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The Commandments
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The Commandments are a short list of simple rules that must be followed. It's a much simpler system than any rulebook, lawbook or manifesto. The most famous such list of commandments (at least in western culture) is the one known as The Ten Commandments, featured in Real Life Christianity as well as stories about the faith.note It is widely believed that the Ten Commandments are also common to Judaism, but this is a misconception. In Hebrew, those verses are referred to as "the Ten Statements"; they are in fact made up of fourteen commandments, and are not even considered of particular importance. There are also differences between Christian denominations as to how those fourteen are grouped into ten. However, many other such lists pop up in various media, especially fantasy. If a work has its own list, include the list on the example. (Unless the list is really long, but if it is then it's unlikely that the example truly belongs in this trope in the first place.) No examples from Real Life religion or philosophy please. Not on the main page. When rules are played for annoyance, that's Rule #1. When rules are played for alienation, that's Ape Shall Never Kill Ape. When a long series of Noodle Incidents result in somebody having a long list of commandments just for them, it is Things You Are Not Allowed to Do. Commandments specifically for robots fall under Laws of Robotics. Contrast Single-Precept Religion. |
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Fight Club has seven commandments. (They are counted as eight, but the second is just the first one repeated for emphasis): You do not talk about Fight Club. You do not talk about Fight Club. Someone yells stop, goes limp, taps out, the fight is over. Only two guys to a fight. One fight at a time. No belts, no shirts, no shoes. Fights will go on as long as they have to. If this is your first night at Fight Club, you have to fight. |
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The War of the Masters uses the original Ten Commandments as a starting point for a more comprehensive version of Isaac Asimov's Three Laws of Robotics. They range from the serious—"thou shalt not commit murder" is interpreted as "do not kill without orders from your biological superiors"—to the not-so-serious—"remember the Sabbath and keep it holy" equates to "don't bother your superiors while they're sleeping except in a genuine emergency". | |
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Umineko: When They Cry uses a variation of Knox's Decalogue: It is forbidden for the culprit to be anyone not mentioned in the early part of the story. It is forbidden for supernatural agencies to be employed as a detective technique. It is forbidden for hidden passages to exist. It is forbidden for unknown drugs or hard-to-understand scientific devices to be used. (Not Included) ("No Asian characters must appear"... the story takes place in Japan...) It is forbidden for accident or intuition to be employed as a detective technique. It is forbidden for the detective to be the culprit. It is forbidden for the case to be resolved with clues that are not presented. It is permitted for observers to let their own conclusions and interpretations be heard. It is forbidden for a character to disguise themselves as another without any clues. Van Dine's 20 rules were featured shortly in EP7, but only a few of them were used, as the gameboard probably doesn't follow those commandments. |
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Death Parade: The arbiters have a set of three rules that dictate their existence, with an additional one being added at the end: Arbiters cannot quit making judgments, for that is the sole reason they exist. Arbiters cannot experience death, for that would bring them too close to being human. Arbiters cannot feel emotion, for they are merely dummies. Arbiters may not work hand in hand with life, for that will ruin them. |
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Old World of Darkness: Werewolf: The Apocalypse presents the Litany of the Garou Nationnote Aside from the 9th and 13th ones, the degree to which the letter and the spirit of these laws are kept tends to vary between tribes. Werewolf: The Forsaken likewise has the Oath of the Moon, with precepts such as. "The Wolf Must Hunt," "The Herd Must Not Know", "The Low Honor the High; the High Honor the Low," "The People Do Not Murder the People," "Respect Your Prey," "The Uratha Shall Cleave to the Human," and "Do Not Eat the Flesh of Man or Wolf." Each tribe has a little sub-clause to this Oath, such as "Offer No Surrender You Would Not Accept" (the Blood Talons), "Pay Each Spirit in Kind" (the Bone Shadows), "Let No Sacred Place in Your Territory Be Violated" (the Hunters in Darkness), "Honor Your Territory in All Things" (the Iron Masters), and "Allow No One to Witness or Tend To Your Weakness" (the Storm Lords). |
