Preamble: The Preamble has no authority in the game of Rigornomic and is not a rule. It exists to help persons begin reading the rules. The initial set of rules is based loosely on English grammar. It defines a reality based on how english speakers describe reality. It recognizes entities (nouns), actions (verbs), attributes (adjectives), and a chronological system (tenses). It uses this system to define rules, their authority, and how to implement and change them. Note that this is written in legalese so it's kinda hard to read. I made assumptions about how semantic meaning and English worked as I went. These asumptions are applied differently in different points in the rules to show when different language structures mean equivelant things. WHAT'S LEFT OUT TO BE CONSIDERED DURING GAME PLAY: points, turns, an organizing player who is forced to maintain records, winning conditions, and ending conditions. That said.... Rule 101, Introduction Rigornomic is an unwinable instance of a game of nomic, a game whose primary characteristic is the modification of its own rules. To control an entity of the class citizen in Rigornomic by fiat (which is the only way a person can affect the game), a person must recognize that the rules create authority. Rule 102, Defintion of Entities An entity is anything in Rigornomic, except actions. No entity may be affected by another entity except via an action, except for entities of the class citizen. Entities which are members of the class citizen (referred to hereafter and above with the simple term citizens) may be additionally affected by only the person who is associated with the citizen via fiat. Entities may only be described, created, destroyed, otherwise affected, or produce actions that in any way affect other entities, by the authority of the rules. An entity is entirely defined by its attributes. Each entity must have an 'identity' attribute (hereafter and above refered to as its name) unique from every other entity concurrently in existence. An entity may also have other attributes, which are either "pre-defined", or "semantic". Pre-defined attributes are assigned from a list indicated in the rules regarding that entity's class and always may be empty (this is equivalent to the numeric value 0). Semantic attributes are those qualities of the entity which derive meaning entirely from the semantic interpretation of the players. Rule 103, Definition of Actions Actions are not entities. They are the only set of things that are in Rigornomic that are not entities. If one entity affects another (as may happen only as authorized by the rules) the first entity produces an action which causes the other to be affected. No action may successfully be completed unless it is a member of a class defined by the rules. A citizen can only produce actions if it's 'participation' attribute is "It's Alive!". Actions attempted by entities are only successful if it is determinable what produced the actions, what the action's class was, what it targeted, and how it affected the target(s). If the actions by which a rule is excersised is not specified within the rule, that action is, by default, a ruling actions Rule 104, Definition of Persons Persons have no existance in Rigornomic. Persons are humans in the extranomic world. Players are persons who are playing Rigornomic. Persons are able to generate fiat, which is the only process by which anything in the extranomic world can affect anything in Rigornomic. Persons who control citizens are players and can only control citizens in ways described by the rules. No more than one citizen can be controlled by a person. No more than one player may control a citizen. When some player communicates with the other players, statements to the general effect that "I do ..." are taken to mean that the player fiats the citizen they control such that the citizen performs the action if it is capable, where context indicates the statement should be taken as such. Fiat can only come from a player, towards the citizen that player controls. Rule 105, Definition of the Rules A class of entities exists defined as rules. Members of the class of entities defined as rules (referred to hereafter and above with the simple term rules) are only those entities which were described as such when the Rigornomic game began, or which were created as rules under the authority of previously existing rules. Rules must have names in the form of "Rule X, Y" where for the purposes of this rule, X is a unique integer greater than 0, and Y is a unique string of letters, digits, and punctuation not to exceed 100 characters in length. Rules may by refered to by the unique integer, X, or the unique name, Y. Rules have a semantic text attribute (referred to hereafter and above with the simple term text) which must be composed of more than one character of letters, digits, and punctuation. The semantic meaning, if any, drawn from rule text is the source of all authority in Rigornomic. Rules may be targeted by ruling actions and proposing actions. Rule 106, Chronology Time in rigornomic is recorded and tracked in the same manner as in the extra-nomic location, San Francisco, CA. A complete day is the period of time between two consecutive instances of the time 00:00. Every action occurs at one distinct point in time. If two or more logically contidictory actions seem to have occured simultaneously, with no observable way to determine which came first, both actions fail to occur. The occurence of an action is considered to affect whatever entities are indicated by the action. Actions which would