Chapter II of the Imperial 9 Ruleset - Point Awards
- (Rejected Proposal Score - Rule 15)
If a player's proposal is rejected, that player receives 1 B point.
- (Accepted Proposal Score - Rule 16)
If a player's proposal is accepted, that player receives 2 A points.
- (Ignored Proposal Score - Rule 17)
If a player's proposal is ignored, that player loses 1 A point and
receives 1 B point.
- (Cancelling A and B Points - Rule 22)
A player may use 2 A points to get rid of 1 B point at any time.
- (Mysterious Magic Words - Rule 23)
TIE has 3 hidden Mysterious Magic Words (MMWs) in the game. Any player
whose score is an MMW loses all their B points and gains 2 C points. That
MMW is no longer used and is not replaced.
- (Popularity Points - Rule 24a)
Players may send email to TIE approving or disapproving of certain
proposals, and a player's P point score changes by 1 point for every 3
net players approving or disapproving. Each player can vote at most once
on each proposal's popularity. TIE can change P scores at his/her
discretion.
- (Trading A for C Points - Rule 28)
10 A points can be traded for 1 C point.
- (Compulsory Flattery - Rule 30)
All proposals lacking flattery of the Emperor will gain 1 extra B point
and lose 1 extra A point.
- (Equivalency but for A and B - Rule 32)
If switching every A point for a B point in one player's score would make
his score identical to one other player's score, and both players have
unique scores, then both players will be awarded an A point.
- (Undefined Terms Bonus - Rule 33)
If a proposal contains undefined terms and the proposal is
accepted the undefined term wil be placed in a list that is published
with the Scores and Other Stats.
If a proposal is submited that defines a term in the list and is
accepted the proposer gains 1A extra per defined term, the term then
is removed from the list. If in a proposal a term is being defined
that already has been defined the TIE will decide if the new definition
is 1) ignored 2) accepted as the only right one(term redefined). If the
definition is malicious, however, the proposer will also gain 2B,
regardless of whether the proposal is accepted or not.
- (ACCEPT - Rule 34)
A player whose score contains ACCEP will lose ACCEP and gain T.
- (What Letters can Represent Scores - Rule 35)
Only the letters A-T can be used to represent scores.
- (Cancellation of B and C Points - Rule 36)
If a player at any time has both 5 B points and a C point, then
they are removed from the player's score.
- (First Time Accept Bonus - Rule 41)
If a player's first submission is accepted they gain a bonus of
2 A points.
- (Expending C Points - Rule 43)
A player may expend a C point to remove all B,D and E points from
another player's score.
- (Secret Ballot - Rule 57)
Voting on Popularity of Proposals will be by secret ballot.
- (No Self-Voting - Rule 63)
No player may vote on the popularity of their own proposal.
- (Maximum Total Points - Rule 64)
If the addition of points would take the total number of points of all
classes held by a player above 31, then these points shall be subtracted
instead.
- (Trading Points - Rule 66)
Points may be freely traded between players. A player wishing
to initiate such a trade offers a set of points from their total up for
auction by sending a For Sale Notice to THS, who will publish it.
Interested players then send their bids to THS, who will publish all
bids 15 proposals after the offer. The seller then informs THS which bid
(if any) they accept,the trade being made immediately on acceptance. If
no bid is accepted, then the offer lapses.
- (Compact Discs - Rule 68)
Compact Discs can be bought for a C point and a D point. Each Compact
Disc can be played once for a special effect. CD's available are as
follows:
- "Sail Away" allows a player to Sail Away.
- "Take a Letter, Maria" allows a player to remove one point from
their score.
- "Three Minute Hero" gives player Hero status for 3 proposals.
- "Don't Fear the Reaper" protects against 'eeper attacks if
listened to before the proposal which caused the attack.
- (Transfer of points via D - Rule 70)
By spending a D point, a player can transfer 1 point of his to
any other player.
- (Positive Points Only to Trade - Rule 74)
All references to trading of points require the player to have positive
points. A player may not trade away to a negative points situation or buy
an item when they have no points of the type needed.
- (Just Ignore Them - Rule 76)
A player who has two consecutive proposals ignored shall have 2 B added
to their score.
- (A's and D's - Rule 80)
A player may exchange 7 A points for 1 D point.
