Imperial Nomic 27 Actions 1-50

This document last updated at: 8:06:11am November 10, 1997

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Action Type

Player

Action

1. Proclamation

TIE
28/10/97

The game of Imperial Nomic 27 is hereby opened. All peoples of the Empire may now submit proposed changes to the initial set of rules.

2. Proposal

JT
29/10/97
12:45am

Title: Titular Consistency
All proposals for rules must contain a title which concerns the rule in some fashion. The logic must be evident upon reading the full text of the proposal but need not be explanatory in and of itself.

Accepted. Should make things much clearer.

3. Proposal

Tivol
30/10/97
8:37pm

Title: Zombies
When a zombie is given an electrical shock, if the space in front of a zombie is vacant, the zombie will walk into it. Otherwise, if only one of the zombie's shoulders is dislocated, then the zombie will turn toward the side of his dislocated shoulder.

Accepted. Currently a pointless rule but there's no need to reject it out of hand at this juncture.

4. Proposal

Anarchy
31/10/97

11:05am

Title: Rooms
The Imperial Palace consists of a number of tastefully decorated rooms, also known as spaces. Due to the lack of imagination of postmodern architects, and to keep the topology simple, all rooms are square and orthogonally aligned with each other, with doors in each of the four compass directions. Initially there exist 25 rooms in a 5*5 square with the Imperial Throne Room in the centre. 
Rooms may have a master who has special privileges regarding that room as defined in other Rules. The Throne Room and its eight nearest neighbours start controlled by TIE; all other rooms begin unmastered. 
When a player first has a proposal accepted, they may create a new room adjacent to an existing room. The player then becomes the master of the new room, and may name the room subject to TIE's approval.

Accepted. I get the feeling I'm probably going to regret this, but I've always wanted a game with some kind of nice orthogonal structure.

5. Proposal

Pabrowil
1/11/97
2:39am

Title: Ignorance is . . .
TIE may choose to ignore any proposals that don't fit with an active Directive.
TIE may choose to ignore a proposal that closely or exactly duplicates a previously submitted proposal.

Accepted. This set of conditions could come in handy... J 

6. Proclamation

TIE
1/11/199712:40pm

For the sake of equality, all players will be retrospectively eligible to create a new room under the "Rooms" Rule. Please submit your building plans ASAP.

7. Action / Proposal

Anarchy
1/11/97
2:47pm

Anarchy builds a room called Twisted Tower south of Room 23.

Title: Unbiased Positioning
If a new room with special properties is created by proposal, it must either be adjacent to, or replace, an existing unowned or TIE-owned room. TIE may cause the room to be created in a different location, or create more than one copy of the room, if he feels that the original proposed location would be unfair to one or more players.

Accepted. The second part isn't really necessary, as I can always reject an unfair proposal, but the first part should stop excessive growth of the Empire.

8. Action / Proposal

Tivol
1/11/97
10:41pm

Tivol builds a room called Blue Room south of Room 24.

Title: About Those Doors Between Rooms
No matter what method for closing a door is employed, the only doors that can be shut are those that adjoin two rooms owned by the same player. All doors are initially open.

Accepted. Free movement is an essential part of trade in the Empire.

9. Proposal

Sethus
2/11/97
5:54am

Title: Wiring the Palace
The electricians in the employ of TIE are a pretty lazy bunch and haven't bothered installing wiring in all of the castle's rooms. There is wiring in the central Throne Room, and there are extension cords from there to each of the adjoining rooms. From there, cords can be run into any room, by giving the electricians a written order passed on via email to TIE to lay cords from any existing room thru the specific rooms, passing from one room to the next, via adjcent rooms. Only if the room has been wired up, can any electrical item be installed in a room.

Accepted. I've yet to find someone who knows of a good subcontractor L .
Note: Sethus is now also entitled to build a new room.