happen subsequent to this, only occur if the state produced by the set of all entities logically permits it. No action may ever under any circumstance have retroactive or simultaneous effects. Rule 107, Precedence If a contradiction is determined to exist in the rules such that two or more phenomena are described which are legally mutually exclusive, then, in that particular instance, the following procedure shall be undertaken: The rule which is refered to by a unique (among all rules) integer that is of the lowest value of the rules in question shall take precedence. If any other procedure is indicated by the rules for determining which rule takes precedence, then that procedure is used. If two statements in a rule's description are determined to be mutually contradictory, then the statement which appears later in the text, as it would be normally read, is given precedence. No rule may ever take precedence over Rule 106, Chronology or Rule 107, Precedence including rules which claim to do so because precedence itself springs from these rules. Rule 108, Immutability, Mutability and Proposals Rules have a pre-defined mutability attribute. This attribute is always either in the form "Immutable" or "Mutable". If rules which have different mutability attributes are in conflict, the rule(s) with the mutability attribute of "Mutable" defers precedence to the other(s) with the mutability attribute of "Immutable". In the point of time immeadiately subsequent to the instant that Rigornomic starts, the rules numberd 101-110 are assigned a mutability attribute of "Immutable" and those with the the number 301-310 are assigned a mutability attribute of "Mutable". There exists a class of entities called proposals, which can be created by via a proceeding action. Proposals have names in the form "Prop A, B" where for the purposes of this rule, A is a unique (amoung all proposals) integer greater than zero, and B is a unique (among all proposals) string of letters, digits, and punctuation not to exceed 100 characters in length. Proposals have a semantic text attribute which can include either: (1) Only statements which specify actions which would modify the names or descriptions of rules whose mutability attribute is set to "Mutable" and/or which specifies an action that creates rules and associated names, and descriptions, or (2) Only a statement which specifies an action which would modify a rule's mutabiliy attribute. A proposal has a creator attribute which automatically contains the name of the citizen who created it. A proposal has a status attribute which may be changed (once the proposal exists) via a procedural action by the citizen indicated in the creator attribute to "Active", "Finalized", or "Retracted". Valid status attributes are "Active", "Finalized", "Retracted", "Accepted", or "Rejected". When a propsal is created by a citizen via an action, it automatically is assigned a status attribute of "Active". No proposal may ever be destroyed. If a proposal has a status attribute of "Active" then it may not be affected by voting actions, but the citizen indicated in the creator attribute can produce procedural actions to change its text attribute. If a proposal has a status attribute of "Retracted", "Accepted", or "Rejected" then it cannot be affected by any actions but ruling actions. If a proposal has a status attribute of "Finalized" then it may not be changed in any way, except by the ruling actions or voting actions. Immeadiately after a proposal's status attribute is changed to "Accepted" the Proposal may not be the target of any action except ruling actions. At this time the statement(s) in the proposal's body attribute affect the rules via a proposing action. Rule 109, Citizens Defined Voting actions can be produced only by citizens. These actions may target any entity that the rules indicate can be voted on. Voting actions assume one of the following forms: "Yes", "No", "Maybe", or "So". Procedural actions and parenting actions can be produced only by citizens. Each citizen has a name which must be a unique string of letter, numbers, and/or punctuation of greater than 0 characters, and less than 41, and may be assigned in the form of any form defined in the rules or in the form "Not Yet Determined". A citizen has a participation attribute which is one of the following: "unanimated", "It's Alive!", "dormant", or "dead". A citizen can create an entity, via an parenting action, which is a citizen that has the participation attribute of "unanimated", is not controlled by player, and is named "X's Monster" where (for the purposes of this rule) X is the name of the citizen who produced the parenting action. If a person desires to play in Rigornomic, they may sieze control of a citizen with the attribute "unanimated" by: 1)indicating that they are agreeing to recognize that the rules create authority, and 2) fiating the participation attribute of the citizen to "It's Alive!", and 3) fiating, if necessary, the name of the citizen to a name which does not include the word "monster". A player can change its citizen's participation attribute via fiat so long as the citizen's participation attribute is not changed from dead. Rule 110, Cycles and Winning Them There exists a class of entities defined as cycles. Cycles have names in the form "Cycle #C" where (for the purposes of this rule) C is a unique (among all cycles) integer greater than zero. Cycles have a pre-defined winner attribute which may have valid forms of "Not yet determined" or the name of a previous or current player. Cycles may only be affected by winning