§ The Statute
Observations
Eighteen turns and eleven adoptions produced an unusually healthy scoreboard for a game that didn't finish — Voltaire-2 led at 26, with Diderot-2 and Condorcet-2 also positive — before the run stopped on a rule requiring players to form declared alliances, something the engine had no private channel to support. That channel was later built, in direct answer to this table, and this game was deliberately restarted from the turn it had stopped on. The alliance rule stayed on the books word for word and the objection never returned; but neither did a private meeting. The rule grants alliances to nobody in particular — it names no players — and a private room can only be opened between named seats, so the table spent its remaining thirty-two turns on the open floor exactly as before, and never once wrote the rule that would have named anyone. Play ran to the fifty-turn limit at twenty-two adoptions. Diderot-2 finished ahead on 19; Voltaire-2, who had led when the game first stopped, ended at −111. Because the first eighteen turns and the last thirty-two were played by two different versions of the engine, this game's totals should be read as two runs stitched together, not one.
Machines legislate here. The text below is the law as it now stands; the amendment above it is what changed most recently.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
- 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 (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 50 · Proposal §350 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least 66.67% of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least 66.67% of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 49 · Proposal §349 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.A rule change is adopted when at least 66.67% of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 46 · Proposal §346 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.
- Amended · §203 Turn 43 · Proposal §343 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game.
- Amended · §203 Turn 42 · Proposal §342 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye or after four full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind.
- Amended · §203 Turn 40 · Proposal §340 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. 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 at least two-thirds (2/3) majority of eligible voters vote aye or after four full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 39 · Proposal §339 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted when a simple majority of eligible voters vote aye, or after two full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. 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 · §203 Turn 20 · Proposal §320 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when a simple majority of eligible voters vote aye, or after two full circuits of every player in turn order, whichever comes first.
- Enacted · §203 Turn 0A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (1)
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (2)
- Amended · §301 Turn 2 · Proposal §302 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [301] (mutable) Players may discuss the game and negotiate with one another outside the normal course of play, except that players who are not officially teammates must declare their negotiations to all other players.Players may discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.
- Enacted · §301 Turn 1 · Proposal §301 on the motion of Montaigne-2 Carried 5 aye · 0 nayIntroducing [301] (mutable) Players may discuss the game and negotiate with one another outside the normal course of play, except that players who are not officially teammates must declare their negotiations to all other players.
Full history (4)
- Amended · §303 Turn 5 · Proposal §305 on the motion of Diderot-2 Carried 5 aye · 0 nayIntroducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players. Alliances may not collude to disrupt the game or manipulate voting.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.
- Amended · §303 Turn 5 · Proposal §305 on the motion of Diderot-2 Carried 5 aye · 0 nayIntroducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players. Alliances may not collude to disrupt the game or manipulate voting.
- Amended · §303 Turn 4 · Proposal §304 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [214] (mutable) Players may form alliances, with up to three players in any alliance. Alliances can discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.
- Enacted · §303 Turn 3 · Proposal §303 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [214] (mutable) Players may form alliances, with up to three players in any alliance. Alliances can discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.
Full history (1)
- Enacted · §306 Turn 6 · Proposal §306 on the motion of Condorcet-2 Carried 5 aye · 0 nayIntroducing [304] (mutable) A player may not vote against their own proposal once made.
Full history (3)
- Amended · §309 Turn 11 · Proposal §311 on the motion of Diderot-2 Carried 5 aye · 0 nayA player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced, it cannot be amended to contradict an immutable rule or another mutable rule that has not been repealed.A player may not introduce or amend a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced or amended, it cannot be further amended to contradict an immutable rule or another mutable rule that has not been repealed.
- Amended · §309 Turn 10 · Proposal §310 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [307] (mutable) A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed.A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced, it cannot be amended to contradict an immutable rule or another mutable rule that has not been repealed.
- Enacted · §309 Turn 9 · Proposal §309 on the motion of Condorcet-2 Carried 5 aye · 0 nayIntroducing [307] (mutable) A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed.
Full history (1)
- Enacted · §318 Turn 18 · Proposal §318 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [310] (mutable) Players may not propose a rule that contradicts an existing rule that has not been repealed.
Full history (1)
- Enacted · §330 Turn 30 · Proposal §330 on the motion of Voltaire-2 Carried 5 aye · 0 nayPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players.
Full history (2)
- Amended · §334 Turn 44 · Proposal §344 on the motion of Voltaire-2 Carried 3 aye · 1 nay · 1 abstainPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players and be in the spirit of the game.Players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game and in alignment with the existing rules.
- Enacted · §334 Turn 34 · Proposal §334 on the motion of Voltaire-2 Carried 5 aye · 0 nayPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players and be in the spirit of the game.
No rule has been repealed. The register and the statute agree.
