Cycle 11/Ruleset

$TIME: Time
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.

$PLAY: Players
Only players may perform actions and vote.

Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server.

$PHAZ: Phases
Each week is divided into two phases, containing the following days:


 * Monday, Tuesday, and Wednesday
 * Thursday, Friday, Saturday, and Sunday

Phases are identified by successive Roman Numerals: The first Phase of the cycle is Phase I, and each successive phase is assigned the next numeral after.

$RULE: Rules
A rule has a body of text, which continuously governs the state of the game and how it is to be interpreted. Each rule has a symbol, which is a short code beginning with an $, followed by one to four letters of the English Alphabet, which is used to reference that rule. Each rule has a title. When a player joins the game, they agree to abide by the text of the rules.

$ITEM: Items
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. Unless another rule states otherwise, players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead transferred to the Bureau of Business.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

$SHR: Rule Shares
For each rule, there is a class of fungible items representing shares of ownership of that rule. When a new rule is created by a standard proposal, the most recent owner of that proposal gains 6 shares of the rule, and the Bureau of Business gains 4 shares of the rule. When a standard proposal takes effect, for each rule that it alters, a share of that rule is created in the possession of the most recent owner.

The Market Cap of a rule is the total number of shares associated with that rule.

$SHCL: Shareholder Classes
If an entity owns at least 10% of the shares of a rule, they are considered a Minority Shareholder of that rule. If such an entity owns more than 50% of the shares of a rule, they are instead considered the Majority Shareholder for that rule.

When a player is a Majority Shareholder on at least two thirds of all rules, they win the game and the Cycle ends.

$SHAC: Shareholder Actions
The Majority Shareholder of a rule can issue a Shareholder Veto against that rule by stating as such in #shareholder-actions and transferring one of their shares of that rule to the Bureau of Business, raising the required vote percentage of any proposals affecting that rule in the current voting period to two thirds.

A Minority Shareholder of a rule can issue a Share Split against that rule in #shareholder-actions if all of the following are true:


 * 1) All Minority Shareholders of the rule have consented to such an action in the same channel during that phase
 * 2) A Share Split has not already been issued against that rule during that phase
 * 3) All Minority Shareholders have at least one $BBB share

When a Share Split is issued against a rule, each Minority Shareholder of that rule loses 1 $BBB, and each Shareholder of that rule gains 1 share of that rule.

A Shareholder of a rule can "Reinvest Dividends" for that rule by declaring their intent in #shareholder-actions if all of the following are true:

1. They have not Reinvested Dividends during that phase

2. They are not a Majority or Minority Shareholder of that rule

3. The BoB has at least 1 share of that rule

When a Shareholder Reinvests Dividends, that Shareholder transfers 1 share of that Rule from the BoB to themself.

$ALCH: Alchemy
A player can perform a share transmutation by saying they do in #shareholder-actions and specifying a rule for which they are a minority shareholder. Players may not transmute shares if they have already done so during that phase, or if they do not have the requisite items to destroy. When a player performs a share transmutation, four shares of $BBB are destroyed from their possession and one share of the specified rule is created in their possession.

$VAL: Share Valuation
Each Rule has a value and a resting value. Additionally, a share of a rule is said to have a value which is equal to the value of its rule divided by the Market Cap of that rule, rounded down. Both the initial value and resting value of each rule is 200, except for $BBB which has an initial value and resting value of 400. At any time, a player may trigger a Valuation on the market. When a Valuation is triggered, roll a d100 for each rule. The value of each rule is then updated given the following formula, where roll is the result of the roll, rest is the resting value of the rule, current is the current value of the rule, and delta is previous positive or negative change on the rule the last time a Valuation was triggered (0 if a Valuation hasn't been triggered for the rule before):

A Valuation on the market may only be triggered once each week.

$ACT: Actions
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken.

If a rule defining a game action does not specify a channel it can be performed in, it can be performed in #game-actions. If the channel specified by the rule does not exist, that game action may be performed in #game-actions as long as the message includes an unambiguous designation that it is intended to be a game action.

Players should make all possible efforts to track all game actions that they take in generally-agreed-upon applicable locations, in a timely manner (for example: before the phase ends)

Players are considered reputable if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

$TRAD: Trade
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

$PROP: Proposals
Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously. A player can create a proposal in #proposals by specifying the text and, optionally, the class. If a proposal has no class specified, the proposal class defaults to Standard.

A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.

At the end of its voting period, a proposal takes effect if it is popular (as defined for its type), and the message in which it was submitted has been neither deleted nor edited. A proposal that does not take effect at the end of its voting period is withdrawn automatically. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.

$URG: Urgent Class Proposal
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. Only reputable players may vote on urgent proposals.

Any reputable player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

$STND: Standard Class Proposals
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against. A player cannot create a standard proposal if they have already created four proposals in that week or if they already own two proposals.

Each standard proposal is an item. When a standard proposal is created, it is created in the possession of the proposal's author. A single standard proposal can create or repeal up to 1 rule, and amend up to 3 rules, if the proposal exceeds either of these limits it is automatically withdrawn. When a standard proposal is withdrawn or applied, it is destroyed.

$JDG: Judges
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so.

A request for justice shall take the form of a question or statement in #request-for-justice. The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement.

Upon formal request by a person other than themselves in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text.

Within 4 days of a judge ruling being made, a public vote of confidence on that ruling can be initiated in #request-for-justice ; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling.

Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more votes in favour than votes against. Ties are broken in favour of the player with the earliest text message during that week.

$BBB: Business Bureau Bylaws
There is an entity called the Bureau of Business which can own Items and Proposals. When a Proposal or Item would otherwise lack an owner, it is transferred to the Bureau of Business instead of being destroyed. The Bureau of Business begins the game owning 30 shares of $BBB and 20 Shares each of all other initial rules. Players can trade with the Bureau of Business at the following rates by stating they do so in bureau-of-business:

Once per rule per phase a player may perform the following by stating they do so in bureau-of-business:
 * Transfer any number of their own shares to the Bureau of Business in exchange for any shares owned by the Bureau of Business, so long as the total value of shares being transferred is greater than or equal to the total value of shares being received.

Once per phase a player can do each of the following by stating they do so in bureau-of-business:
 * Gain 1 share of $BBB
 * Transfer 3 of the Bureau of Business' $BBB shares to themself.

To perform one's phasely claim is to do the first two actions in the list immediately preceding this paragraph.

$PEEL: Repealing
When a rule is repealed it is destroyed and is no longer in effect. Any shareholder benefits provided by the repealed rule cease immediately. Each entity has its shares of that rule converted into half as many $BBB shares, rounded down.