- (Points for Alien Artifacts - Rule 106)
Alien Artifacts will be represented by use of other symbols representing
Greek, Russian or accented letters. These points may not be used as
replacements for the original points.
- (DNA and PCR - Rule 109)
The letters A, C, G and T in a player's score
constitute that player's DNA. By spending PCR, the player will receive the
complement of the DNA he possesses; that is, he gains 1T for every 1A he
had, 1G for every 1C, 1C for every 1G and 1A for every 1T.
- (Everybody's Popular - Rule 118)
If the mean P Count of all players should ever drop below zero, every
player will have their scores boosted by
one P point until the mean P Count is non-negative again.
- (Om - Rule 119)
Any proposal that TIE considers to be particularly wise,
and *not* to advantage the player making it in any way may be granted an
O point. Any player who reaches 10 O points can choose to cast aside all
worldly possessions and become the Messiah. The Messiah can not possess K, A,
D or G points - any of these owned or gained by the Messiah return to the
Emperor. Also the Messiah cannot carry out violent actions. However, the
Messiah has a number of advantages:
- The Messiah can Forgive a player.
- The Messiah can, once every 40 turns, hold a party. After all, you can
always get a couple of fish and some water from somewhere... At these
parties, each attendant gains one O point.
- The Messiah can not be attacked except by Followers of a rival Messiah.
- On becoming a Messiah, a player gains 7P.
Any player can choose to follow a Messiah. They gain 1P, 3A and 3O as a
result. However, any follower must, if in the same location, attack any
of the following:
- Followers of an opposing Messiah.
- Ex-followers of the current Messiah.
- (Uh-oh We Got It Wrong - Rule 120)
Any player who reports a mistake of THS gains 1A, but they
lose 1 A if the mistake report was fake. Spelling errors do not count as
errors, but nor do they count as false reports. Reports will not be listed
in full in the proposals page, but instead a record of who made the reports
will be kept as a summary.
- (Points of Certain Types to be Positive - Rule 134)
G and K points cannot be negative, and a player who reaches negative S points
becomes dead.
- (Your Death and How to Cope With It - Rule 136)
A dead player loses all material items e.g. G and K points, all money,
and anything carried (pelts etc.) these quickly disapear into the black market
and thieves' pockets. He also leaves his corpse behind and his spirit appears
in the underworld. A dead player may not hold any official office and
proceedings to select a replacement occur as set out in the rule(s) which
define that
office. A dead player may continue to make proposals but may have no
interactions with other players - even if they are also dead. (e.g. No duels in
the underworld).
- (Back from the Dead - Rule 139)
A dead player may, by expending 2C points and all P points they
own make a pact with the Demon King in order to escape the underworld.
This action immediately makes the player irretrievably Evil, and an agent
of the Demon King in his plots against the Empire. A player who is
resurrected in this manner reappears in the Royal Palace in Hoorbat,
where the Demon King will instruct them in their duties. Sea transport
back to the Southern Seaports will be provided by His Loathsome Majesty.
- (Rescue from the Underworld - Rule 142)
A player may travel to the Underworld; as the underworld is
beyond the boundaries of the Empire he must spend 1 D point to get there
and 1 D point when he returns. Players in the Underworld can not in any
way be affected by players not in the Underworld. Any living player who
travels to the Underworld will be Ambushed by the Reeper, a very powerful
'eeper that has a combat strength of 5 and can remove all A points from a
player's score if it wins. Living players can lead Dead players Out of
the Underworld; the Dead player must possess a D point in order to leave
though, as the Underworld is beyond the boundaries of the Empire.
- (Making Out Your Will - Rule 143)
A dead player (henceforth called the late lamented) may make
their Will known. The late lamented's Will shall consist of the totality
of their points, and the players to whom they are bequeathed. Failure to
make a Will known within a day and a night (40 proposals) shall result in
the late lamented's points devolving to the Crown (TIE). However, should
the late lamented escape the Underworld within that period, their points
are retained.
- (Probate - Rule 147)
The Will only becomes active 40 Proposals after a player's death. The
beneficiaries of the will must arrive at the Imperial Palace within 20
Proposals of the will becoming active, or have their points revert to TIE.
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Last modified Fri 17th March