Fascist Game 8
Rules Section 1: Government
The rules are divided into several sections, which have been placed in
separate web pages to allow for quicker access to an individual section:
(1) Government;
(2) Players;
(3) Ships and the Sea;
(4) Geography, Exploration, and Colonization;
(5) Battle;
(6) Trade and Wealth; and
(7) Foreign Politics. Rules are numbered consecutively
within each section. Rule 5 in this section would be referred to as "rule
1.5" elsewhere.
Rules may be followed by a proposal number in parentheses indicating
that the given rule was created, amended, or applied at that
proposal. THS makes no guarantee that the listed values represent the
most recent time a rule came into play. Rules that are considered part
of the original ruleset are marked with (*). Rules that by their
nature are constantly used are marked (now).
The Rules of Section 1: Government
- Each player will either be a Citizen (of Atlantis) or a (Near Azores)
Pirate; these two types of players are considered Opponents. Each
player is initially a Citizen. (*)
- All players are bound by the rules currently in effect. (*)
- Any Citizen may propose a new rule or change to an existing rule by
notifying The Humble Scribe via email or the World Wide Web;
similarly, any Pirate may propose any new rule or to save any rule;
or, any change to an
existing rule which refers specifically to a Pirate or pirates. (*)
- The Citizens are ruled by the Imperious Emperor, the Pirates by the
Pirate King, who must always be a Pirate.The corresponding Ruler will
judge each proposal submitted and act on it as s/he sees fit. These
judgements do not have to occur in numerical order -- a given proposal
may be postponed if decisions have been received for later ones. THS
may renumber proposals to reflect the decision order. (*)
- Laws relating to the management of the Municipality of Atlantis
are hereby placed under the jurisdiction of a new title holder, the
Mayor of Atlantis. The Mayor is elected at every 60 proposals, with
the voting period lasting for 10 Proposals before each multiple of 60
(i.e. first voting period is from 110-120). Nominations may be
received at any time before the voting period begins. To be eligible
to be elected as Mayor, you must be a Citizen of at least Fourth Mate
class. To vote for Mayor, you must be a Citizen. Nominations and votes
shall be sent to THS. TIE is impartial and hence cannot nominate or
vote. The votes for Mayor will be counted and decided by the First
Past the Post system. TIE will, aptly enough, break ties. Citizens
who have been nominated for mayor shall not be debarred from voting
because of this nomination, as the right to stand for Mayor and the
right to vote are not mutually exclusive.
The Mayor decides all proposals relating purely to the
Municipality of Atlantis for the 60 proposals after their election. In
return they receive a salary of 20 pieces of eight for every proposal
they decide. TIE may overrule the Mayor, but must then sack the Mayor,
leaving the position vacant until the next election, and pay the Mayor
500 pieces of eight as a golden parachute. Proposals concerning the
Municipality of Atlantis made at any time there is no Mayor will be
decided by TIE; and no player may ever decide on a proposal s/he
submitted.
- Any Pirate can kidnap one of the extremely prolific Mayor's
children (he always manages to have one for each Pirate), although he may only
do this once per Mayor. Kidnapping is accomplished via a force of no
more than 6 Buccaneers defeating 4-6 bodyguards in the Municipality of
Atlantis. The bodyguards fight as normal citizens. The child must be
kept onship, either taking up a Personnel space, or in the Brig,
in which case the child has the usual chance of taking over the
ship. If the child does take over the ship, it will immediately
sail to Atlantis, and the Pirate loses all worldly goods, rank
and infamy, and must start again as if he was a new Player.
Any Citizen defeating a Pirate in battle regains the Child
automatically.
Any Pirate with a Mayor's Child holds tremendous
influence over the Mayor's legislative decisions, as detailed
below. To facilitate this, the kidnapping
Pirate must send his wishes to THS, who will post them. Whenever the
Mayor sends any decision to THS which does not agree with any of
the prior kidnapping Pirate desires (should there be
any), s/he suffers the following effects:
- The Mayor will suffer from a severe heartache, and will retire
for a period of 20 proposals. All decisions he should make will be
delayed until after that period is over, and he may not propose
anything himself during that period.
- This absence will be frowned upon by the general public, causing
the Mayor to lose one step in rank (unless Rule 2.6 applies).
- All Pirates with children do those children in, and so can no
longer threaten the Mayor.
- If the Mayor loses a child or children this way for the second
time, he will retire from his post, and TIE takes over his
function until a new Mayor has been chosen. Also his period of
retirement (see point 1) will take 30 instead of 20 proposals.
- If TIE or TPK is on the Isle of Dead, that ruler may continue to
decide on propoals as usual, but rules created by these decisions are
not recorded into the ruleset (and hence do not take effect) until that
ruler is off the Isle of the Dead. Note that this does not (and of
course cannot) affect that ruler's ability to issue decrees as per
rule 2.