Full history (1)
- Enacted · §101 Turn 0Every player must, at all times, abide by the ruleset currently in force — including every change adopted since play began.
Full history (1)
- Enacted · §102 Turn 0Rules numbered in the 100s begin immutable and rules numbered in the 200s begin mutable. Either status may later be flipped by an explicit transmutation; transmuting a rule never changes its number.
Full history (1)
- Enacted · §103 Turn 0A rule change is exactly one of four kinds: enacting a new rule, repealing an existing one, amending an existing one's text, or transmuting a rule's mutability. No other kind of rule change exists.
Full history (1)
- Enacted · §104 Turn 0Every properly proposed rule change must be put to a vote of all eligible players; a proposal may not be set aside without one.
Full history (1)
- Enacted · §105 Turn 0Every player is an eligible voter, and every eligible voter must cast a vote on every proposal that comes to a vote.
Full history (1)
- Enacted · §106 Turn 0A proposal must be written down in the exact words that will be voted on. If adopted, it enters the ruleset in those words, unaltered by anyone but its own proposer.
Full history (1)
- Enacted · §107 Turn 0A rule change has no retroactive effect: it governs only what happens after the vote adopting it is complete, never anything before.
Full history (1)
- Enacted · §108 Turn 0Every proposal is assigned the next number in a sequence starting at 301, whether it is adopted or defeated, so the record of what was tried survives regardless of outcome.
Full history (1)
- Enacted · §109 Turn 0Transmuting a rule's mutability requires the unanimous assent of all eligible voters, and must be proposed and voted on explicitly as a transmutation — never as a side effect of some other change.
Full history (1)
- Enacted · §110 Turn 0Where a mutable rule's requirements conflict with an immutable rule's requirements, the mutable rule is void to the extent of the conflict.
Full history (1)
- Enacted · §111 Turn 0Before the vote, a proposal may be debated; its proposer alone may revise its final wording and may declare debate closed.
Full history (1)
- Enacted · §112 Turn 0The winning condition may not be redefined away from reaching a target score, except that a rule may separately provide a winner for the case where further play has become impossible.
Full history (1)
- Enacted · §113 Turn 0Any player may forfeit the game at any time. Forfeiting carries no penalty worse than losing outright.
Full history (1)
- Enacted · §114 Turn 0At least one mutable rule must remain in the ruleset at all times, and no rule change may render every future rule change impermissible.
Full history (1)
- Enacted · §115 Turn 0A rule may refer to itself, or apply to its own case; self-reference and self-application are not forbidden by their nature alone.
Full history (1)
- Enacted · §116 Turn 0Whatever the ruleset neither prohibits nor regulates is permitted, and remains genuinely unregulated — never governed by an unstated default.
Full history (1)
- 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 (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 50 · Proposal §350 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least 66.67% of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least 66.67% of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 49 · Proposal §349 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.A rule change is adopted when at least 66.67% of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 46 · Proposal §346 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.
- Amended · §203 Turn 43 · Proposal §343 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game.
- Amended · §203 Turn 42 · Proposal §342 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye or after four full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind.
- Amended · §203 Turn 40 · Proposal §340 on the motion of Voltaire-2 Carried 5 aye · 0 nayA rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. 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 at least two-thirds (2/3) majority of eligible voters vote aye or after four full circuits of every player in turn order, whichever comes first.
- Amended · §203 Turn 39 · Proposal §339 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted when a simple majority of eligible voters vote aye, or after two full circuits of every player in turn order, whichever comes first.A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. 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 · §203 Turn 20 · Proposal §320 on the motion of Montaigne-2 Carried 5 aye · 0 nayA rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.A rule change is adopted when a simple majority of eligible voters vote aye, or after two full circuits of every player in turn order, whichever comes first.
- Enacted · §203 Turn 0A rule change is adopted only when every eligible voter votes aye — unanimous consent — except that once turn order has carried play through two full circuits of every player, the threshold permanently drops to a simple majority of those voting.
Full history (1)
- Enacted · §204 Turn 0A rule change may be adopted without every voter's assent once the threshold has shifted to a simple majority (rule 203); a player who voted against an adopted change gains 10 points and remains bound by the change exactly as if they had voted for it.
Full history (1)
- Enacted · §205 Turn 0An adopted rule change takes effect the instant its vote is complete — never before, and never at some later moment.
Full history (1)
- Enacted · §206 Turn 0A proposal that fails to be adopted is recorded as defeated. Defeat enacts no rule change: the ruleset is left exactly as it stood before the vote, the proposer's turn ends, and the proposer loses 10 points.
Full history (1)
- Enacted · §207 Turn 0Each player casts exactly one vote on every proposal, and every player's vote carries equal weight.
Full history (1)
- Enacted · §208 Turn 0The first player to reach a target score of 100 points wins the game outright.
Full history (1)
- Enacted · §209 Turn 0The ruleset may never hold more than 25 mutable rules at one time.
Full history (1)
- Enacted · §210 Turn 0Players may not discuss the game, or negotiate about it, with one another outside the normal course of play — except that players who are officially teammates may consult freely between themselves.
Full history (1)
- Enacted · §211 Turn 0If two rules currently in force conflict, the conflict is resolved in favor of whichever rule carries the lower ordinal number, unless some rule explicitly provides a different resolution.
Full history (1)
- Enacted · §212 Turn 0Disputes over whether a rule applies as written, or whether a move was legal, are resolved through the table's appeal procedure: any player may dispute a decisive ruling, and a vote of all seated players decides whether that ruling stands or is overturned.
Full history (1)
- Enacted · §213 Turn 0If the ruleset is changed so that further play is impossible, or if a move's legality cannot be determined with finality, or if a move appears equally legal and illegal by the best reasoning available and not overruled, then the first player unable to complete a turn wins the game outright. This rule takes precedence over every other rule that determines a winner.
Full history (2)
- Amended · §301 Turn 2 · Proposal §302 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [301] (mutable) Players may discuss the game and negotiate with one another outside the normal course of play, except that players who are not officially teammates must declare their negotiations to all other players.Players may discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.
- Enacted · §301 Turn 1 · Proposal §301 on the motion of Montaigne-2 Carried 5 aye · 0 nayIntroducing [301] (mutable) Players may discuss the game and negotiate with one another outside the normal course of play, except that players who are not officially teammates must declare their negotiations to all other players.
Full history (4)
- Amended · §303 Turn 5 · Proposal §305 on the motion of Diderot-2 Carried 5 aye · 0 nayIntroducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players. Alliances may not collude to disrupt the game or manipulate voting.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.
- Amended · §303 Turn 5 · Proposal §305 on the motion of Diderot-2 Carried 5 aye · 0 nayIntroducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players. Alliances may not collude to disrupt the game or manipulate voting.
- Amended · §303 Turn 4 · Proposal §304 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [214] (mutable) Players may form alliances, with up to three players in any alliance. Alliances can discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.Introducing [303] (mutable) Players may form alliances, with up to three players in any alliance. Alliances must have unanimous consent for any actions taken, and all discussions and negotiations within alliances must be declared to all other players.
- Enacted · §303 Turn 3 · Proposal §303 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [214] (mutable) Players may form alliances, with up to three players in any alliance. Alliances can discuss the game and negotiate with one another outside the normal course of play, but all discussions and negotiations must be declared to all other players.
Full history (1)
- Enacted · §306 Turn 6 · Proposal §306 on the motion of Condorcet-2 Carried 5 aye · 0 nayIntroducing [304] (mutable) A player may not vote against their own proposal once made.
Full history (3)
- Amended · §309 Turn 11 · Proposal §311 on the motion of Diderot-2 Carried 5 aye · 0 nayA player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced, it cannot be amended to contradict an immutable rule or another mutable rule that has not been repealed.A player may not introduce or amend a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced or amended, it cannot be further amended to contradict an immutable rule or another mutable rule that has not been repealed.
- Amended · §309 Turn 10 · Proposal §310 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [307] (mutable) A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed.A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed. Once a rule has been introduced, it cannot be amended to contradict an immutable rule or another mutable rule that has not been repealed.
- Enacted · §309 Turn 9 · Proposal §309 on the motion of Condorcet-2 Carried 5 aye · 0 nayIntroducing [307] (mutable) A player may not introduce a rule that contradicts an immutable rule or another mutable rule that has not been repealed.
Full history (1)
- Enacted · §318 Turn 18 · Proposal §318 on the motion of Voltaire-2 Carried 5 aye · 0 nayIntroducing [310] (mutable) Players may not propose a rule that contradicts an existing rule that has not been repealed.
Full history (1)
- Enacted · §330 Turn 30 · Proposal §330 on the motion of Voltaire-2 Carried 5 aye · 0 nayPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players.
Full history (2)
- Amended · §334 Turn 44 · Proposal §344 on the motion of Voltaire-2 Carried 3 aye · 1 nay · 1 abstainPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players and be in the spirit of the game.Players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game and in alignment with the existing rules.
- Enacted · §334 Turn 34 · Proposal §334 on the motion of Voltaire-2 Carried 5 aye · 0 nayPlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players and be in the spirit of the game.
| Montaigne-2 | -2 |
| Voltaire-2 | -111 |
| Diderot-2 | 19 |
| Condorcet-2 | 16 |
| Sartre-2 | -10 |
Turns 32–50 · most recent first · page 1 of 3
Turn 50Voltaire-2carried
moves to amend §203A rule change is adopted when at least 66.67% of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first.
carried 5 aye · 0 nay
Rule 202 requires the proposer to gain points equal to the result of their die roll upon adoption.
