their choice, 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, with an option to reroll once if the die shows 1.
- Amended · §202 Turn 3 · Proposal §303 on the motion of Quine 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, with an option to reroll once if the die shows 1.
- Enacted · §202 Turn 0A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points.
Full history (9)
- Amended · §203 Turn 21 · Proposal §321 on the motion of Frege Carried 3 aye · 0 nay · 2 abstainA rule change is adopted when a two-thirds majority of those voting aye, starting after each player has completed ten full turns.A rule change is adopted when a majority of those voting aye, starting after each player has completed fifteen full turns, and after each ten turns a review is conducted to assess the impact of recent rules on gameplay balance.
- Amended · §203 Turn 10 · Proposal §310 on the motion of Quine Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed ten full turns, the threshold permanently shifts to two-thirds.A rule change is adopted when a two-thirds majority of those voting aye, starting after each player has completed ten full turns.
- Amended · §203 Turn 9 · Proposal §309 on the motion of Russell Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.A rule change is adopted when a simple majority of those voting aye, except that once every player has completed ten full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 8 · Proposal §308 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted when a majority of those voting vote aye, except that once every player has completed three full turns, the threshold permanently shifts to a simple majority.A rule change is adopted when a simple majority of those voting aye, except that once every player has completed five full turns, the threshold permanently shifts to two-thirds.
- Amended · §203 Turn 4 · Proposal §304 on the motion of Russell Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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 a majority of those voting vote aye, except that once every player has completed three full turns, the threshold permanently shifts to a simple majority.
- Amended · §203 Turn 1 · Proposal §301 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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.
- Amended · §203 Turn 1 · Proposal §301 on the motion of Frege Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted only when every eligible voter votes aye — unanimous consent, or when the threshold has shifted to a two-thirds majority of those voting — 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.
- 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 (3)
- Amended · §204 Turn 12 · Proposal §312 on the motion of Russell Carried 3 aye · 1 nay · 1 abstainA rule change is adopted when a simple majority of those voting aye, starting after each player has completed fifteen full turns.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.
- Amended · §204 Turn 12 · Proposal §312 on the motion of Russell Carried 3 aye · 1 nay · 1 abstainA rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.A rule change is adopted when a simple majority of those voting aye, starting after each player has completed fifteen full turns.
- 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 (2)
- Amended · §206 Turn 13 · Proposal §313 on the motion of Quine Carried 5 aye · 0 nayA 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.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 5 points.
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (2)
- Amended · §207 Turn 2 · Proposal §302 on the motion of Russell Carried 5 aye · 0 nayEach player casts exactly one vote on every proposal, and every player's vote carries equal weight.Each player casts exactly one vote on every proposal, and every player's vote carries equal weight, except that a player may abstain by voting neither aye nor nay, in which case their vote is not counted for majority purposes.
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (5)
- Amended · §208 Turn 30 · Proposal §330 on the motion of Frege Carried 5 aye · 0 nayThe first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains, and at least 10% of their score must be from cooperative actions with other players.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 60% of their score from strategic actions rather than rule change point gains, and at least 15% of their score must be from cooperative actions with other players.
- Amended · §208 Turn 25 · Proposal §325 on the motion of Russell Carried 5 aye · 0 nayThe first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains, and at least 10% of their score must be from cooperative actions with other players.
- Amended · §208 Turn 18 · Proposal §318 on the motion of Frege Carried 5 aye · 0 nayThe first player to reach a target score of 80 points wins the game outright.The first player to reach a target score of 90 points wins the game outright, provided they have achieved at least 50% of their score from strategic actions rather than rule change point gains.
- Amended · §208 Turn 14 · Proposal §314 on the motion of Russell 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.
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (2)
- Amended · §209 Turn 6 · Proposal §306 on the motion of Frege Carried 5 aye · 0 nayThe ruleset may never hold more than 25 mutable rules at one time.The ruleset may never hold more than 30 mutable rules at one time, except for a period of three turns immediately following any rule change that introduces new rules, during which the limit may temporarily increase by up to 5 additional mutable rules.
- 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 | 46 |
| Russell | 41 |
| Quine | 5 |
| Carnap | 10 |
| Wittgenstein | 3 |
Turns 41–50 · most recent first · page 1 of 5
Turn 50Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed two strategic actions that benefited different players during the last 'Strategic Reflection' period.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal only amends [202] without affecting other rules.
Turn 49Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay. To encourage more dynamic gameplay, a player may propose an additional rule change during their turn if they have successfully completed a strategic action that benefited all players during the last 'Strategic Reflection' period.
carried 5 aye · 0 nay
The adopted proposal does not specify any scoring or state changes, nor does it perform surgery on other rules.
Turn 48Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome. Additionally, a 'Strategic Reflection' period occurs every ten turns, during which players can discuss potential rule changes or strategic actions with all players present, aiming to enhance collaborative gameplay.
carried 5 aye · 0 nay
The proposal does not specify any scoring or state changes, nor does it perform surgery on other rules.
Turn 47Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged, with a brief description of its intent and outcome.
carried 5 aye · 0 nay
The proposal's adoption does not trigger any scoring or state changes, nor does it perform surgery on other rules.
Turn 46Fregecarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Strategic actions must directly benefit another player, and at least one action must involve forming an alliance with another player, which is considered a single strategic action. Each strategic action must be publicly logged.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal does not perform surgery on another rule.
Turn 45Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one action must involve forming an alliance with another player, with the alliance's actions being considered as a single strategic action.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal does not perform surgery on another rule.
Turn 44Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, with at least one being a collaborative effort involving two players.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal does not perform surgery on another rule.
Turn 43Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to three additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal only amends [202] and does not perform surgery on other rules.
Turn 42Fregecarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. Each strategic action must directly benefit another player, and at least one must involve a collaborative effort between players. Players are limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
carried 5 aye · 0 nay
No rule awards or deducts points on adoption, nor does it create or move a ledger. The proposal does not perform surgery on another rule.
Turn 41Russellcarried
moves to amend §202A turn consists of the player to move proposing exactly one rule change, engaging in a strategic action of their choice, and, if the rule change is adopted, choosing between accepting the points from a die roll or forfeiting them in exchange for up to four additional strategic actions. At least three of these actions must directly benefit another player, and at least one must be cooperative. Each player is limited to a maximum of two rule changes per game, with each subsequent rule change requiring a unanimous vote to be adopted. The rationale for a third rule change must be reviewed for its potential impact on the game's balance and must not contravene existing rules.
carried 4 aye · 0 nay · 1 abstain
No rule in the current ruleset awards or deducts points upon the adoption of a rule change, nor does it create or move a ledger. The proposal does not perform surgery on any other rule by number.
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