10. Proposal

Dan Sanderson
2/11/97
9:46pm

There exists a room to The Crypt on the "north" (a direction defined as "up" when looking at THS's map in its current state) of Room 5. Whenever a proposal is rejected by TIE, a Zombie is created in this room, initially facing Room 5, with neither shoulder dislocated.
Whenever a proposal is accepted by TIE, a Zombie is issued an electric charge from the heavens. Which Zombie cycles in creation order, from earliest to last. (If no Zombies exist when a proposal is accepted, no action is taken.)
A space need not be 'vacant' for a Zombie to enter it. It must, however, be enterable according to the rules. If a room is not enterable and a Zombie tries to enter it, it slams into the wall (or closed door or whatever) and dislocates a shoulder. Which shoulder depends on the shoulder condition of the Zombie upon impact, cycling through the following combinations: no shoulders dislocated, right shoulder dislocated, both shoulders dislocated, left shoulder dislocated.
When a shoulder is dislocated by impact with a wall (and only by impact with a wall), immediately after the next activation of a rule that moves the Zombie the Zombie's shoulder dislocation status will slip *back* one step in the cycle mentioned in the previous paragraph.

Rejected. I hate to say this, but you forgot your title. Sorry, there's not much I can do.

11. Proposal / Actions

Pabrowil
2/11/97
11:45pm

Title: How does anyone find eir way around this place?
There exists an office known as The Imperial Mapmaker (TIM). TIM is responsable for providing a map of The Imperial Palace(TIP), and will provide an updated map to THS for publication as soon as convienient after TIP changes.

Action:
Pabrowil adds a room south of Twisted Tower called The Vault.

Proposal Rejected. I don't actually need an Imperial Mapmaker as yet, and I think it is easier to keep the details with whatever other scores develop in this game

12. Proposal

Murphy
2/11/97
11:47pm

Anyone who is master of one or more rooms also possesses a zombie. TIE's zombie is located in the Imperial Throne Room; everyone else's zombie is located in their first room.

The first person other than TIE to get their zombie into the Imperial Throne Room becomes The Exalted Winner. (In case of ties, TIE selects TEW.)

Rejected. Sorry Murphy, no title no acceptance.

13. Proposal / Action

JT
3/11/97
1:15am

Build The Gaol, north of Room 1.

Title: The Gaol
Any player caught deliberately breaking a rule of the empire will be imprisoned in the Gaol. While a player is in the Gaol, that player may only take game actions which will remove the player from Gaol.

Accepted. Mind you, the gaol's not all that secure at the moment, what with all those open doors...

14. Proposal

Tim Potter
3/11/97
2:49am

Title: Interior Decoration Rule

The master of a room may choose the colour of the carpeting in their room or, at their option, may choose not to have any carpet at all.

Accepted. Not that at this stage it will impact on the map, but you never know what things will turn up tomorrow to explain it J

15. Proposal

Sethus
3/11/97
3:18am

First of all, I'd like the builders to place my lab, henceforth known as Sethus's Mad Lab, north of room 3 and I request electric to be run via rooms 8 and 3 to it.

Title: Electric Floors
One of the many interesting inventions Sethus the mad wizard has invented is Shocking Linoleum. When installed, the linoleum will zap anyone or anything which enters the room, then turn off, until reset by hand. This is a safety feature, to prevent all sorts of nasty accidents like people getting trapped in a room, smoking the little kittens of the princesses, and assorted mayhem which live electricity is prone. Anyone may request linoleum to be installed in rooms they master, and turn on the juice, but once set, the juice stays on until discharged, at which point, the choice is made of resetting it or leaving it off.

Linoleum has a wonderful pattern picked out by the TIE, and Live Linoleum glows with a icon. Due to the cost of Linoleum, only one room at a time may be installed with it, and this is in lieu of building a new addition to the palace.

Accepted. Not that I like my daughters' kittens getting smoked, but it is best not to meddle in the affairs of Nomic wizards™.