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Perfection Engine feature commandments of the Eidolon society as extra pages. In aiming for a literally perfect society, some of the commandments can get rather extreme. | |
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The whole point of The Official List of Unofficial Rules. It's played for laughs. | |
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The Dresden Files has Seven Laws of Magic. Violators will be killed. Thou shalt not kill by use of magic. note Pretty self-explanatory, though primarily limited to humans. This even means indirect killing, such as pushing a man off a building with magically summoned wind. That said, if it was killing in self-defense, it might be excused with the person being put on parole. Thou shalt not transform others. note No Forced Transformations, but one can transform one's own body. Thou shalt not invade the mind of another. note No non-consensual Mind Probes, but telepathic communication and medical observations are fine if very close to the line. Thou shalt not enthrall another. note No Mind Control, also the only one that applies to interactions with nonhumans. Thou shalt not reach beyond the borders of life. note No necromancy or other messing with the forces of life and death when it comes to mortals. One can perform it on animals without breaking the law. Thou shalt not swim against the Currents of Time. note Do not try to change the past through temporal manipulation, lest you create a paradox. Thou shalt not seek beyond the Outer Gates. note Do not mess with the forces beyond this universe, referred to as Outsiders. |
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Discworld The three rules of the Librarians of Time and Space are: Silence. Books must be returned no later than the last date shown. Do not interfere with the nature of causality. The disc's gods all have their own. It's mentioned that the gods who endure longest tend to be the ones with the easiest commandments to follow - Offler the Crocodile God, oldest god on the Disc, only has a tiny handful of them and they're mostly about not eating broccoli. Sweevo, god of cut timber, banned the practice of "panupunitoplasty" (a word he made up) just to mess with people. Meanwhile Nuggan, principal deity of Borogravia and also the god of Things In Correct Places On Desks, started with a simple list of commandments, but constantly adds to his list of Abominations so that his holy book is a three-ring binder. They got so extreme and nonsensical (crop rotation, shirts with six buttons, cheese, babies, the colour blue, jigsaw puzzles, etc.) that Borogravians began praying to their Duchess for succor, elevating her to quasi-deity status and effectively killing Nuggan, so that his last Abominations are likened to the echoes of a lunatic. |
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In World of Warcraft Shadowlands, there is a Broker named Ve'nari who, while trapped in the Maw, has evaded capture and torment from its inhabitants and the Jailer himself for untold eons. Ve'nari lives by a strict set of rules to ensure her relative freedom and instructs the Player Character to follow them if they want her aid in subverting the Jailer's ambitions. | |
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Warhammer Fantasy Roleplay: Most religious organizations in the Old World follow a set of tenets from their Patron God. They're an especially serious matter for priests, who can lose access to their holy magic if they violate their god's will. | |
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Ultimate X-Men (2001): Magneto tattooed the "Ten Mutant Commandments" on his back. | |
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Dinotopia: The Code has ten commandments, plus one that was lost to time and natural erosion. Survival of all or none One raindrop raises the sea Weapons are enemies, even to their owners Give more, take less Others first, self last Observe, listen, and learn Do one thing at a time Sing every day Exercise imagination Eat to live, don't live to eat In the original book, an old sage suggests the damaged last commandment is "Don't pee in the bath." In the mini-series, this was changed to "Follow the Light." A twelfth commandment can be found in the first letters of the listed eleven, "Sow good seed." |
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The Phantom Thieves in Persona 5 set down only two rules to regulate themselves regarding their business of stealing people's hearts: Any potential target must be agreed on unanimously, and the Phantom Thieves must never kill their target, intentionally or otherwise. | |
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Ma'at: From Chapter 2, "the prototypes of the forty-two principles of Ma'at" are seen and listed, then the archeologist from the future has thoughts about it: | |
