====================================================================== CFJ 894 "It is not possible to cast the Power of Immunity." ====================================================================== Judge: elJefe Judgement: TRUE Eligible: Andre, Blob, elJefe, favor, Harlequin, KoJen, Michael, Murphy, Oerjan, Steve, Swann, Vanyel, Zefram Not eligible: Caller: Chuck Barred: - On hold: Morendil ====================================================================== History: Called by Chuck, Tue, 28 Jan 1997 18:39:52 -0600 (CST) Assigned to elJefe, Fri, 31 Jan 1997 09:36:41 +0000 Judged TRUE, Wed, 5 Feb 1997 07:37:22 +0000 Published, Wed, 5 Feb 1997 09:34:01 +0000 ====================================================================== Judgment: TRUE Reasons and arguments: The caller's arguments are persuasive, as they often are when the caller has lived with the Rules as long as Chuck. As he points out, Rule 1517 explicitly states that 'casting a Power' is an operation specified "as provided by the Rule defining that Power." Rule 1520 defines the Immunity power and enumerates the effects of casting it, but does not actually specify the procedure. In the face of Rule 1517's explicit requirement, and Rule 1011, there is a clear bar on casting the Power of Immunity. I mention in passing that this argument does not apply to the casting of the Frankenstein Monster. ====================================================================== (Caller's) Arguments: I hereby Call For Judgement on the following statement: It is not possible to cast the Power of Immunity. Arguments: Rule 1517 states, "A Player uses a Power by 'casting' it as provided by the Rule defining that Power." Although Rule 1520 defines the Power of Immunity, and the effects of casting it, Rule 1520 does not describe how the Power of Immunity is cast. (All other Power-defining Rules contain explicit instructions as to how those Powers are cast.) Thus, by Rule 1011, the Power of Immunity may not be cast. Evidence: (Rule 1517, Rule 1520, Rule 1011) Rule 1517/4 (MI=1) Definition of the Powers There is a class of Nomic Entities called the Powers. An Entity is a Power if and only if it designated by the Rules to be so. Powers are a Currency. The Mintor of the Powers is the Mint. The Recordkeepor for the Powers is the Assessor. Instances of Powers are called Cards. A Player uses a Power by 'casting' it as provided by the Rule defining that Power. A Player may cast a Power only if e possesses a Card of that Power. Powers may only be cast by Active Players. A Player must inform the Assessor whenever e casts a Power, otherwise the Power is not legally cast. The casting Player is called the Caster. Rules which create specific Powers may specify that that Power may not be cast or may only be cast by certain Players, or on certain Players. If the casting of a Power requires the specification by the Caster of a Proposal or Proposals to which it applies, then all Proposals so specified by the Caster must be ones for which the Voting Period has commenced and not yet concluded, or the Power is not legally cast. If a Card of such a Power is legally cast, it is In Limbo until the Voting Periods of all specified Proposals have ended. The following are generally true of all Cards, unless a Rule defining a specific Power says otherwise of the Power which that Rule defines: 1) exactly one Card of a given type exists at any time. 2) when a Card is not held by any Player, it is held by the Bank. 3) provided that the Bank holds at least one Card of a given type, Players may purchase a Card of that type from the Bank. 4) the purchase price of a Card is 10 Mil. 5) If a Player does not use a Card within a week of having acquired it, either from the Bank or from another Player, it is returned to the Bank. 6) a Player who possesses a Card but who has not yet made use of it may trade it to another Player as e sees fit. 7) Cards which are In Limbo may not be cast. The Assessor is responsible for detecting and reporting all transfers which occur as a result of the use of Powers. At least once each Nomic week, the Assessor shall post a Report to the Public Forum, including a list of all transfers of Powers since the previous such Report, and the current ownership of all Powers. History: Created by Proposal 1719, Sep. 19 1995 Amended(1) by Proposal 2554 (Steve), Mar. 22 1996 Amended(2) by Proposal 2613, Jun. 1 1996 Amended(3) by Proposal 2736 (Oerjan), Nov. 7 1996, cosmetic (unattributed) Amended(4) by Proposal 2787 (Zefram), Jan. 25 1997, substantial Originator: Steve Authors: Steve, ..., Zefram Rule 1520/3 (MI=1) The Power of Immunity There is a Power called the Power of Immunity. There are 4 Immunity Cards. A Player who possesses an Immunity Card may only cast the Power on emself. A Player upon whom the Power of Immunity is cast is called an Immune Player. A Card of the Power of Immunity is in Limbo for ten days after it is cast. The effect of the Power of Immunity is to neutralize the effects of Powers upon the Immune Player, other than those Powers cast by the Immune Player emself, for a period commencing three days prior to the casting of the Power, and concluding ten days after the Power is cast. A Power which is neutralized in this way is called a Neutralized Power. The Power of Immunity does not cancel the castings of Neutralized Powers upon an Immune Player; rather, it deprives them of any effects on an Immune Player which they might otherwise have. The purchase price of a Power which is Neutralized because a Player is Immune is transferred from the Bank to the Caster of the Neutralized Power. For a Neutralized Power which has been cast prior to the casting of the Power of Immunity, this transfer takes place when the Power of Immunity is cast. For a Neutralized Power which is cast after the Power of Immunity is cast, this transfer takes place at the time the Neutralized Power is cast. The Assessor is responsible for detecting these transfers and reporting them to the appropriate Recordkeepor. This Rule takes precedence over all other Rules which define specific Powers. If this Rule conflicts in its effects with those of another Rule defining a specific Power, then the conflict shall be resolved according to the Rule for determining precedence among Powers. History: Created by Proposal 1724 (Steve), Oct. 6 1995 Amended(1) by Proposal 1778, Nov. 6 1995 Amended(2) by Proposal 2520, Mar. 10 1996 Amended(3) by Proposal 2732, Oct. 30 1996 Originator: Steve Authors: Steve, ... Rule 1011/3 (MI=2) Game Entities May Not Be Arbitrarily Changed A "Nomic Property" is any property of any entity which that entity possesses solely by the virtue of the Rules defining that property. No Nomic Property shall be changed except in accordance with procedures specified by the Rules. [CFJ 700: Neither nicknames nor Players are "created by the Nomic Rules, and exist only within the context of Agora Nomic." CFJs 815 & 816: If an amendment is made which changes the properties of an Entity, the Entity changes to conform to the new Rule, rather than the destruction of the old Entities. If the old Entity has the same name as the new Entity, that implies continuity of that Entity if at all possible.] History: Created by Proposal 450, Sep. 10 1993 Amended by Proposal 1011, Sep. 5 1994 Amended by Rule 750, Sep. 5 1994 Mutated from MI=1 to MI=2 by Proposal 1593, Jun. 2 1995 Amended(1) by Proposal 2042, Dec. 11 1995 Amended(2) by Proposal 2546, Mar. 22 1996 Amended(3) by Proposal 2630, Jul. 4 1996 ======================================================================