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GokoDom / GokoDom III: Round 4 Discussion Thread
« on: March 17, 2014, 10:38:13 am »
Post your logs, analysis, and thoughts here!
Haven, University, Ambassador, Menagerie, Death Cart, Ironworks, Cache, Cultist, Library, Torturer
Also.... She? Did I check the wrong box somewhere?
http://forum.dominionstrategy.com/index.php?action=profile;u=2488
Immutable Rules (can't be changed (exception: see rule 103))
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
105.Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Amended.See rule 302
106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
Mutable Rules (Can be changed/ammended)
201. Playing order will be determined randomly, players taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
202.One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score.Amended. See rule 308
203.A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.Amended. See rule 301.
204.If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.Repealed by rule 304
205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
206.When a proposed rule-change is defeated, the player who proposed it loses 10 points.Repealed by rule 305
207. Each player always has exactly one vote.
208. The winner is the first player to achieve 100 (positive) points.
209.At no time may there be more than 25 mutable rules.Repealed by Rule 320
210.Players may not conspire or consult on the making of future rule-changes unless they are team-mates.Repealed by Rule 321
The first paragraph of this rule does not apply to games by mail or computer. (basically you can skip this rule if you wanna)
211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
212.If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.(Amended by Rule 319)
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.
The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.
Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.
This rule takes precedence over every other rule determining the winner.
Rule Changes and Amendments
301:(mutable): When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will post their votes in-thread unless the people who aren't the player proposing the rule could gain points or some other benefit from the outcome of the vote. If this is the case, players will submit their votes via PM to mail-mi. Votes will preferably be presented in the form Vote: Yes on rule ---, or Vote: No on rule ---. The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted do not become eligible voters for this vote only. This effectively ends the vote with only players currently voting.Amended. See rule 315.
302:(mutable) Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changesRepealed by rule 306
303: (mutable) A player may propose up to three rule-changes in a single turn if all such rule-changes are either repeals or transmutations. These rule-changes will be voted on together and will either be all approved or all rejected. The number of votes required for approval will be the minimum required for a single proposed rule-change. This rule takes precedence over any rule allowing only one rule-change per turn.
304. (mutable) Repeal Rule 204
305. (mutable) Repeal Rule 206
306. (mutable) Repeal Rule 302
307. (mutable) At any time, a person not playing may post in-thread that they want to join the game. They must bold their request to be in. When this happens, after the current turn is over, they are inserted into the player order by being put in before the player whose turn was just finished. They start with 0 points.
308. (mutable) Amend rule 202 to say: "One turn consists of proposing one rule-change and having it voted on."312. (mutable) At the beginning of their turn, a player must post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.Amended, see Rule 324.
313. (mutable)If players disagree about the legality of a move or the interpretation or application of a rule, then the question is to be decided by a vote of all players. Disagreement for the purposes of this rule may be created by the insistence of any player, who has to announce the interpretation of the rule in question that he thinks should be applied. This process is called invoking Judgment.Repealed by Rule 322.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. If more than half of the players agree with the proposed interpretation within 24 hours, it shall be applied, otherwise the game shall proceed as if no Judgement has been invoked
New Judgement decisions are not bound by old ones. However, only matters that affect the turn in which Judgment was invoked or the previous one can be called into question. All decisions by players voting on disagreements shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then they shall consider game-custom and the spirit of the game before applying other standards.
314. (mutable) On his or her next turn after this rule is enacted, each player must choose a color, which will personally represent him or her in this game (referred to as "your color", "player's color", etc.).
This will be done by posting in thread a color in the format (Red Value, Green Value, Blue Value), where each Color Value is an integer between 0 and 255. So for example, (0, 0, 0) would be black, (255, 0, 0) would be red, (0, 255, 0) would be green, and so on. A player may change his selected color as many times as he or she likes until the end of his or her turn; the last bolded and correctly-formatted color posted will be counted as the official choice. Players may not change colors or choose additional colors on subsequent turns.
White (255,255,255) may not be chosen as a personal color, nor may colors with all Color Values greater than 200. Players are encouraged to choose colors which are as unique and distinct as possible, and may not choose colors which are too similar to white or previously chosen colors. Whether the color is distinct enough may be settled by judgment if necessary.
315: (mutable) Amend rule 301 to say the following: "When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will vote by posting in thread. Votes should be presented in the form Vote: Yes on rule ---, or Vote: No on rule --- (where '---' denotes the proposal number). The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted are not considered eligible voters (for this vote). This effectively ends the vote with only players currently voting."
316: (mutable) If a player has not proposed a rule within 72 hours of the start of their turn, their turned is skipped in it's entirety.
317. (mutable) The official currency of f.DS Nomic shall be the Nomic Dollar. The abbreviation for Nomic Dollars shall be N$.
Each player shall have a personal quantity of Nomic Dollars, which shall be listed in the opening post. This quantity may not be altered except where explicitly permitted in the ruleset.
318: (mutable) Any player who has never had their personal quantity of Nomic Dollars set immediately has it set to N$1000.