16. Proposal

Tivol
3/11/97
5:02am

Title: Zombies Crave Brains But Accept Alternatives!
When a zombie has a computer installed in its head, he can do anything that a zombie with a brain can do, provided that he stays in a room which is wired for electricity.

Accepted. All this zombie talk is getting TIE scared L .

17. Proposal

James Blonde
3/11/97
10:49am

Title: Zoning Ordinance I
A player may not connect their room to the electricity supply via a path which goes through more than two unowned rooms.

Killed by submission of Proposal 21. Can't you wait? J

18. Proposal

Anarchy
3/11/97
4:42pm

Title: Time Quantization
Room 12 shall become the Clock Room (initially owned by TIE.)
The Clock normally TICKs three times a week at noon(GMT) on Tuesdays, Thursdays and Sundays. Movements of Creatures from one room to another are resolved simultaneously each TICK.
Abstract jobs such as room building and wiring rooms, which do not as yet require any Creatures to move around the map, happen instantaneously, and Creatures are free to interact with the contents of rooms and other creatures in the rooms at any time although restrictions maybe set on the number of actions a creature may perform between TICKs.
Creatures may only move one space per TICK unless specified otherwise. If a creature receives several Movement instructions only the last one is carried out.

Accepted. This should reduce the amount of work I have to do should we ever get Creatures up and running, always a good idea.

19. Proposal

Grimace
3/11/97
6:50pm

Title : Zombie movement.
Zombies are directly controlled by their owners subconcious mind. If TIE accepts a proposal, all (if any) Zombies owned by the proposer shall move forwards one space. If TIE rejects a proposal, all Zombies owned by the proposer shall turn to their left.

Rejected. Unfortunately this conflicts with the proposal above it, because it might force a Zombie (a Creature, in my opinion) to move more than 3 times per week.

20. Proposal

Dan Sanderson
3/11/97
8:05pm

 Title: The Crypt
There exists a room to The Crypt on the "north" (a direction defined as "up" when looking at THS's map in its current state) of Room 5. Whenever a proposal is rejected by TIE, a Zombie is created in this room, initially facing Room 5, with neither shoulder dislocated.
Whenever a proposal is accepted by TIE, a Zombie is issued an electric charge from the heavens. Which Zombie cycles in creation order, from earliest to last. (If no Zombies exist when a proposal is accepted, no action is taken.)
A space need not be 'vacant' for a Zombie to enter it. It must, however, be enterable according to the rules. If a room is not enterable and a Zombie tries to enter it, it slams into the wall (or closed door or whatever) and dislocates a shoulder. Which shoulder depends on the shoulder condition of the Zombie upon impact, cycling through the following combinations: no shoulders dislocated, right shoulder dislocated, both shoulders dislocated, left shoulder dislocated.
When a shoulder is dislocated by impact with a wall (and only by impact with a wall), immediately after the next activation of a rule that moves the Zombie the Zombie's shoulder dislocation status will slip *back* one step in the cycle mentioned in the previous paragraph.

Accepted. The Zombie rules appear to be merging together fairly well now.
You also have the right to build a new room for yourself.

 21. Proposal

James Blonde
4/11/97
4:45am

Title: That guy out of Bill & Ted's Bogus Journey
If two zombies move into the same space, and that space has a shocking linoleum floor, the zombies will merge into one zombie^2.

Accepted. Staaation. J What the hell a zombie squared does I don't know, but I'm sure someone will come up with something.
You also have the right to build a new room for yourself.

22. Action / Proposal

Anarchy
4/11/97
10:45am

Anarchy wires up his room, the Twisted Tower, via rooms 9,4,5,10,15,20,25,24 and 23.

Title: Sloppy Wiring
All electricity issues from the Generator Room (room 14). Any room not connected by a series of wired up rooms to the Generator Room loses power.
Wires in rooms with bare floors trail along the floor. A Zombie entering a wired, bare-floored room will break the wires, receiving an electric shock and causing the room to become unpowered.

Accepted. People, watch out for your Zombies.