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Captain Tagon (and other characters) in Schlock Mercenary often quote from "The Seventy Maxims of Maximally Effective Mercenaries" | |
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The Assassination of Twilight Sparkle: Erebus Islands is a hive of scum and villainy, but ALL guilds have to follow these rules. Aside from the "Don't be a dick" rule in the Red Lightnings... One: Never quit a contract or betray your contractor. Two: No payment until the contract is complete. Three: Always accept a contract if your Guild Master gives one to you. |
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Geist: The Sin-Eaters has the Old Laws of the Dominions of the Underworld. Each Dominion has its own set of laws, such as "Take nothing, leave nothing," "Speak not to the shades" or "Bow before passing guardsmen." It's suggesting that Storytellers tempt the players into breaking them... but in-game, most Sin-Eaters are very reluctant to break them, as doing so draws the instant attention of the Kerberos that runs the Dominion. | |
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Alicorn: Celestia's school of gifted unicorns is based on the pillars of Wisdom, Fortitude, and Devotion. Sage Whitehoof has to admit that Rainbow sorely lacks all three. | |
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The Smosh video "A CULT BRAINWASHED ME!" revolves around a cult called "the Church of Religiotology" that worships a being called "Herman" who is really a thirteen-year old boy pretending to be God that the cult's founder, Com Truise, meet on an AOL chat forum. Herman gave Com three commandments to base the religion on: i'm reel every1 must b sexy n ware sky blue robes gay marrage is wrong, cuz it's icky, lol. |
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Tamberlane: The Edicts are... not pretty. | |
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The Stormlight Archive: The Ideals of the Knights Radiant. The First Ideal was common to all orders, but the others varied. | |
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Gremlins includes three rules that are critical for taking care of a mogwai. The last is most important, because breaking it transforms mogwai into gremlins. Don’t allow them near bright light. Don’t let them get wet. Don’t feed them after midnight. Gremlins 2: The New Batch includes a scene where Audience Surrogates learn the rules and immediately start punching holes in them, particularly the last one, since “after midnight� is very ambiguous. At the end of the scene, a gremlin pops out and attacks the group, serving as a Take That, Audience! |
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Animal Farm has the principles of Animalism, which are written on the side of the barn for all to see. The first principle was "All animals are equal". As their system slipped into totalitarianism and tyranny under Napoleon and his team of pigs, the principles got altered and removed until only a subversion of the first rule remained: "All animals are equal, but some are more equal than others." The other six laws, in order of appearance: Whatever goes upon two legs is an enemy. Whatever goes upon four legs, or has wings, is a friend. No animal shall wear clothes. No animal shall sleep in a bed. After the pigs move into the old house and begin sleeping in the beds, it is amended with "with sheets". No animal shall drink alcohol. After the pigs become drunk on alcohol, it is amended with "in excess". No animal shall kill another animal. After the mass executions of political opponents, it is amended with "without reason". All animals are equal. After the pigs make clear that they are in charge and must not be questioned, it is ammended with "But some animals are more equal than others". |
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The original Vampire: The Masquerade had Traditions that vampires (Camarilla vampires, anyway) were required to follow. The First Tradition: The Masquerade The Second Tradition: The Domain The Third Tradition: The Progeny The Fourth Tradition: The Accounting The Fifth Tradition: Hospitality The Sixth Tradition: Destruction |
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On Star Trek: Deep Space Nine, the Ferengi characters (especially Quark) would occasionally quote from "The Rules of Acquisition", found here. There are at least 285 official rules, apparently, and more unofficial rules. The first and most important Rule of Acquisition: Once you have their money, never give it back. | |
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The Ten Commandments (1956) tells the story of Moses, featuring and focusing on (what Hollywood thinks are) the Ten Commandments of Judaism. It's actually a remake of a 1923 silent film, in which the Moses story was just a prologue to a then-modern story about two brothers, one of whom believes in the Ten Commandments and the other of whom considers them to be outdated. | |