If any former player re-joins the game, their personal quantity of Nomic Dollars is immediately set to either N$1000 or the quantity they had when they last left the game, whichever is lower.
319: (mutable) This rule takes precedence over all other rules describing the invocation of Judgement (including, but not limited to Rule 313).
If players disagree about the legality of a move or the interpretation or application of a rule, then any player may decide to invoke Judgement as follows: They must announce the dispute in question and state at least one proposed resolution. In the same post they must use the forum system to roll a 1d(# of players). The player whose turn number in the opening post corresponds to the number rolled is named the Judge unless this would cause the selection of the player invoking Judgement, a player whose move is being challenged, or a player who has previously been Judge this turn and has been overruled. If one of these cases would occur, the player invoking Judgement must perform another random die roll. If for some reason all players are excluded from being the Judge, then the Judge is selected by the same random die-roll process with no player except the one invoking Judgement excluded.
If the number of players (including whether a particular player is playing) is the issue under dispute, then the die shall be rolled to reflect the larger number of players and the player whose presence in the game is in question shall be excluded from being Judge.
If the turn ordering is the issue under dispute, then the player invoking Judgement will list all players who are playing and assign them numbers for the purpose of determining the Judge. These numbers will be used instead of the turn numbers, but only for the purpose of selecting the Judge.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.
The player selected as Judge must settle the issue in question. The Judge's Judgment may be overruled only by a two-thirds majority vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then a player must select a new Judge in the manner described above. The player who originally invoked Judgement is still excluded from being Judge, but the player rolling for a new Judge is not.
Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
320: (mutable) Repeal rule 209
321: (mutable) Repeal rule 210
322: (mutable) Repeal rule 313
323: A player's turn ends when they have taken all required actions during their turn. The turn of the player after them in the turn order then immediately begins. Players have 24 hours to invoke Judgement on any issue relating to whose turn it is. If play continues after the action(s) being Judged occurred, and the Judgement overturns the action(s) taken, play resets to the gamestate immediately prior to the overturned action(s). Otherwise, play will continue from the current gamestate.
324: Amend 312 to the following: At the beginning of their turn, a player may post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.
325: The active player may make a motion to suspend any number of rules during their turn. This must be done at the same time as the presentation of the draft proposal(s), and the rules to be suspended must be explicitly named. Voting on the motion begins immediately, and players must post their votes in the thread, in the format [Yes|No] on Motion to Suspend. The motion passes if two-thirds of the players vote yes, and immediately fails if one-third of the players vote no. If, after 60 hours, the motion has not passed or failed, players who have not voted are considered not eligible voters on this motion.
If the motion passes, all players (including Judges) must treat the game as though those rules are not in effect, during that turn only, for all purposes including decisions regarding whether a proposal is valid, or whether a move is legal.
If the motion fails, that player may not make another motion to suspend rules during this turn. Any further drafts of that player's proposal must contain some portion of the original proposal. If no portion of the original proposal can be retained without suspending the rules, the player's turn ends; this clause overrides rule 323.
Both mutable and immutable rules may be suspended in this manner, but this rule cannot be suspended by itself.
326: The world map consists of a 16x16 grid of square tiles. Rows are named 1-16 from top to bottom, and columns A-P, left to right. Tiles are named by their column and row pair. Synonyms for top, bottom, left and right are north, south, west and east, respectively. A tile is considered directly adjacent to other tiles to its immediate north, south, west and east. A tile is considered diagonally adjacent to other tiles to its immediate south-east, south-west, north-east and north-west.
Immutable Rules (can't be changed (exception: see rule 103))
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
Mutable Rules (Can be changed/ammended)
201. Playing order will be determined randomly, players taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
207. Each player always has exactly one vote.
208. The winner is the first player to achieve 100 (positive) points.
211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.
This rule takes precedence over every other rule determining the winner.
303. A player may propose up to three rule-changes in a single turn if all such rule-changes are either repeals or transmutations. These rule-changes will be voted on together and will either be all approved or all rejected. The number of votes required for approval will be the minimum required for a single proposed rule-change. This rule takes precedence over any rule allowing only one rule-change per turn.
307. At any time, a person not playing may post in-thread that they want to join the game. They must bold their request to be in. When this happens, after the current turn is over, they are inserted into the player order by being put in before the player whose turn was just finished. They start with 0 points.
308. One turn consists of proposing one rule-change and having it voted on.
314. On his or her next turn after this rule is enacted, each player must choose a color, which will personally represent him or her in this game (referred to as "your color", "player's color", etc.).
This will be done by posting in thread a color in the format (Red Value, Green Value, Blue Value), where each Color Value is an integer between 0 and 255. So for example, (0, 0, 0) would be black, (255, 0, 0) would be red, (0, 255, 0) would be green, and so on. A player may change his selected color as many times as he or she likes until the end of his or her turn; the last bolded and correctly-formatted color posted will be counted as the official choice. Players may not change colors or choose additional colors on subsequent turns.