23. Proposal

Grimace
4/11/97
3:34pm

Title: Plumbing the depths.
Any player may install a kitchen sink in any one room they own. The sinks supply both hot or cold water depending which tap is turned. A tap will turn itself off, if it is on, every Tick.
Zombies do not need to drink in order to stay Active.

Accepted. Currently Players don't need to drink either (just note).

 24. Action / Proposal

Dan Sanderson
4/11/97
8:54pm

 I build The Zombie Lounge, 'south' (below) Room 25. I wire it for electricity from Room 25.

Title: Existence
Each player exists as a Human Being in the game world, and occupies a room on the game map (thus possessing the property of Location). All new players have an initial Location of the Throne Room. Upon acceptance of this proposal, all players begin in the Throne Room.

Accepted. Finally everyone is on the map!

25. Action / Proposal

Tivol
4/11/97
9:54pm

Tivol runs wiring into the Blue Room via Room 24.

Title: Tote Them Brains!
A zombie can carry no more than one brain around in its hands and can have no more than one brain installed in its head. If a zombie is in a room with a loose brain on the floor, if the zombie is not already carrying a brain in its hands, and if the zombie doesn't have two dislocated shoulders, then the zombie will bend over and pick up the loose brain. If there are both human brains and computer brains present, a zombie will reach for a human brain first; beyond that criterion, brains will be picked up at random.

If a zombie has a brain in its hands and no brain in its head, and if the zombie doesn't have two dislocated shoulders, then the zombie will install the brain into its own head.

Accepted. Jeez these zombies are getting creepy.... Night of the Living Dead Nomic!

26. Action / Proposal

Sethus
4/11/97
11:03pm

I build a new room between the crypt and Sethus's mad lab to hence forth be called "Zombie Row" because I expect Zombies to be passing thru regularly. And I request it be wired via Sethus' Lab.

Sorry, Sethus, the rules only give you a room after your first accepted proposal.

Title: Twice as Big, Half as smart, rip it apart!
A Zombie^2 is a real mess, unable to walk or perform any actions, due to the mess of limbs and torsos. The workers who find such a mess end up dumping it into Sethus's mad lab, where Sethus, the mad old wizard/scientist ends up ripping them apart into pieces, and usually, due to missing parts, replacing the brain with a computer, and the limbs with reverse dislocatable shoulders. Such shoulders act in the opposite order of normal zombie shoulders, dislocating in order: none, left, both, right. Sethus isn't a very good mechanic, so he ends up making just one robotic zombie out of the parts. The new zombie is started in Zombie row, facing south.

Rejected. Given that Zombie Row doesn't exist, there's currently nowhere for these Zombies to go.

27. Proposal

Pabrowil
5/11/97
4:42am

Title: Power Conservation
No player except those specificaly granted authorization from TIE or the rules (which amounts the the same thing) may be the master of more than 3 electricaly wired rooms. (Because there's a limited supply of extension cords, electricity costs, et cetera . . .)
If at any time a player not excepted from the preceeding limitation violates it, then one of that player's rooms loses its wires.

Exception List: TIE, THS

Accepted. The room to lose its connection will be chosen equiprobably at random.

28. Action / Proposal

James Blonde
5/11/97
7:54am

I would like to create a room to the left of Sethus's mad tower known as the TubThumping room.

Title: Those damn subcontractors again..
As the subcontractors which run the wiring between rooms are very lazy, the path specified for a new connection to the electricity grid cannot go through more than one black room.

Rejected. I rather liked Anarchy's sneaky trick, and at this stage I see no reason to prevent a repeat performance.

 29. Proposal

Anarchy
5/11/97
11:18am

Title: Grey Matter
All zombies begin brainless. Due to human squeamishness, only zombies may pick up loose brains.
Humans who receive electric shocks have their brains literally blown out of their heads. The brain lands on the floor of the room in which the shock was administered. The castle medics will refuse to touch the brain, but will take the former owner instantaneously to the Surgery (south of room 21) and has a new computer brain installed. Players with computer brains in rooms with no electricity may not move.