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Paladins in the Forgotten Realms follow many deities, each with a different portfolio, their orders and churches may emphasize different parts of the same god's agenda... you got the picture: an universal and strict code cannot exist. But the common guidelines (priorities and interpretations differ) are Paladin's Virtues from "Quentin's Monograph": | |
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Bubblegum Crisis: Downplayed. As revealed in supplemental material, and occasionally referenced in the series, the Knight Sabers have 11 rules. However, most of rules have been bent or broken by one, several or all members more than once, and rule 11 is never enforced: Do not divulge any information concerning this organisation. Do not act upon a personal grudge. Do not act without the mutual consent of all members. Do not secede from this organisation. Members are personally responsible for any damage done to the organisation's equipment unless that damage was unavoidable. Do not divulge any information concerning our clients. Do not gather information on your own. The task of intelligence gathering is to be distributed evenly among all the members. Keep in contact with the other members regularly. The members do not know each other outside of this organization. Do not get involved with a man. The penalty for violating any of the ten regulations listed above is death. |
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Karate a Muerte en Torremolinos: We only hear the third commandment of the Catholic Surfers: You will surf daily if you want to reach spirit peace. | |
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Randy provides other lists of “rules� in the sequels, but they are more tropes than rules. | |
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KonoSuba: The Axis cult, the religion that worships Aqua, chants their divine commandments during the finale of season 2. Even though they don't realize that Aqua really is their goddess in the flesh, it still powers her up enough to defeat the enemy. Of course, this being Aqua, her commandments are... odd. | |
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I, Robot centrally features Asimov's Three Laws of Robotics. This of course does not prevent a Zeroth Law Rebellion. A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Laws. |
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The Transporter: Frank Martin's personal code: | |
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“New Rules� by Dua Lipa. Don’t pick up the phone. (You know he’s only calling cuz he’s drunk and alone.) Don’t let him in. (You’ll have to kick him out again.) Don’t be his friend. (You know you’ll only wake up in his bed in the morning. And if you’re under him, you ain’t getting over him.) |
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Werewolf: The Apocalypse presents the Litany of the Garou Nationnote Aside from the 9th and 13th ones, the degree to which the letter and the spirit of these laws are kept tends to vary between tribes. | |
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Leroy Jethro Gibbs on NCIS has at least fifty-one rules for himself and his team as of the last episode of season 7. Gibbs' rules (as of Season 8 Episode 24). Yes there are a few doubles. Word of God explains the doubles of Rules 1, 2, and 3 are Golden Rules imparted on Gibbs by Franks. It was never said which belongs in Franks' set. | |
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RoboCop: The titular hero has four Prime directives: Serve the public trust. Protect the innocent. Uphold the law. Never oppose an OCP officer. |
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In Quest for Glory III, the city-state of Tarna was ruled by this simple code of law: | |
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Absolute Trust: In the months prior to Aang's awakening, Alec comes up with six rules to govern how he uses his future knowledge, which are listed at the top of every chapter after 3: | |
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The Island of Doctor Moreau: Not to go on all-fours; that is the Law. Are we not Men? Not to suck up Drink; that is the Law. Are we not Men? Not to eat Fish or Flesh; that is the Law. Are we not Men? Not to claw the Bark of Trees; that is the Law. Are we not Men? Not to chase other Men; that is the Law. Are we not Men? |
