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.