Nomic game

Halceon - 20
Meta - 37
Lion - 17

Rule 101
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. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

Rule 102
Initially, rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (i.e., changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

Rule 103
A rule change is any of the following: (1) the enactment, repeal, or amendment of a mutable rules; (2) the enactment, repeal, or amendment of an amendment, or (3) the transmutation of an immutable rule into a mutable rule, or vice versa. (Note: This definition implies that, at least initially, all new rules are mutable. Immutable rules, as long as they are immutable, may not be amended or repealed. No rule is absolutely immune to change.)

Rule 104
All rules changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

Rule 105
Every player is an eligible voter. Every eligible voter must participate in every vote on rule changes.

Rule 106
Any proposed rule change must be written down before it is voted on. If adopted, it must guide play in the form in which it was voted on.

Rule 107
No rule change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule change may have retroactive application.

Rule 108
Each proposed rule change shall be given a rank-order number (ordinal number) for reference. The numbers shall begin with 301, and each rule change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and then re-enacted, it receives the ordinal number of the proposal to re-enact it. If a rule is amended or transmuted, it receives the ordinal number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the ordinal number of the proposal to amend or repeal the amendment.

Rule 109
Rule changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters.

Rule 110
Mutable rules that are inconsistent in any way with some immutable rule (except by proposing to transmute it) are wholly void and without effect. They do not implicitly transmute immutable rules into mutable rules and at the same time amend them. Rule changes that transmute immutable rules into mutable rules will be effective if and only if they explicitly state their transmuting effect.

Rule 111
If a rule change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, the other players may suggest amendments or argue against the proposal before the vote. A reasonable amount of time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and decides the time to end debate and vote. The only cure for a bad proposal is prevention: a negative vote.

Rule 112
The state of affairs that constitutes winning may not be changed from achieving n points to any other state of affairs. However, the magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

Rule 113
A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

Rule 114
There must always be at least one mutable rule. The adoption of rule changes must never become completely impermissible.

Rule 115
Rules 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.

Rule 116
Whatever is not explicitly 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.

Rule 201
Players shall alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

Rule 203
A rule change is adopted if and only if the vote is unanimous among the eligible voters.

Rule 204
If and when rule changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points apiece.

Rule 205
An adopted rule change takes full effect at the moment of the completion of the vote that adopted it.

Rule 206
When a proposed rule change is defeated, the player who proposed it loses 10 points.

Rule 208
The winner is the first player to achieve 100 (positive) points.

Rule 209
At no time may there be more than 25 mutable rules.

Rule 210
Players may not conspire or consult on the making of future rule changes unless they are teammates.

Rule 211
If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining procedence [sic].

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method must again govern.

Rule 213
If the rules are changed so that further play is impossible, or if the legality of a move is impossible to determine with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first payer who is unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

Rule 301
Whenever a contradiction between rules arises, it is resolved via a roll of 1dX, where X is the number of proposed solutions to the situations. Every player may propose one solution for this cause.

Rule 302
Each player has two votes, except for the one currently in lead pointvise, who has one. In case of a tie, all players have one.

Rule 303
Halceon should gain whatever points would normally be deducted and lose whatever points should normally be gained

Rule 306
Halceon writes down all the rules from here on out.

Rule 308
One turn consists of two parts, in this order (1) proposing one rule change and having it voted on, and (2) throwing 1d6 once and adding the number of points on its face to one's score. Halcon rolls 1d20 at the end of his turn rather than 1d6.

Rule 309
The winning party (whoever is in the lead when this rule is passed) must change his/her screen name to Halcon.

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