Current rules of Imperial Nomic Game 21.
Access count since Tuesday 11th March

- Minimal Office Holders
The Game of Imperial Nomic shall always include at least two not
necessarily distinct players who are office-holders: The Imperial
Emperor / Empress (TIE) and The Humble Scribe (THS).
- What TIE Says Goes
The decision of TIE is final and no correspondence will be entered into.
The initial holder of the position of TIE is Duncan "Slakko" Richer.
- How to Play
A Proposal is submitted by sending it by electronic mail or the
World Wide Web to THS, who must publish via the World Wide Web the
current ruleset, proposal list, and current scores of all players.
- Rights and Responsibilities of TIE
TIE will judge each proposal submitted and accept, reject or ignore it.
To ignore a proposal, the condition by which it is ignored must be
explicit elsewhere in the ruleset. TIE may, at any time, modify or
remove any existing rule or enact new rules, by the issuing of a
Proclamation. In addition, e may, at any time, issue a Directive calling
for proposals in a certain area.
- Rights of THS
The Humble Scribe may rewrite a proposal to clarify its meaning, as long
as the rewriting does not alter the meaning.
- Automatic Queueing System
If a player has submitted one undecided proposal and then submits a new
proposal, the new proposal will replace the oldest of that player's
undecided proposals.
- I Think You Meant Something Else
Any player may, at any time, submit a Point of Order to raise any issue
relevant to the game.
- Application of Rules
Each submission will be numbered and a new rule will apply to all
submissions numbered greater than or equal to its own proposal unless it
specifies otherwise.
- Resolution of Conflicts
When several rules apply at the same time and have different consequences
then the rule with the lowest number is applied first. Other rules may
then be applied so long as they do not conflict directly with a rule that
has already been applied.
- Winning the Game
The game ends when an RLP is declared the winner of the game as per
Rule 13.
- Definition of Players
Each player of Imperial Nomic XXI is associated with one Real-Life
Person, where Real-Life Person is defined in the obvious and usual ways.
No players may have the same name as Real-Life People, nor may they have
the same name as any other player. Initially, each Real-Life person is
responsible for two players.
- Transfer of Ownership
A player may give any game unit or quantity of game units he possesses
to any other player by notifying THS. A Real-Life Person may give any
player he possesses to any other Real-Life Person by notifying THS.
When a player is created, the Real-Life Person responsible for that
player's creation may assign it a unique name, different from the
names of all other players and all other Real-Life Persons in the
game. Real-Life Persons may retroactively rename all the players in
their possession which were named before the passage of this proposal.
- HOW TO WIN
A player becomes The Exalted Winner if at any time, it is the only
conscious player. A player also becomes TEW (Added by P38)
if they have more than 20 Groats, and at least twice as many Groats as
their nearest rival.
The Exalted Winner is then removed
from play, and the game continues. When all of a RLP's players have
earned the title of TEW, the RLP is the winner of the game.
- Bonking
Once per Day (the period between the Emperor's
judgements), each player may Bonk one other player, except that THS and
TIE may not be Bonked. The Bonkee is
unconscious for the next Day, and the Bonker may not Bonk during that
period. Unconscious players may not submit proposals, but if a player
attempts to bonk an already Unconscious player, they are themselves
bonked instead. Any conscious player may administer First Aid to an
unconscious player they did not Bonk to cause the current lack of
consciousness, thereby rendering the unconscious
player conscious immediately. In return the administrator of the First
Aid shall receive a reward of three Groats.
The act of Bonking shall require the use of a Blunt Instrument. Blunt
Instruments will break after a number of uses which shall depend on the
particular instrument used. Available Blunt Instruments are: the Cosh (2
uses), the Club (5 uses) and the Bludgeon (10 uses). A Blunt Instrument
may only be used by the Player in whose possession it is. Initially, no
player possesses a Blunt Instrument. (Added by P37) If a player A
bonks a player B, no other players belonging to the same
RLP as player A may provide first Aid to player B.
- Enactment
The legality of a proposal, regardless of its
acceptability, is judged using the rules as they stood at the beginning
of the Day in which the proposal is judged. Proposals accepted during
the day will not cause a proposal to become illegal if it was legal at
the beginning of the day.
- Currency
A currency (the Groat) shall exist in game 21. No game object (other
than Groats, or subdivisions/multiples thereof) shall be possessed by a
player unless it has first been purchased with Groats by a player.
Every accepted proposal shall cause the player which proposed it to
be awarded 2 groats. A proposal which is rejected shall cause the
player which proposed it to be fined 1 groat. All players start with 1
groat. (Added by P34) No player may be reduced to below
0 Groats.
- The Imperial Weaponsmith (TIW)
TIW can produce at most one weapon per Day, which can be bought by the
first player to specify a weapon and pay the appropriate price in Groats.
Each weapon (including Blunt Instruments) has as its cost the number of
uses it has. (Added by P32) The specified weapon will not become
available to the player until the beginning of the day following its
purchase, and may be used immediately.
- Dog Shows
A player may own a Dog. All Dogs have Fleas; initially a random number
between one and ten. At the end of each Game Day there will be a Dog
Show in which all Dogs currently owned will be entered. The Champion Dog
will be that Dog with the least number of Fleas, and a Prize equal to
the number of Fleas on the Champion Dog will be awarded to its owner. In
the event of a tie for first place, the number of Fleas on one of the
winning Dogs will be split between the owners of the winning Dogs,
rounding up when necessary. One Flea from each of the losing Dogs will
then move to each Champion Dog (Fleas wishing to inhabit the Best Dog).
(Added by P28) Purchasing a Dog costs 2 Groats.
- New Players
If each player owned by an RLP pays 10 Groats, then that RLP
acquires a new player. If an RLP has no players, they can
acquire a new player immediately.
- Daylight Robbery
A Bonkee may be Robbed by the player who Bonked them. Any possession,
other than a Dog may be taken. If the Bonkee owns a Dog, the Dog will
Bark at the Bonker, preventing Robbery. If the Bonker also has a Dog,
the Dogs will fight to the death, the Dog with the greater number of
Fleas winning. The Fleas from the losing Dog then transfer over to the
winner. During a fight, the Bonker may Rob the Bonkee. The winning Dog
will not be in a fit state to enter that Day's Dog Show. In the case of
players having more than one Dog, the Dog with the greatest number of
Fleas will fight, the other Dogs merely Barking.
This page by Duncan Richer, duncan@smug.student.adelaide.edu.au.
RCS Info:[$Id: rules.html,v 1.6 1996/05/06 03:15:28 duncan Exp duncan $]