Accepted, with one condition: the Surgery is wired up automatically. It would be a bit much to have players sent there unable to get out J .

 30. Actions / Proposal

Grimace
5/11/97
1:03pm

Grimace builds a room 'The Flying Swan', south of room 21.
He wires it via rooms 21-16-17.
He installs a Kitchen Sink in it.

Title : Bad command or file name.
If a zombie with a computerised brain drinks any form of liquid, his head will explode, leaving him brainless, headless, and immobilised. He will not be able to become a Zombie^2.

Accepted - but your room is put south of the Surgery due to its prior appearance.

 31. Proposal

Tivol
5/11/97
7:12pm

 Title: De-Existence and Re-Existence
In the unfortunate event that a player's human body is killed, the death will always be so gruesome that it separates the player's brain clear from the body. At the site of the death, the player's brain will lie vacant on the floor, as will the player's body.
After receiving three electric shocks, a player's brainless corpse will rise as a zombie.
If a player's brain is installed in the skull of a zombie, then she will be able to control the zombie's body as if it were her own original body.

Rejected. Unfortunately I don't think this works all that well with Anarchy's idea so I can't put them both in.

32. Proposal

Anarchy
6/11/97
1:29pm

Title: They Stole TIE's Brain
If TIE's brain is floating in a Goldfish Bowl in a room owned by a player who is not TIE or THS, that player shall be declared The Exalted Winner.

Accepted! (fanfare) We have a winning condition! Oh... It doesn't look good for me now does it. Oh well. J

33. Proposal

Tivol
7/11/97
5:50am

Title: Mixed Drinks!
Before the palace became a house of horror, TIE used to enjoy sitting back and sipping daiquiris. As the royal bartenders fled in fear, some of them left behind their gear to make this wonderful drink.
It's likely that a room is cluttered with non-descript opaque bottles. The contents of a bottle can only be determined by drinking the whole thing. Possible liquids include rum and lime juice.
A rare and valuable item is the Imperial Blender; it only functions in a room with electricity.

Accepted, even though we're getting a mite silly at this point.

34. Proposal

Dan Sanderson
7/11/97
6:02am

Title: Turns
When a player has one of eir proposals accepted, e is granted a Turn. E may then choose to use eir turn for one (and only one) of the following:

  • Nothing (pass).
  • Move to an adjacent room (enterable from eir current location according to the rules).
  • Open an unlocked and closed door.
  • Close an open door.
  • Lock a closed and unlocked door only if e has the key to the door, and the door is in a doorway of the player's current location.
  • Unlock a closed and locked door only if e has the key to the door, and the door is in a doorway of the player's current location.
  • Request that a room be built (incorporating the current rules on building).
  • Request that utilities be installed a room e owns, including being wired for electricity (modifying the current ability to build and wire in the same "turn") and plumbed for water (installing a kitchen sink, modifying the current ability to build and plumb in the same "turn").

Turns do not expire if not used right away; they can be saved. They cannot be transferred to another player by any means. Turns can be used at any time by e-mailing TIE, though the effects of eir decision to use may not necessarily happen immediately (according to the ruleset and TIE's wishes). However, no player can have more than five (5) unused (pending) turns. If a player has five pending turns and is awarded a turn, the excess turn is sacrificed (e automatically passes for the extra turn).

Accepted. I sense this is all going to get horribly complicated, but what the heck.

35. Proposal

Anarchy
5:39pm
7/11/97

Title: Vampires
Mind Control attempted by Vampires takes precedence over all Mind Control attempted by Human Beings. However, Vampires may not use Voodoo.

Accepted. I'm seriously thinking about the old Undefined Terms list from Game 9...

36. Proposal

Tivol
8:46pm
7/11/97

Title: Out Of Body Experience
A player is associated with the brain that comes with her original human body and with any computer that is installed in that body in Surgery. Also, if a computer is programmed by a body that is controlled by a brain associated with a player, then that computer is also associated with that player.