White (255,255,255) may not be chosen as a personal color, nor may colors with all Color Values greater than 200. Players are encouraged to choose colors which are as unique and distinct as possible, and may not choose colors which are too similar to white or previously chosen colors. Whether the color is distinct enough may be settled by judgment if necessary.
315. When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will vote by posting in thread. Votes should be presented in the form Vote: Yes on rule ---, or Vote: No on rule --- (where '---' denotes the proposal number). The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted are not considered eligible voters (for this vote). This effectively ends the vote with only players currently voting.
316. If a player has not proposed a rule within 72 hours of the start of their turn, their turned is skipped in it's entirety.
317. The official currency of f.DS Nomic shall be the Nomic Dollar. The abbreviation for Nomic Dollars shall be N$.
Each player shall have a personal quantity of Nomic Dollars, which shall be listed in the opening post. This quantity may not be altered except where explicitly permitted in the ruleset.
318. Any player who has never had their personal quantity of Nomic Dollars set immediately has it set to N$1000.
If any former player re-joins the game, their personal quantity of Nomic Dollars is immediately set to either N$1000 or the quantity they had when they last left the game, whichever is lower.
319. This rule takes precedence over all other rules describing the invocation of Judgement (including, but not limited to Rule 313).
If players disagree about the legality of a move or the interpretation or application of a rule, then any player may decide to invoke Judgement as follows: They must announce the dispute in question and state at least one proposed resolution. In the same post they must use the forum system to roll a 1d(# of players). The player whose turn number in the opening post corresponds to the number rolled is named the Judge unless this would cause the selection of the player invoking Judgement, a player whose move is being challenged, or a player who has previously been Judge this turn and has been overruled. If one of these cases would occur, the player invoking Judgement must perform another random die roll. If for some reason all players are excluded from being the Judge, then the Judge is selected by the same random die-roll process with no player except the one invoking Judgement excluded.
If the number of players (including whether a particular player is playing) is the issue under dispute, then the die shall be rolled to reflect the larger number of players and the player whose presence in the game is in question shall be excluded from being Judge.
If the turn ordering is the issue under dispute, then the player invoking Judgement will list all players who are playing and assign them numbers for the purpose of determining the Judge. These numbers will be used instead of the turn numbers, but only for the purpose of selecting the Judge.
When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.
The player selected as Judge must settle the issue in question. The Judge's Judgment may be overruled only by a two-thirds majority vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then a player must select a new Judge in the manner described above. The player who originally invoked Judgement is still excluded from being Judge, but the player rolling for a new Judge is not.
Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.
New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
323: A player's turn ends when they have taken all required actions during their turn. The turn of the player after them in the turn order then immediately begins. Players have 24 hours to invoke Judgement on any issue relating to whose turn it is. If play continues after the action(s) being Judged occurred, and the Judgement overturns the action(s) taken, play resets to the gamestate immediately prior to the overturned action(s). Otherwise, play will continue from the current gamestate.
324: At the beginning of their turn, a player may post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.
The active player may make a motion to suspend any number of rules during their turn. This must be done at the same time as the presentation of the draft proposal(s), and the rules to be suspended must be explicitly named. Voting on the motion begins immediately, and players must post their votes in the thread, in the format [Yes|No] on Motion to Suspend. The motion passes if two-thirds of the players vote yes, and immediately fails if one-third of the players vote no. If, after 60 hours, the motion has not passed or failed, players who have not voted are considered not eligible voters on this motion.
If the motion passes, all players (including Judges) must treat the game as though those rules are not in effect, during that turn only, for all purposes including decisions regarding whether a proposal is valid, or whether a move is legal.
If the motion fails, that player may not make another motion to suspend rules during this turn. Any further drafts of that player's proposal must contain some portion of the original proposal. If no portion of the original proposal can be retained without suspending the rules, the player's turn ends; this clause overrides rule 323.
Both mutable and immutable rules may be suspended in this manner, but this rule cannot be suspended by itself.
326: The world map consists of a 16x16 grid of square tiles. Rows are named 1-16 from top to bottom, and columns A-P, left to right. Tiles are named by their column and row pair. Synonyms for top, bottom, left and right are north, south, west and east, respectively. A tile is considered directly adjacent to other tiles to its immediate north, south, west and east. A tile is considered diagonally adjacent to other tiles to its immediate south-east, south-west, north-east and north-west.
Candlestick Maker, Scrying Pool, Sage, Steward, Woodcutter, Fortress, Ironmonger, Baker, Vault, Adventurer
Poor House, Secret Chamber, Fishing Village, Death Cart, Rats, Cache, Duke, Explorer, Ghost Ship, Merchant Ship
University, Armory, Bishop, Mining Village, Scavenger, Taxman, Bandit Camp, Contraband, Merchant Guild, Torturer
Advisor, Baron, Horse Traders, Rats, Throne Room, Catacombs, Mint, Rabble, Tribute, Fairgrounds
Poor House, Masterpiece, Urchin, Plaza, Harvest, Jester, Journeyman, Vault, Farmland, Nobles