Nomic is the most Discordian rule-based game ever. It was invented by Peter Suber in
his book The Paradox of Self-Amendment, and if you
understood the book "Godel, Escher, and Bach" then you'll know exactly what this game is all about. You
can see what Peter has to say about Nomic here. Also, this
game has a huge following! The major hub of Nomic freaks is at nomic.net. There
are many, many variants of Nomic initial rules. The one we're presenting to you here was chosen for us by Eris, who
shamelessly ripped it off from a newgroup somewhere.
If you really cared about how to play the game, you probably checked out those links we put up here already. If you
didn't, but still care, then here's the scoop.
What You Need To Play:
- 2+ Players (three or four is best)
- Paper and Pencils for each player.
- (optional) A printed copy of the initial rules for each player
- A six sided die.
- Snacks.
Now, follow the rules in the initial rule set below. 'Nuff said. Here's how the play begins:
The starting player writes a proposed rule change down. The rule change is voted on, and if it
passes, then the rule takes effect. The player rolls the die, and adjusts it's value according to
the rules. Play passes clockwise. That's not so tough! Although, you are making the game up as
you go along, so we can't really describe it past this point.
If you are playing with two players, then it's advisable that one of the first rules changes
be the creation of a "dummy" player, which never proposes rules and votes on rule-changes by some
arbitrary method (rolling the die, maybe).
There is no physicaly mandated method of play, outside of the clockwise rule and the requirement
to write the rule changes down. Here, however, is a suggestion for how to do it. Write the rules
on a bunch of index cards, and lay them out on a playing surface in such a way that you can discern
the mutable rules from the immutable rules. New rules get written on new index cards, and added to
the layout.
INITIAL SET OF RULES OF NOMIC
Immutable Rules.
- Rule 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).
- Rule 102
- Initially, rules in the 100's are immutable and rules in the 200's are
mutable. Rules subsequently enacted or transmuted (i.e., 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.
- Rule 103
- A rule change is any of the following: (1) the enactment, repeal, or
amendment of a mutable rules; (2) the enactment, repeal, or amendment of an
amendment, 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. No rule is absolutely immune to change.)
- Rule 104
- All rules 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.
- Rule 105
- Every player is an eligible voter. Every eligible voter must
participate in every vote on rule changes.
- Rule 106
- Any proposed rule change must be written down before it is voted on.
If adopted, it must guide play in the form in which it was voted on.
- Rule 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.
- Rule 108
- Each proposed rule change shall be given a rank-order number (ordinal
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 then re-enacted, it receives the ordinal
number of the proposal to re-enact it. If a rule is amended or transmuted,
it receives the ordinal 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 ordinal number of the proposal to amend or repeal the amendment.
- Rule 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.
- Rule 110
- Mutable rules that are inconsistent in any way with some immutable rule
(except by proposing to transmute it) are wholly void and without effect.
They do not implicitly transmute immutable rules into mutable rules and at
the same time amend them. Rule changes that transmute immutable rules into
mutable rules will be effective if and only if they explicitly state their
transmuting effect.
- 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, the other players may suggest amendments or argue
against the proposal before the vote. A reasonable amount of time must be
allowed for this debate. The proponent decides the final form in which the
proposal is to be voted on and decides the time to end debate and vote. The
only cure for a bad proposal is prevention: a negative vote.
- Rule 112
- The state of affairs that constitutes winning may not be changed from
achieving n points to any other state of affairs. However, the magnitude of
n and the means of earning points may be changed, and rules that establish
a winner when play cannot continue may be enacted and (while they are
mutable) be amended or repealed.
- Rule 113
- A player always has the option to forfeit the 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.
- Rule 114
- There must always be at least one mutable rule. The adoption of rule
changes must never become completely impermissible.
- Rule 115
- Rules 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.
- Rule 116
- Whatever is not explicitly 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.
- Rule 201
- Players shall alternate in clockwise order, taking one whole turn
apiece. Turns may not be skipped or passed, and parts of turns may not be
omitted. All players begin with zero points.
- Rule 202
- One turn consists of two parts, in this order (1) proposing one rule
change and having it voted on, and (2) throwing one die once and adding the
number of points on its face to one's score.
- Rule 203
- A rule change is adopted if and only if the vote is unanimous among
the eligible voters.
- Rule 204
- If and when rule changes can be adopted without unanimity, the players
who vote against winning proposals shall receive 10 points apiece.
- Rule 205
- An adopted rule change takes full effect at the moment of the
completion of the vote that adopted it.
- Rule 206
- When a proposed rule change is defeated, the player who proposed it
loses 10 points.
- Rule 207
- Each player always has exactly one vote.
- Rule 208
- The winner is the first player to achieve 100 (positive) points.
- Rule 209
- At no time may there be more than 25 mutable rules.
- Rule 210
- Players may not conspire or consult on the making of future rule
changes unless they are teammates.
- Rule 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 procedence [sic].
If two or more
rules claim to take precedence over one another or to defer to one another, then the
numerical method must again govern.
- Rule 212
- If players disagree about the legality of a move or the interpretation
of a rule, then the player preceding the one moving is to be the Judge and
to decide the question. Disagreement, for the purposes of this rule, may be
created by the insistence of any player. Such a 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, taken before
the next turn is begun. If a Judge's judgment is overruled, 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 that of a teammate.
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's only guides shall be common morality,
common logical, and the spirit of the game.
- Rule 213
- If the rules are changed so that further play is impossible, or if the
legality of a move is impossible to determine with finality, or if by the
Judge's best reasoning, not overruled, a move appears equally legal and
illegal, then the first payer who is unable to complete a turn is the winner.
This rule takes precedence over every other rule determining the winner.