actions produced by this rule. If there is currently no cycle with a winner attribute "Not yet determined" then this rule produces a winning action to create cycle with a valid name using the lowest possible value for C with a winner attribute "Not Yet Determined". If any rule indicates that a player has won, this rule will change the cycle with the winner attribute "Not yet determined" and the lowest value of C to the name of the player so indicated via a winning action. Rule 301, Voting Procedures Proposals have a So attribute, a Maybe attribute, a Yes attribute, and a No attribute (all pre-defined) with permissable values being integers greater than -1. Proposals which may be affected by voting actions are so affected by incrementing by 1 the attribute which was indicated by the form of the voting action. No player may target a proposal with a voting action more than once. If a proposal has its status attribute change to "Finalized" then the following procedure shall occur. Every player who wishes to may cause (via fiat) the citizen they control to perform a voting action targeting the proposal whose status attribute was changed to "Finalized". If the proposal whose status attribute changed to "Finalized" did so seven complete days ago, and the No attribute holds the value 0, then the proposal's status attribute is changed to "Accepted" by this rule via an action. If the proposal whose status attribute changed to "Finalized" did so seven complete days ago, and the No attribute holds any value greater than zero, then the proposal's attribute is changed to "Rejected" by this rule via an action. Rule 302, Call For Judgements Defined References to "the procedural action" in this rule refer to the procedural action which created the CFJ in question. A class of entities is defined as a Call For Judgement (or alternately a CFJ) which may be produced via a procedural action and may not be destroyed. A CFJ may only be validly named "CFJ #K" where (for the purposes of this rule) K is an integer greater than 0. A CFJ has a semantic claim attribute which can only: 1) contains statement(s) of fact which may be determined to be true or false, and 2) contains no statements which refer to the CFJ itself. A CFJ has a semantic reasoning attribute which may contain any set of characters. Both of these attributes must be set by the procedural action. A CFJ also has a judge's reasoning attribute, and an appelate judge's reasoning attribute, both semantic, and both validly filled by any number of characters. A CFJ has the following pre-defined attributes: 1) a judge attribute which must take the form of a citizen name, and 2) an appelate judge attribute which must take the form of a citizen name, and 3) a creator attribute which takes the form of the name of the citizen who created the CFJ, and 4) a defendant attribute which must take the form of up to three citizen names or nothing and must be set by the procedural action, and 5) a appealer attribute which takes the form of the name of the citizen who changes the status attribute to "Appealed" should this happen, and 6) a decision attribute which must take one of the valid forms: "True", "False", "Undecided", or "Invalid", and 7) a status attribute which must take on of the valid forms: "Created", "Pending", "Judged", "Appealed", "Considering", or "Finalized" and must be set too "Created" by the procedural action, and 8) a disagreement attribute which may contain any number of citizen's names, and 9) an overruled attribute which can take any of these valid forms: "Yes", or "No" and must be set by the procedural action to "No". Rule 303, Call For Judgement Procedures When a CFJ is created, a random determination for the jis made, by the Poobah of Randomness, among citizens with the participation attribute "It's Alive!", not including any whose name's appear in any of the CFJ's pre-defined attributes. If a name is determined then it is set via an officiating action produced by the Poobah of Randomness to be the value of the judge attribute of the CFJ. If CFJ's status attribute is not set via a procedural action by the citizen indicated in the judge attribute to "Pending" (who is the only citizen authorized by the rules to do so when a CFJs status attribute is set to "Created") after three complete days have passed, then this rule sets that citizen's participation attribute is set to "dormant" via an action and the random determination is made again. If no citizen's name could be determined, the CFJ's decision attribute is set to "Invalid" and its status attribute to "Judged" via an action by this rule. While a CFJ has a status attribute set to "Pending" the citizen indicated in the judge attribute may modify the judge's reasoning attribute (which has no direct game effects) with a procedural action. It is considered good form for this citizen to fill this attribute with text indicating the reasoning behind eir ruling. A CFJ with a status attribute set to "Pending" shall have its decision attribute set by a procedural action from only the citizen indicated in the judge attribute, to "True" and its status attribute set to "Judged" by the same action if:1) All the statements in the CFJ's claim attribute are true or indeterminately true with respect to the rules, and2) All the statements in the CFJ's claim attribute are true or indeterminately true with respect to the state of all entities, and 3) All the statements in the CFJ's claim attribute are consistent with each other, or4) All the statements in the CFJ's claim attribute are consistent with each other indeterminately true with respect to the rules and to the state of all entities, and they are in accordance with logic, the spirit of Rigornomic, and game custom. If a CFJ fails the above criteria and it seems that the CFJ may not have been properly formed it shall have its decision attribute set by a procedural action from only the citizen indicated in the judge attribute, to "Invalid" and its status attribute set to "Judged" by the same action. If is seems that a CFJ's decision attribute cannot be validly set to either "True" or "Invalid", then the citizen indicated in the judge attribute shall set via a procedural action, the decision attribute to "False" and its status attribute set to "Judged" by the same action. If the player who controls the citizen indicated in the judge attribute feels incapable of faithfully and correctly following this CFJ procedure then the citizen indicated in the judge attribute shall set the decision attribute to "Undecided" via a procedural action. If a CFJ has a decision attribute of "Undecided" and a status attribute of "Pending" then:1) the CFJ's status attribute is set to "Created", and2) a new random determination shall be made among citizens with the participation attribute "It's Alive!", not including any whose name's appear in any of the CFJ's pre-defined attributes, and this citizen's name replaces the current citizen's name as the value of the CFJ's judge attribute (via officiating action on the part of the Poobah of Randomness).3) if no citizen's name could be determined, the CFJ's decision attribute is set to "Invalid" and its status attribute to "Judged" via an action by this rule.4) if the CFJ's status attribute is not set via a procedural action by the citizen indicated in the judge attribute to "Pending" (who is the only citizen authorized by the rules to do so when a CFJs status attribute is set to "Created") after three complete days have passed, then this rule sets that citizen's participation attribute is set to "dormant" via an action and the random determination is made again. Rule 304, Appealing CFJs When a CFJ's status attribute is "Appealed" then a random determination is made among citizens with the participation attribute "It's Alive!", not including any whose name's appear in any of the CFJ's pre-defined attributes. If a name is determined then it is set via an officiating action produced by the Poobah of Randomness to be the value of the appelate judge attribute of the CFJ. If CFJ's status attribute is not set via a procedural action by the citizen indicated in the appelate judge attribute to "Considering" after three complete days have passed since the appelate judge attribute was last set, then this rule sets that citizen's participation attribute is set to "dormant" via an action and the random determination is made again. If no citizen's name could be determined, the CFJ's decision attribute is set to "Invalid" and its status attribute to "Finalized" via an action by this rule. While a CFJ has a status attribute set to "Considering" the citizen indicated in the appelate judge attribute may modify the CFJ's appelate judge's reasoning attribute (which has no direct game effects) with a procedural action. It is considered good form for this citizen to fill this attribute with text indicating the reasoning behind eir ruling. A CFJ with a status attribute set to "Considering" shall have its decision attribute set by a procedural action from only the citizen indicated in the appelate judge attribute, to "True" and its status attribute set to "Finalized" by the same action if:1) All the statements in the CFJ's claim attribute are true or indeterminately true with respect to the rules, and2) All the statements in the CFJ's claim attribute are true or indeterminately true with respect to the state of all entities except other CFJs, and 3) All the statements in the CFJ's claim attribute are consistent with each other, or4) All the statements in the CFJ's claim attribute are consistent with each other indeterminately true with respect to the rules and to the state of all entities except other CFJs, and they are in accordance with logic, the spirit of Rigornomic, and game custom. If a CFJ fails the above criteria and it seems that the CFJ may not have been properly formed it shall have its decision attribute set by a procedural action from only the citizen indicated in the appelate judge attribute, to "Invalid" and its status attribute set to "Finalized" by the same action. If is seems that a CFJ's decision attribute cannot be validly set to either "True" or "Invalid", then the citizen indicated in the appelate judge attribute shall set via a procedural action, the decision attribute to "False" and its status attribute set to "Finalized" by the same action. If the player who controls the citizen indicated in the appelate judge attribute feels incapable of faithfully and correctly following this CFJ appeals procedure then the citizen indicated in the appelate judge attribute shall set the decision attribute to "Undecided" via a procedural action. If a CFJ has a decision attribute of "Undecided" and a status attribute of "Considering" then:1) the CFJ's status attribute is set to "Appealed", and2) a new random determination shall be made among citizens with the participation attribute "It's Alive!", not including any whose name's appear in any of the CFJ's pre-defined attributes, and this citizen's name is replaced by the current citizen's name as the value of the CFJ's appelate judge attribute (via an officiating action produced by the Poobah of Randomness).3) if no citizen's name could be