The bodies associated with a player are those housing brains that are associated with the player.

Whenever a player attempts to perform an action as part of a Turn, the action will occur for each of the player's bodies. (Examples: If a player wishes to move north, each body will move north, if possible. If a player want electricity to be installed, it will be installed wherever that player has a body, if possible.) If a player has no bodies, this effectively renders the player's Turns useless.

Accepted. Anybody here read Interesting Times? Shades of the Red Army there J .

37. Action / Proposal

Dan Sanderson
9:22pm
7/11/97

Dan moves to the Generator Room.

Title: To Hell with Patience
I propose we replace rule 4 (Automatic Queue System) with the following:
4. Speedy Yet Controlled Proposition
If a player has made three proposals that have not yet been decided upon, any additional proposals e makes while this condition persists will be automatically ignored.

Accepted. Trying to speed things up for old TIE, eh? (Note - I am not Canadian, just questioning J ) Well, things have been a little slow the last couple of days, and I can always proclaim this away again.

38. Action

Anarchy
7:14pm
8/11/97

Anarchy builds the Hall of Mirrors, south of Room 22.

39. Correction

TIE/THS

Dan Sanderson's proposal 34 was accidentally truncated. The full text has now been reinstated, both in the proposal list and in the rules.

40. Proposal / Action

Dan Sanderson
9:19pm
8/11/97

Dan Sanderson moves to Room 19.

Title: I Have to Go to the Batroom
If a player, a Baseball Bat, and a Zombie are all in the same room, and the player has at least one unused turn, the player may use that turn to whack the Zombie on the back with the baseball bat. This has the effect of relocating the Zombie's shoulders one step further in their dislocation cycle (as in 9.iii). The effect is permanent (unlike, say, Zombies walking into walls).
Room 25 is the Batroom. There exists a Baseball Bat chained to a post in this room, which can be used like any other Baseball Bat. It cannot be removed from the room, however.

Accepted. Let's get those Zombies.

41. Proposal

James Blonde
7:30am
9/11/97

Title: The One and Only Cliff Richard Reference.
In addition to being wired for electricity and water, rooms may be wired for sound. The current source of sound is the Tubthumping Room (from which the steady sound of tubs being thumped emanates), but a room may be wired for sound by the same method as for connecting electricity. Voodoo only affects players who can hear the sound of the thumping tub, i.e. those players in rooms which are wired for sound.

Accepted. ROTFL!

42. Proposal

JT
8:26pm
9/11/97

Title: Vocational Rehabilitation
Each player may declare one vocation from among the ones listed. New vocations may be added via future proposals. Any player who has not yet chosen a vocation has the vocation of Peasant. Choosing a vocation initially does not cost a turn, however changing it after one has been picked does. Each vocation may grant an ability which may be used by spending a turn. TIE/THS are vocations in their own right and may only be held by one player at any time. Initially THS and TIE are held by THS Slakko and TIE Slakko respectively. No player may force another player to leave their chosen vocation, but a player may always decide to leave it on their own.

The following is the initial list of vocations and the abilities given.

  1. Peasant - No special ability
  2. TIE - No special ability (being TIE is enough :)
  3. THS - No special ability
  4. Locksmith - Unlock any one door
  5. Surgeon - Swap brain in any one body controlled by the player with any brain in that room or carried. Note: human brains still will not be picked up by human bodies, only zombies
  6. Voodoo Priest - May mindcontrol one body in the same room to perform one action of the priests choice as long as that action is legal for that body to perform

Accepted. Someone's just trying to make this fiendishly complex, aren't they?

43. Proposal

JT
8:26pm
9/11/97

Title: Shocking news on death
If a player recieves 4 electrical shocks (from tripping over bare wiring or elsewise), that player will be considered dead.

Accepted. However, currently death for a player has no effect (please note).