- For every decision rendered by the Emperor a die will be rolled. If
the number divined is 1 thru and including 4, the Oracle will pass on
the Emperor's will. [This is of course only necessary if TIE is on
the isle of the dead, cf. the previous rule. -- THS] If the
number be 5 or 6, then the Oracle will
consult with the Mayor of Atlantis for guidance. [I.e., the Mayor will
decide on the proposal in the Emperor's stead.] At the time of the
Emperor's return, the Mayor of Atlantis (current and former) can be
called into account by any citizen who had a proposal rejected via
this mechanism. If the Emperor finds fault with the Mayor,
punishment will be swift and strong. Of course this would be the
Emperor's discretion, but the minimum penalty for the erring Mayor
should be a loss of 2 ranks, and all acts of bravery stricken from the
record.
- The Humble Scribe may not change the meaning of any proposal
s/he receives. (*)
- The Humble Scribe is under no obligation to post more than one
unjudged proposal at a time from any individual player. (*)
- TIE may, at any time, modify or remove any existing rule or enact
new rules; TPK may do the same so long as the rule in question
specifically refers to a Pirate or pirates. This is a separate activity
from acting on proposals as provided for in Rule 1.4,
above. (Capitalized Pirate
refers to Pirate players; lowercase pirate refers to other piratical
features of the game.) (*)
- When several rules apply at the same time and have different
consequences, then the rule in the lowest numbered category, or the
one with the lowest number if they are in the same category, 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. (*)
- The Humble Scribe must publish via the World Wide Web all
appropriate game information, including a method to send messages
to The Humble Scribe. (*)
- In addition to Proposals and Sailing orders, players may submit a
"Plea for Guidance." Such a Plea consists of a question concerning a
point of law or the state of the realm too confounding for that player
to unravel for him/herself. TIE or TPK as appropriate then rules on
this matter, and his Word becomes Law. To discourage frivolous
demands on TIE/TPK's time and judgement, Pleas which in his
opinion are unworthy of consideration shall result in a demotion of
one level of rank for the submitting player. By the same token,
TIE/TPK may reward Pleas which help call attention to particularly
pressing and worthwhile issues with a promotion. Pleas count in
periods of time reckoned in Proposals, and THS is not required to
post more than one Plea from a given player at a time, although a
given Plea may ask for guidance on more than one point.
- Besides a proposal and a plea for guidance players also can submit a
plea for mercy. A plea for mercy is a proposal that will not be judged
by the power(TIE or TPK) the player is currently under but by the
other one. A plea for mercy must be properly humble and begging. It
is considered an act of cowardice and so followed with a one step
decrease in bravery. Citizens cannot go lower than bold, Pirates
however are utterly selfish and therefore can go below bold. Bold is
preceded by shy, chicken, coward and paranoid. A Plea for Mercy, if
accepted, will also automatically cause the player to change sides
without losing the 2 levels of bravery (but still causing all the other
effects). If rejected, one level of bravery is still lost.
- Jobs, like Historian of Battles (see rule 5.1) or Imperial
Cartographer (see rule 4.1), should be filled by volunteers,
although TIE will choose among multiple volunteers for an
individual job, preferring ones who can provide WWW pages over
those who can't.
- Any Rule that has not been enacted, amended or applied for a period
of 100 Proposals, shall be removed from the Ruleset. This Rule
cannot befall on Rules that were part of the original Ruleset, and will
not be effective until proposal 140 has been decided upon.
A player may propose to 'save' a Rule. If such a Proposal is
accepted this will count as a zero-amendment, and so the Rule will
be safe from deletion by this Rule for another 100
Proposals. (147)
- Any player who causes a Rule to be repealed, via any means, shall
be paid 100 Pieces of Eight per Rule which is repealed. Furthermore,
players who submit a Proposal which is Accepted that simplifies and
replaces multiple previously existing Rules shall also earn 100 Pieces
of Eight for each Rule which is thus simplified. (170)
- Any player who falsely requests a rule to be repealed as per
Rule 1.17 above will be penalized with a 1 rank demotion and a 100
Po8 fine. (The fine is levied only if the player currently has
any Po8, and can not make a player's wealth go negative.) (150)
- Each
section of the rules will contain those rules dealing with one
aspect of the game. If a
new Rule is proposed, the proposer may mention the section it
is to be placed
in. If no section is given, this is up to THS. New sections can
be created,
old ones removed, or rules placed in another section, by
proposal, or by
decision from TIE or THS.
- If, during
a Mayor's current term, the Mayor feels himself incapable of
serving his post
for whatever reason (like being dead or feeling wimpy), then
Pirates can take
over the office. Any Pirate in Atlantis who wishes to
claim the office of Mayor should send a bribe to Nameless Town
Officials (by emailing Minister of Trade and with cc: to THS)
stating the amount of the bribe. The Pirate must possess enough
Po8 to cover the bribe, which is deducted from his/her current
total. If the bribe is larger than 450 Po8 and bigger than
every bribe used since a citizen last held the office of Mayor,
the Pirate becomes Pirate Mayor, possibly ousting a previous
office holder. Otherwise, the bribe is simply
forfeited. Bribes, being secret, shall not have their amounts
publicized. The Pirate Mayor is automatically replaced by the
next elected citizen Mayor when the next regular term of office
begins.
A Pirate Mayor
has all the rights of the existing Mayor and no extra
restrictions due to the
fact that he is a Pirate (such as those that beset you, oh
Pirate King).
Glen Whitney <gwhitney@umich.edu>
Last modified: Thu May 18 11:10:17 1995