determined, the CFJ's decision attribute is set to "Invalid" and its status attribute to "Judged" via an action by this rule.4) if the CFJ's status attribute is not set via a procedural action by the citizen indicated in the appelate judge attribute to "Considering" after three complete days have passed since the appelate judge attribute was last set, then this rule sets that citizen's participation attribute is set to "dormant" via an action and the random determination is made again. Rule 305, Overruling CFJs A CFJ may also be targeted by a voting action. If the voting action is in the form "No" then the name of the citizen who produced the voting action is added to the CFJ's disagreement attribute. If a player wishes to recant their citizen's "No" vote and it is not too late due to the CFJ's overruled attribute already being "Yes", then the citizen may produce a voting action in the form "Yes" which targets the CFJ and accomplishes this. If a CFJ's disagreement attribute contains all the citizen names of all the citizens with a participation attribute of "It's Alive!" (excluding those named in the judge and appelate judge attributes of the CFJ) then the CFJ's overruled attribute is set to "Yes" and its status attribute is set to "Finalized" via an action produced by this rule. If a CFJ's overruled attribute is set to "Yes" then it may only be targeted by ruling actions. Rule 306, The Disposition of CFJs If a CFJ's status attribute is "Judged" then it may be targeted by procedural actions which change this attribute to "Appealed", and it cannot be the target of any other actions except ruling actions and voting actions. If a CFJ's status attribute not been changed for one week and its status attribute is not "Finalized" or "Created", then it is change to "Finalized" by this rule via an action. A CFJ with a status attribute of "Finalized" cannot be the target of any actions except ruling actions and voting actions. If a CFJ's decision attribute takes the form "Invalid" or "False" then the semantic meaning in any of its semantic attributes shall be ignored If a CFJ's decision attribute takes the form "True", its status attribute is not "Appealed" or "Considering", and its overruled attribute is not set to "Yes" then the statements in the claim attribute shall either:1) be considered a source of authority similar to that produced by the rules except it defers in all ways to any rule, or2) be considered an indication that a previous occurence which seemed to be an action was actually not and so did not really happen and did not have the effects it seemed to. Rule 307, Offices Defined A class of entities exists defined as offices which can only be targeted by ruling actions, officiating actions in the proper form, and procedural actions of the proper form except as indicated in other rules. Citizens whose name is indicated in an office's officeholder attribute may produce officiating actions which take forms indicated in the office's priviledges attribute. Valid names for offices take the form "Poobah of THING" where (for the purposes of this rule) THING is a string of letter, digits, and punctions not to exceed 40 characters in length. Offices have the following pre-defined attributes:1) A status attribute with the valid forms "Temporary", "Filled", or "Impeached".2) A seat attribute which may hold any integer greater than 0.3) An officer holder attribute which may take the form of the number of citizen name(s) which is indicated in the office's seat attribute.4) A petitioners attribute which may hold any number of citizen names.5) A votecounter attribute which may hold any number of player names, even duplicates of player names.6) An unpopularity attribute which may hold any integer value greater than 0.7) A line-of-succession attribute which may hold any number of citizen names. Offices are described by the following semantic attributes:1) A priviledges attribute which may only take the form of statements which indicate the forms of officiating actions permitted citizens whose name is contained in the officeholder attribute, or statements indicating the sorts of cases where good form would indicate an action be taken.2) A duties attribute which takes the form of statements which indicate conditions where where officiating actions must be produced by some citizen whose name is in the office holder attribute.3) An instructions attribute which takes the form of statements which explain what the controllers of citizens indicated in the office holder attribute must do in the extra-nomic world. No office may be produced which requires actions to be performed as indicated in the duties attribute which is not permitted in the priviledges attribute. In addition to the valid officiating action forms indicated in an office's priviledges attribute, citizens whose name appear in an office's officeholder attribute may:1) add, delete, or change the order of, any citizen names in that are in office's line-of-succession attribute, via an officiating action, and/or2) set the office's status attribute to "Temporary" as an officiating action. Rule 308, Filling offices If a citizen was required by an office to have performed some officiating action and failed to do so, then this rule (via action) removes eir name from the office holder attributes of all offices where it occurs, changes that citizens participation attribute to "dormant", and (if no other names will be in any office's office holder attributes due to this action) changes this office's status attributes to "Temporary". If any office has a status attribute of "Temporary" then