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The Elder Scrolls: The Nine Divines (Eight Aedra who sacrificed great amounts of their divine power to create Mundus, the mortal plane, and one Deity of Human Origin) are the primary entities worshiped throughout Tamriel. They each have their own commandment: The Alessian Order, a rabidly anti-Elven religious sect which established a Theocracy in the 1st Era that wielded nearly as much power as the Emperor at its height, had a set known as the "Exclusionary Mandates," which ultimately all boil down to an argument that the the human interpretation of Akatosh is good, the elven interpretation of him is bad, and it's one's duty to purge the latter from the former. All of them are numbered "1" because the Order considered all of them equally important. The Dark Brotherhood, an illegal organization of assassins whose membership mostly takes a sadistic glee in killing and who practice a Religion of Evil, has a set known as the Five Tenets: |
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The Cold Moons: The badgers have ancient laws known as "the Adamus". What these laws are is never properly discussed, but it's likely similar to the Ten Commandments. | |
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In the Futurama episode "Godfellas," a spaceborne Bender becomes host to a tiny civilization that worships him as a god. Leading to... | |
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The Fairly OddParents! has the Da Rules, which are the rules fairies godparents and the children they are assigned to must follow. Da Rules are not always enforced consistently and often run on New Rules as the Plot Demands. In a few episodes Timmy manages to mess up so badly that a new rules is added to keep anybody from doing it again. Some of the more commonly cited rules include: A godchild must keep the existence of their fairies a secret. Fairy godparents can only be assigned to miserable children and must move to another child when they become an adult, stop being miserable, or breaks the previous rule. Fairy magic cannot be directly used to win a nonmagical competition. Fairy magic cannot be used to intentionally kill or cause harm to a human. Fairy magic cannot create or interfere with true love. A godchild cannot wish away another child's fairies. |
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In Scream (1996), Randy lays out the rules to survive a horror movie: You can never have sex. (Though Sidney has sex with Billy and survives.) Never drink alcohol or do drugs. (Though Randy drinks beer and survives.) Never, under any circumstances, say, “I’ll be right back.� Randy provides other lists of “rules� in the sequels, but they are more tropes than rules. |
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Werewolf: The Forsaken likewise has the Oath of the Moon, with precepts such as. "The Wolf Must Hunt," "The Herd Must Not Know", "The Low Honor the High; the High Honor the Low," "The People Do Not Murder the People," "Respect Your Prey," "The Uratha Shall Cleave to the Human," and "Do Not Eat the Flesh of Man or Wolf." Each tribe has a little sub-clause to this Oath, such as "Offer No Surrender You Would Not Accept" (the Blood Talons), "Pay Each Spirit in Kind" (the Bone Shadows), "Let No Sacred Place in Your Territory Be Violated" (the Hunters in Darkness), "Honor Your Territory in All Things" (the Iron Masters), and "Allow No One to Witness or Tend To Your Weakness" (the Storm Lords). | |
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Zombieland gives us the Rules, as laid down by Columbus. There's almost 40, but they're very succinct (and we never get to hear them all). Examples include: | |
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"Ten Duel Commandments" from Hamilton, which takes inspiration from "Ten Crack Commandments" by the Notorious B.I.G. as rules for how to conduct an illegal act. Demand an apology from the other party for the grievances inflicted. Each side gets a close friend as their second. Have your seconds negotiate either a settlement or a time and place for a duel. Procure pistols and get a doctor on site, but make sure he doesn't actually witness the duel itself. Your duel should be in the early morning on high ground. Leave a note for loved ones before going. Confess your sins and prepare for the duel itself; leave no Unfinished Business. Seconds have one last chance to arrange a peaceful settlement. Prepare yourself with the necessary courage. TEN PACES, FIRE!!! |
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The Kill Count: Has its own page. | |
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Monty Python's Flying Circus gives us the rules of the Department of Philosophy at the University of Walamaloo: Rule One: No poofters. Rule Two: No member of the faculty is to maltreat the Abos in any way at all if there's anybody watching. Rule Three: No poofters. Rule Four: This term, I don't want to catch anybody not drinking in their room after lights out. Rule Five: No poofters. Rule Six: There is no Rule Six. Rule Seven: No poofters. |