44. Proposal

JT
8:26pm
9/11/97

Title: Unreliable electricity
Each Tick there is a chance of an electrical malfunction. There is a in 10 chance each tick of an accident occuring. If an accident occurs the player/zombie which triggers the problem is picked at random and all players, zombies and corpses in that room recieve an electrical shock.

Rejected. My subcontractors may be slow, but they do their work properly when it comes to 240V.

45. Proposal

Dan Sanderson
10:16pm
9/11/97

Title: Dance, Zombies, Dance!
If a Zombie enters a room wired for sound, e will begin dancing. While dancing, e will behave as if rooms not wired for sound are walls (i.e. miss the door and smack into them, temporarily dislocating a shoulder according to the rules). Thus, if a Zombie enters a room wired for sound with no adjacent rooms wired for sound, e will get stuck in the room, dancing, bouncing around, dislocating eir shoulders.

Accepted. But do they do the Monster Mash?

46. Proposal

Dan Sanderson
10:16pm
9/11/97

Title: Zombie can't dance, Zombie get AnGrY!
If, for any reason, a room that has a dancing Zombie in it loses its sound (if temporarily), the Zombie will become a Mad Zombie.

Accepted. At least most new definitions are useful.

47. Proposal

Dan Sanderson
10:16pm
9/11/97

Title: Zombies don't get even, they get Mad.
If a Mad Zombie enters a room that contains a Player's body, and the Player has a Human Brain, the Zombie will punch the Player in the face, causing eir (the Player's) brain to pop out. The Zombie will then punch emself in the face, causing eir (the Zombie's) own Brain (Human *or* Computer) to pop out. Finally, the Zombie will put the Player's Human Brain in eir (the Zombie's) own head, leaving eir (the Zombie's) old brain on the floor. As per 13.v, the castle medics will arrive, and "refuse to touch the brain, but will take the former owner instantaneously to the Surgery (south of room 21) and has a new computer brain installed. Players with computer brains in rooms with no electricity may not move."
If a Mad Zombie enters a room that contains more than one Player with a Human Brain, e will choose one at random with equiprobability. [As much as I dislike randomness in Nomics, any other method would make this even more insane to maintain.]
Once a Mad Zombie obtains a fresh Human Brain, e will no longer be Mad, and will continue to behave normally (?!).

Accepted. Just as well I accepted the first two - otherwise this one would fall a little flat, wouldn't it? J

48. Proposal

Murphy
12:28am
10/11/97

Title: Find the Fish
A bottle may be turned into a Goldfish Bowl as follows: The contents must be identified; only rum bottles can become Goldfish Bowls. Then the bottle must be in a room with a sink dispensing cold water, so it can be filled; filling the bottle uses up a Turn.
Only a body with at least one non-dislocated arm can carry a bottle, and only a body with two non-dislocated arms can carry both a bottle and a brain. A body carrying both a Goldfish Bowl and a brain can put the brain into the bottle; this uses up a Turn.

Accepted with one caveat. Any bottle is acceptable - I've seen a great Lucozade ad involving goldfish. You hereby gain your first room build, plus I'll give you an extra turn free of charge (i.e. the build will not count as your first turn).

49. Proposal

Pabrowil
1:03am
10/11/97

Title: Dealing With Contractors
A player may spend a turn Dealing With Contractors. If a player spends 6 consecutive Turns Dealing With Contractors then e may, upon the use of eir 6th Turn, build a room in an open space not more than 3 squares away from eir current location.

Rejected. Sorry, Pabro, but the rules already say you can do that with only one turn.

 50. Directive

TIE
7:45am
10/11/97

 The Imperial Emperor would like everyone's support in obtaining a rule capable of distinguishing more rankings than first place should this game come to an end.

The Main Page.

The Initial Ruleset

The Current Ruleset.

Proposals: 1-50, 51-100, 101+

Current Players and Scores.

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Index | Initial Rules | Rules | P001-050 | P051-100 | P101+ | Scores | Submit

This page by Duncan Richer, dcr24@cam.ac.uk

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