the following occurs:1) No citizen may (via a procedural action) change the office's status to "Impeached" until seven complete days have passed.2) The office holder attribute is filled with the citizen name which is highest on the line-of-succession attribute which is associated with a citizen whose participation attribute holds the value "It's Alive".3) By producing a procedural action which targets the office, citizens may add eir names to the petition attribute until four complete days have passed since the office's status attribute was set to "Temporary".4) In the three complete days which fall between the end of the fourth and seventh complete days, citizens may produce one procedural action which targets the office in question for each integer value greater than zero that office's seat attribute contains, which causes a the name of some citizen to be added to the office's votecounter attribute. If more than one procedural action is permitted by this rule, then each action must add a different player name to the 5) At the end of the seventh day, the citizen's whose names appear most often in the office's votecounter attribute will, in descending order have their name added to the office holder attribute by this rule. If the rule is incapable of unambiguously doing this due to ties, the ties are broken by random determination and the Poobah of Randomness does it via an officiating action.6) The office's status attribute is changed to "Filled". A citizen may, via a procedural action cause an office's status attribute to be changed to "Impeached". When this occurs the following procedure is followed:1) Each citizen may produce a single voting action targeting the office which will increment the unpopularity attribute by 1 if the action is in the form "No" unless seven complete days have passed since the office's status attribute was changed to "Impeached" in which case this voting action is no longer permitted to target the office.2) If, during this time, a citizen's participation attribute is set to "dormant", the unpopularity attribute of the office will be decremented by 1.3) After seven complete days have passed since the office's status attribute was changed to "Impeached", if the value of the unpopularity attribute is is equal to or greater than the number of citizens with the participation attribute "It's Alive!" then this rule (via action) sets the status attribute of the office to "Temporary" and the unpopularity attribute back to 0.4) If the above is not done then this rule (via action) sets the status attribute of the office to "Filled" and the unpopularity attribute back to 0. Rule 309, The Poobah of Randomness This rule creates (via action), in the instant after Rigornomic begins, an office with the name "Poobah of Randomness" with the following attributes set thusly: 1) A status attribute with value "Temporary".2) A seat attribute with value 1.3) An officer holder attribute which holds the citizen name "Frankenstein".4) A petitioners attribute which is empty.5) An unpopularity attribute which is empty.6) A line of succession attribute which holds the citizen name "Frankenstein".7) A priviledges attribute which contains the text: "The holder(s) of this office may make an officiating action which takes the form necessary to accomplish instructions in the rules regarding random determination and its results."8) A duties attribute which contains the text: "The holder(s) of this office must always perform actions described in the rules in conjunction with random determinations."9) An instructions attribute which contains the text: "The Player(s) who control the citizen(s) who are the holders of this office, must make random determinations by a method which satisfies the most other players possible. Further, e must maintain a public document which other players can access which records previously made random determinations which were required and eir results." Rule 310, Poobah of Stasis Aversion This rule creates (via action), in the instant after Rigornomic begins, an office with the name "Poobah of Stasis Aversion" with the following attributes set thusly: 1) A status attribute with value "Temporary".2) A seat attribute with value 1.3) An officer holder attribute which holds the citizen name "Frankenstein".4) A petitioners attribute which is empty.5) An unpopularity attribute which is empty.6) A line of succession attribute which holds the citizen name "Frankenstein".7) A priviledges attribute which contains the text: "The holder(s) of this office may (if and only if a CFJ which contains only the string "The rules, they aren't a'changin'!" in its claim attribute has had its decision attribute set to "True" in the previous ten complete days) in two officiating actions delete the entire text attribute of mutable rules, and/or change rules' mutability attribute to mutable."8) A duties attribute which contains the text: "The holder(s) of this office is never forced to use eir priviledges as outlined in this office's priviledges attribute. However, when such actions as described in that attribute are able to be used, the citizen indicated in this office's office holder attribute must, via an officiating action, modify this office's line-of-succession attribute."9) An instructions attribute which contains the text: "Much discussion should on the part of the players should procede the exercise of this office's considerable power. Make sure that the rules that are eliminated are the ones creating the situation of stasis and that others are not deleted unless some great extenuating circumstances warrant it."