Compiled from postings to rec.games.abstract by Felix Lee on 10-Nov-1992 Mark-Jason Dominus 11-Nov-1992 Gareth McCaughan 10-Nov-1992 Nomic was invented by Peter Suber. Douglas Hofstadter wrote about it in one of his Metamagical Themas columns. Nomic isn't an abstract strategy game, but it's an abstract form of rule-making and legislation. At the end of this article, the complete initial rules to Nomic. The rules are a bit complex, so here's quick tour. The idea behind Nomic is to change the rules of Nomic. The game can be completely different at the end than it was at the start. The basic play is explained in rule 202: a player proposes a rule change, all the players vote on it, and if the vote succeeds, the change is immediately incorporated into the game. However, note that rule 202 itself can be changed. If a player successfully changes this rule, then the way you play Nomic changes, and the game proceeds from there. Nomic is completely self-reflexive. Every rule of Nomic can be changed, including the rule that says you can change rules. In principle, Nomic can become any other game. The winner of the game is either a. the first person to reach 100 points; b. the first person who cannot finish his turn according to the rules. (but the definition of the winner can also be changed). To keep some sort of structure, Nomic's rules are divided into Immutable rules and Mutable rules. Mutable rules can be changed in any way. Immutable rules can only be transmuted into Mutable rules, by unanimous vote. So actually changing an Immutable rule takes more effort. This rule is itself an Immutable rule, so it too can be changed, with effort. It's probably best to read all the Mutable rules before reading the Immutable rules. The Immutable rules tend to be meta-rules, and they make more sense in context. This appeared in rec.games.misc in 1987; it's also in Dougls R Hofstadter's book _Metamagical themas_: INITIAL SET OF RULES OF NOMIC I. *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 (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. 103 A rule change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amend- ment 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; mutable rules, as long as they are mutable, may be amended or repealed. 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 par- ticipate in every vote on rule changes. 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. 107 No rule change may take effect earlier than the moment of the comple- tion 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 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 suc- cessive 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. 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. 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. 111 If a rule change as proposed is unclear, ambiguous, paradoxical, or clearly 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 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 preven- tion: a negative vote. 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. 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 judgement 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 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. II. *Mutable Rules* 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. 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 its points on its face to one's score. 203 A rule change is adopted if and only if the vote is unanimous among the eligible voters. 204 If and when rule changes can be adopted without unanimity, the players who vote agains winning proposals shall receive 10 points apiece. 205 An adopted rule change takes full effect at the moment of the com- pletion of the vote that adopted it. 206 When a proposed rule change is defeated, the player who proposed it loses 10 points. 207 Each player always has exactly one vote. 208 The winner is the first player to achieve 100 (positive) points. 209 At no time may there be more than 25 mutable rules. 210 Players may not conspire or consult on the making of future rule changes unless they are teammates. 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 prece- dence 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 must again govern. 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 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 judgement*. When judgement has been invoked, the next player may not begin his or her turn own turn without the consent of a majority of the other players. The Judge's judgement may be overruled only by a unanimous vote of the other players, taken before the next turn is begun. If a Judge's judgement is overruled, the player preceding the Judge in the playing order becomes the new Judge for the question, except that no player is to be Judge during his own turn or during the turn 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 queistions on which the players currently disagree and that affect the completion of the turn in which judgement 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 logic, and the spirit of the game. 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 player who is unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner. Mark-Jason Dominus added: For net play, we found it expedient to add the following rules: 001: Rules with numbers 001-013 are typeless; they may not be amended, transmuted, or overruled. 002: Rule 101 is amended to say "...The initial set consists of Rules 001-013 (typeless), Rules 101-116 (immutable) and 201-213 (mutable)." 003: Rule 102 is amended to say "...rules in the initial set numbered 100 or greater may be transmuted regardless of their numbers" 004: Rule 103 is amended to say "...No rule is completely immune to change, unless it be a typeless rule." 005: The first sentence of rule 106 is replaced with: "Any proposed rule change must be mailed to the Moderator before it is voted on. The Moderator will then distribute the proposal to the players to be voted on." 006: To rule 110 is added: "Mutable or immutable rules that are inconsistent in any way with typeless rules are wholly void and without effect." 007: The first sentence of rule 201 is amended to read: "Players shall alternate in an order to be determined randomly at the start of the game by the Moderator." 008: All dice rolls required in the course of the game will be performed by the Moderator, and the results will be reported to all the players. [Note that this clarifies rule 202(2).] 009: Rule 210 is entirely null and void. 010: In all situations in which the players must vote, the votes must be mailed to the Moderator, who shall report to each player on the outcome of the vote and on the votes of the individual players. 011: The first sentence of rule 212 is amended to read "...then the Moderator is to be the Judge and to decide the question." 012: The moderator shall keep records of all rule change proposals, votes, and other game business of which he is aware, and shall distribute it to any player upon demand, as well as at times he deems appropriate. 013: The Moderator is not a player; he shall make no moves, cast no votes, join in any discussion (except where specifically required; i.e. rule 212 as amended by rule 011), score no points, and in general, participate in the game only as a moderator, judge, and impartial observer. ------- If I had it to do over again, I think I'd trash rule 011, and replace it with a rule that says that the moderator can kick someone out if they don't send in their move before a reasonable amount of time has gone by.