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No Game No Life: All sixteen Exceeds (the sentient races of Disboard) are bound by ten inviolable Pledges set up by Tet, the God of Games, upon his/her ascent to being the One True God following the brutal war that destroyed most of the Old Dei (themselves one of the Exceeds, by virtue of Tet surviving). It was actually created by Riku Dora and his wife Schwi 6,000 years ago, with Tet as their own Old Deus created to help fulfill their wish of creating a peaceful world for the war-weary Exceeds. All bloodshed, war and pillaging is forbidden. (This includes any kind of violence or violation of rights, like physical injuries, rape or a slap.) All conflicts will be resolved through games. Each party involved in a game must bet something that both sides agree is of equal value. (The wagers can also be non-material, so long as both side agree to it being equivalent.) As long as it doesn't go against Pledge 3, the things that are wagered and the rules of the game will not be questioned. The challenged party has the right to decide the rules of the game. (This also includes the right to refrain from the game.) Any bets made in accordance with the Oaths must be upheld. (The laws of the universe will actively see to it.) Conflicts between groups will be conducted by designated representatives with absolute authority. (But that doesn't mean that two people can't compete as one, as Sora and Shiro shows.) Being caught cheating during a game is grounds for an instant loss. (Which Sora interprets as a deliberate loophole meant for smarter players to exploit.) In the name of God, the previous rules may never be changed. Everyone must have fun playing together! |
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Highlander ,and the series as well, rules that the immortals follow. All fights must be one on one An immortal may never interfere in a fight between two others No fights may occur on holy ground mortals shouldn’t learn about immortals if at all possible. of course many immortals are prone to bending or breaking said rules if it suits them. Most will not break the holy ground rule, though. |
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Queens of Mewni: Etheria the Knight created a Code of Conduct for the heirs of the Butterfly Kingdom to follow, and while there were varying degrees of success for following said code, only Etheria herself obeyed all ten rules. (Particularly, Rule 6, which forbade premarital sex, was broken a lot by subsequent heirs.) | |
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Mad Max: Beyond Thunderdome: Two men enter, one man leaves. It may be the only rule, but it is rigidly enforced. The only other rule we hear of in Bartertown (where the titular Thunderdome can be found): "Bust a deal, face the wheel." |
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Ars Magica. The Order of Hermes has a Code of Conduct which (among other things) forbids dealing with demons, endangering the Order, interfering with secular governments and spying on or killing other mages. It's the cornerstone of the Order's legal system and all members swear an oath to obey it, nominally on pain of death. | |
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The Gospel of the Flying Spaghetti Monster: Eight of those. Well, 10 actually, but Mosey the pirate captain dropped two of the stone tablets as he walked down Mount Salsa. | |
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Gremlins 2: The New Batch includes a scene where Audience Surrogates learn the rules and immediately start punching holes in them, particularly the last one, since “after midnight� is very ambiguous. At the end of the scene, a gremlin pops out and attacks the group, serving as a Take That, Audience! | |
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Fight Club: "The first rule of fight club is you do not talk about Fight Club. The second rule of Fight Club is you don't talk about fight club." Justified in-universe, since Tyler isn't joking — you really shouldn't be telling anyone, and repeating the rule makes the importance of secrecy more memorable. Similarly, the first two rules of Project Mayhem are the same: you do not ask questions. | |
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In the successor game Vampire: The Requiem, these Traditions are simplified down to three: Masquerade (pretty much the same as above), Progeny (same as above), and Amaranth ("Do not commit diablerie"). | |
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The Star Trek: The Next Generation episode "The Game" introduces us to Lefler's Laws, a list of reminders that Lt. Lefler wrote for herself anytime she learned anything important. She's written 102 of them, and a few of them come out during the episode as appropriate: Law 1: You can only count on yourself. Law 17: When all else fails, do it yourself. Law 36: You gotta go with what works. Law 91: Always watch your back. At the end of the episode, Westley, who has developed a small romance with her, is preparing to return to the Academy, and offers this: "Law 103: A couple of light years can't keep good friends apart." |
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