ChessInc

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You find yourself in a large white marble lobby.

You and the other Nomic players are seated at a panel seating arrangement

In the middle of the lobby are four chess boards , surrounded by velvet rope. The first chess board has rosewood and boxwood pieces. The second has silver and gold pieces. The third has copper and cast-iron pieces. the fourth has ivory and black plastic pieces

Beyond that, is the trading floor full of monks buying and selling. On the far wall is a ticker monitor, showing the prices of various Stock.

You see the names some companies that you recognized. For example, IBM is valued at ¤100

What is ¤? Also known as Scarab (fictional currency unit).

There are twelve corporations, however, that you do not recognize. You also notice that these do not have a price listed. Here is what you see:

Name Price Per share (¤) Number Of Shares CB1 ? 5 CB2 ? 15 CB3 ? 20 CB4 ? 20 RW ? 7 BW ? 7 Ag ? 15 Au ? 15 Cu ? 23 Fe ? 23 IV ? 75 BP ? 75


The Emperess walks in and sits down, facing the panel. Her Majesty begins to speak. Here is what Her Highness says: Our greatest state scientists have discovered four supernatural chess sets.

They have the fantastic power of being able to produce gold out of thin air, which of course goes for 1 ¤ per ounce.

All have welcomed this discovery. Some have said we may never need to levy taxes on the people again! 

I have chosen a different path, which is for us to find a way to fairly distribute these shares amongst the eleven of us. It is in the public interest, because then we will go out and spend those ¤, which will help the economy, for reasons that make sense. By distributing it amongst ourselves, we serve all humanity.

Thus, these four boards and these 8 sides have each been registered as LLC’s. It is up to you, the council, to figure out how to distribute the initial allocation. How many shares of CB3,CB4,Cu,Fe,IV,BP should there be? In terms of winning Nomic, the winner has the most scarabs, at such time as all four games have finished.

Also, in case you decide to allocate according to an auction process of some sort, you each get ¤ 1000 to start the game. No other sources of scarabs “out of thin air” exist besides this initial sum and the payouts described in the pamphlet i will now hand you.

The Empress then walked around the council table and handed out a pamphlet to each Councilmember. It says: Some fascinating discoveries about the chess sets:

1. The game of chess that can be played is absolutely standard rules of chess 2. Each chess set has one standard game of chess to play. Once the game is over, the board and pieces will dissolve into thin air. 3. Until both sides, and the board itself, is owned, the pieces cannot be moved. Just like the immovable sword in the stone. 4. Initial ownership of shares by council members is up to the council


Value of pieces : Symbol Piece pawn knight bishop rook queen Value 1 3 3 5 9

The payout structure upon end of game in terms of ¤, is as follows:

For the winning side, for each share, is as follows:

The value of the pieces you captured minus Cumulative dividends over share lifetime minus the value of the pieces the opponent side captured plus the value of checkmate (if you won by checkmate) Amount of wealth created by a side when they checkmate their opponent: ¤ 65 plus the value of them resigning (if they resigned) Amount of wealth created by a side when their opponent resigns: ¤ 10


for each stalemating side, for each share, is as follows: the mere count of their pieces captured (treat all their pieces as worth a pawn)


for the losing side, for each share, is as follows:

The value of the pieces you captured minus the value of the pieces the winning side captured with the penalty for resigning, if resigned ¤ 40 with the penalty for getting checkmated, if checkmated ¤ 10

The board owner gets the following payout per share, upon end of game: The value of the pieces on winning side (king is worth 10) plus The value of the pieces on losing side , excluding the king Everyone was deeply studying this pamphlet, when they all heard the the eccentric old queen yell “ON YOUR MARKS GET SET GO!” She then shot her firearm into the ceiling, as if an actual foot-race was beginning. A small chunk of marble then fell from the ceiling and hit her majesty on the crown. Oh I almost forgot Said the queen, going around handing each councilperson a pamphlet. We all looked at each other, like Is her majesty forgetting she already gave us each a copy? But it was a different pamphlet. It said: Each of these LLC’s are governed using a modified version of the the vanilla rules of Nomic, unless the council decides they don’t like the idea of nomic within a nomic. The modifications will be created by the empress in consultation with the council, if this be enacted. Otherwise, the council must decide on a way to govern these corporations.

\Nomic

Initial Set of Rules

Immutable Rules 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).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, 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.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; 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; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-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.

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

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

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.

108. Each proposed rule-change shall be given a 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 reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the 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 number of the proposal to amend or repeal the amendment.

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. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable 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, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112.

113. A player always has the option to forfeit the Blognomic 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.

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

115. 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.

116. 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.

Mutable Rules 201. Players shall alternate in a predefined order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. Order shall be determined by the state, unless there is unanimous agreement among the initial shareholders about a good way to determine an order.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on.

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive ¤10 each.

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

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

207. Each player always has exactly one vote per share owned

208: Hello

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

210. Hello

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

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge. New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is a Corporate Raider This rule takes precedence over every other rule determining who is a Corporate Raider

214 A Corporate Raider is someone who is able to get the company to buy back everyone else’s shares for slightly below market price






Happy hunting!

Advice: - Individual corporations may want to hire a player to make moves for their side throughout every day. It is legal to follow the advice of Stockfish, or any chess engine recommendation system, to make the best move - The council should consider making rules concerning expropriation, printing new points, etc, while everyone is still on an equal footing, before anyone has a much better position then everyone else - Figure out what limited liability means for shareholder

Ideas - How should each corporation be governed? I may add the following rule:

   -  Each of these LLC’s are governed using a modified version of the the vanilla rules of Nomic, unless the council decides they don’t like the idea of nomic within a nomic. The modifications will be created by the emperor in consultation with the council, if this be enacted. Otherwise, the council must decide on a way to govern these corporations.

1. What if Ag and Au, or two others, are the only corporations that are allowed to pay instant dividends to shareholders when capture an opponent ? 2. What if Ag and Au, or two others, are not limited liability, but instead full liability? 3. The game on CB1 can start no earlier than three days from now, on CB2 no earlier than six days from now and only once someone has won CB1, on CB3 no earlier then checkmate on CB2, and on CB4 no earlier than checkmate on CB3 4. Each side can only move at most four times per day, once the game starts. 5. Once each game starts, each turn must move within 72 hours of the opponent’s move, unless the board owner declares a different time limit. 6. Quorum votes themselves more shares then the minority, because they can


Glossary: