These initial rules serve as the entirety of the framework for the game to take place, and are fixed in place to prevent stalemates or unclear game-states. They also determine how some **necessary** interactions work. Unalterable rules are rules with the following special properties: - They cannot be modified by other rules - They always trump over all other rules in [[Rules Conflicts]] - They are in always in effect, and are added before the game starts The unalterable ruleset of the [[Default Game Setup]] consists of the following rules: ##### "Whoever wins the game, wins the game." I *think* this type of game needs a fixed goalpost to work. Flipping win/lose conditions, endlessly listing additional conditions containing "Players cannot win, unless..." or selectively eliminating such rules after being established is too good of a strategy otherwise and almost eliminates the need for roundabout ways involving objects (which is the fun part). ##### "If you do not get another turn or cannot win the game, this causes you to lose the game." Establishes clarity by downright eliminating players that allowed themselves to be maneuvered into a situation where they realistically cannot win, but would also have no grounds to object to rules depriving them of all future turns. ##### "Whoever loses the game does not get another turn, cannot object and cannot win the game." Clarifies the state of having lost the game. ##### "All information relevant to the game must be publicly visible on the playing field." Another prerequisite that is fundamentally required to make the game work. Making decisions on incomplete information skyrockets the complexity and makes this a game about deception, which would be the dominant strategy to emerge. Note that this also applies to names (nametags), number of worn clothes or other information that you might think could be sufficiently located elsewhere. ##### "At the start of their turn, every player suggests a new rule." Basic game setup. Snowballs out of control, prolongs turns and breaks sequencing if not unalterable. ##### "Suggested rules can be objected to by any player at the table." Basic game setup. Rules can affect all players at the table equally. ##### "The first person to raise the objection gets to resolve the objection." Basic game setup. Asking players in order gives players an unequal amount of time to consider the new rule. ##### "To successfully object against a rule means demonstrating how the rule would cause the turn player to win the game during their turn, force someone to perform an impossible action, or how it would lose the objecting player the game." This can be resolved manually or automatically. The skill requirement for manual demonstrations is higher, since it adds another layer of complexity. Otherwise, this has no impact on the game besides providing the objection with legitimacy. ##### "Players are free to communicate while the demonstration is in progress." Since only one objection is allowed, and *manual* demonstrations can fail to find the win/lose condition, coaching the objecting player through the process is in the interest of all other players who would not win the game as a consequence of this failure. Automatic resolutions can ignore ##### "Rules that are objected to are not added to the rules." Basic game setup. What would otherwise be the point of objecting? ##### "The player who suggested a rule that was successfully objected to loses the game and passes the turn to the player who made the successful objection." Basic game setup and incentive for players to individually object in cases where everyone would be affected by the rule. ##### "If the objection is not successful, the player who made the objection loses the game." "Any other game actions are taken after the rule suggestion and any potential objections have concluded." "Players have 60 seconds plus one second per additional rule to decide on their rule or if there are any objections." **"By default, actions without specific timing or with identical timing are resolved in order from top to bottom."** Explains how the rules are usually checked and resolved unless other rules specify a different order. The game does not require this order to work properly. - At the start of the game, the player who receives the first turn is randomly determined.