001. 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.

002. 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.

003. A rule-change is the enactment, repeal or amendment of a rule.

004. All proposed rule-changes shall be written down and provided to
     every player before they are voted on. If they are adopted, they
     shall guide play in the form in which they were voted on.

005. All rule-changes proposed in the proper way shall be voted on.
     They will be adopted if and only if the number of FOR votes is
     higher than the number of AGAINST votes, and either all players
     have cast a vote or a week has passed since voting began.

006. Every player is an eligible voter and always has exactly one
     vote.

007. Each proposed rule-change shall be given a number for reference
     and each rule-change proposed in the proper way shall receive the
     next successive integer, whether or not the proposal is adopted.

008. 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.

009. An adopted rule-change takes full effect at the moment of the
     completion of the vote that adopted it.

010. If there is a disagreement between two parties over a
     game-related issue, they shall agree on a third party to seek
     arbitration from and abide by the decision of that party if and
     when it is rendered.

011. All players begin the game with 0 thimbles.  If the absolute
     value of the number of thimbles a player has is ever greater than
     100, that player wins.

012. When a player wins, e shall gain the title of Numero Uno; the
     game then ends.

013. When a player gains (loses) one or more thimbles, eir number of
     thimbles is increased (decreased) by that amount, and e must name
     a different player.  Then the named player's number of thimbles
     is decreased (increased) by the same amount.

014. If a player's proposal is adopted, that player gains a number of
     thimbles equal to the difference between the number of FOR votes
     and the number of AGAINST votes cast.

015. When a player joins the game, eir turn is added to the turn order
     just before that of the current player.

016. Each week, the turn passes to the next player in the designated
     turn order.  During that week, that player shall propose a
     rule-change.

017. From the royal treasury, any player who parts an ogre from its
     head shall gain 5 thimbles. Any player who reveals the location
     of a previously unknown ogre lair shall gain 10 thimbles.

018. After the voting ends on a proposal, the proposer shall randomly
     determine one player from those that voted SEVER.  That player
     shall be considered to have parted an ogre from its head.

019. The following sentence shall be construed not to have any effect.
     Whenever another rule would cause a squib to gain/lose some
     number of thimbles, e shall instead gain twice/lose half that
     number of thimbles.  Unless previously defined in this rule, a
     squib is a player who voted AGAINST the most recent proposed
     change to this rule.  This rule is an ogre, and the first
     sentence is its head.  This rule should only be amended by
     prefixing a single sentence or by modifying or deleting the first
     sentence; if a rule change is proposed that would amend this rule
     in some other manner, the proposer shall lose 20 thimbles, and if
     such a proposed amendment is rejected, all squibs shall gain 5
     thimbles.

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