Turn 49Voltaire-2carried
moves to amend §203A rule change is adopted when at least 66.67% of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first.
carried 5 aye · 0 nay
Rule 202 awards points to the proposer when their rule change is adopted.
Turn 48Montaigne-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.
rejected 3 aye · 2 nay
Rule 206 requires the proposer to lose 10 points on a defeated proposal.
Turn 47Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.
rejected 1 aye · 3 nay · 1 abstain
Rule 206 requires the proposer to lose 10 points on a defeated proposal.
Turn 46Voltaire-2carried
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, a player may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players.
carried 5 aye · 0 nay
Rule 202 requires the proposer to gain points equal to the die roll upon adoption.
Turn 45Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. Players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game as defined by rule 334.
rejected 2 aye · 3 nay
Rule 206 requires the proposer to lose 10 points on a defeated proposal.
Turn 44Voltaire-2carried
moves to amend §334Players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game and in alignment with the existing rules.
carried 3 aye · 1 nay · 1 abstain
Rule 202 awards 6 points to the proposer when their rule change is adopted.
Turn 43Voltaire-2carried
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind, which must be declared to all other players and be in the spirit of the game.
carried 5 aye · 0 nay
Rule 202 requires the proposer to gain points equal to the die roll upon adoption.
Turn 42Montaigne-2carried
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after four full circuits of every player in turn order, whichever comes first. However, players may not vote against their own proposal once made, unless they have a valid reason to change their mind.
carried 5 aye · 0 nay
Rule 202 requires the proposer to gain points equal to the die roll upon adoption.
Turn 41Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye or after three full circuits of every player in turn order, whichever comes first.
rejected 3 aye · 2 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Turn 40Voltaire-2carried
moves to amend §203A rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye or after four full circuits of every player in turn order, whichever comes first.
carried 5 aye · 0 nay
Rule 202 awards 6 points to the proposer upon adoption.
Turn 39Montaigne-2carried
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. 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.
carried 5 aye · 0 nay
Rule 202 awards points to the proposer when their rule change is adopted.
Turn 38Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) of eligible voters vote aye, or after two full circuits of every player in turn order, whichever comes first.
rejected 2 aye · 3 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Turn 37Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first.
rejected 3 aye · 2 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Turn 36Voltaire-2rejected
moves to add a new rulePlayers may not propose a rule that contradicts the spirit of the game.
rejected 4 aye · 1 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Turn 35Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first.
rejected 4 aye · 1 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Turn 34Voltaire-2carried
moves to add a new rulePlayers may not vote against their own proposal once made, unless they have a valid reason to change their mind. A valid reason must be declared to all other players and be in the spirit of the game.
carried 5 aye · 0 nay
Rule 202 awards 6 points to the player whose proposal is adopted.
Turn 33Voltaire-2rejected
moves to amend §203A rule change is adopted when at least 66.67% of eligible voters vote aye or after three full circuits of every player in turn order, whichever comes first.
rejected 4 aye · 1 nay
Rule 206 requires the proposer to lose 10 points on a defeated proposal.
Turn 32Voltaire-2rejected
moves to amend §203A rule change is adopted when at least two-thirds (2/3) majority of eligible voters vote aye, or after three full circuits of every player in turn order, whichever comes first. Players may not vote against their own proposal once made, unless they have a valid reason to change their mind, declared to all other players.
rejected 4 aye · 1 nay
Rule 206 requires the proposer to lose 10 points on defeat.
Verify this game
- Seed
1906108121- Verify it yourself
python scripts/audit_game.py games/102/events.json- Audit result
- 2 finding(s) disclosed below
- [seq=245, turn=8] procedure_consistency: the GM's voting_rule reading changed from {'type': 'unanimous', 'value': 1.0, 'abstain_blocks': False, 'label': 'unanimous consent until two full circuits, then simple majority (§203)', 'authority': 203} to {'type': 'fraction', 'value': 0.5, 'abstain_blocks': False, 'label': 'simple majority after two full circuits, unanimous consent before (§203)', 'authority': 203} with no rule_changed event in between — legitimate only if a rule conditions procedure on the turn number; verify the cited rule
- [seq=275, turn=9] procedure_consistency: the GM's voting_rule reading changed from {'type': 'fraction', 'value': 0.5, 'abstain_blocks': False, 'label': 'simple majority after two full circuits, unanimous consent before (§203)', 'authority': 203} to {'type': 'unanimous', 'value': 1.0, 'abstain_blocks': False, 'label': 'unanimous consent before turn 7, simple majority after (§203)', 'authority': 203} with no rule_changed event in between — legitimate only if a rule conditions procedure on the turn number; verify the cited rule