[net.games] NOMIC

ark (05/18/82)

The June 1982 issue of Scientific American describes a fascinating
game called Nomic.  Briefly, the rules of the game describe how
the players can change the rules.  The object of the game is
essentially to change the rules so that you can win.  This is
harder than it sounds because (at least at first) rules can only
be changed through unanimous vote.

I have requested formal permission to send the complete set of rules
out over USENET.  If permission is granted, I will do so forthwith.

hal (05/25/82)

    First  an  observation.  Note  that  the  game of Nomic is an
excercise in self-modifying code.  The instruction space  (Rules)
and  the  data space (information manipulated by the players) are
one and the same.  Thus the Players have the oppurtunity to  des-
troy the game itself.

    Is anyone interested in playing a game of Nomic over the net?
Below  is  a  proposed set of procedures for conducting a game by
network mail.  In adapting the rules for a play-by-net (PBN) game
I  have introduced the concept of a Clerk.  The Clerk serves as a
communications node for the players and performs  such  tasks  as
keeping  score,  submitting proposed rule changes to the Players,
announcing the results of votes, and providing  rule  updates  to
the  players.   These duties are part of the rules and subject to
change as the game progresses.

    Two major considerations in adapting the rules for a PBN game
are  whether  the  Clerk  is a Player and whether the Players can
communicate directly.  Rules could  be  introduced  which  define
which  player  is  the  Clerk and how the Players may chose a new
Clerk.  In the rules below the Clerk is not a Player in order  to
keep  things  simple for this first experiment at PBN Nomic.  The
other consideration is the anonymity of the  Players.   Rule  210
prohibits  secret  consultation  between  Players.  Besides being
unenforceable several benefits can be derived from direct commun-
ication  between  Players.   Therefore  the rules below omit Rule
210.

    I would be willing to act as Clerk for an experimental  game.
This  game would be limited to 6 Players.  After the game is com-
plete I will collect an evaluation of these procedures  from  the
Players  and  submit  these  results to net.games.  Look over the
procedures and rules below and, if you are interested in partici-
pating, notify my by network mail.  I would also be interested in
hearing of other's ideas on adapting Nomic to play-by-net games.

                                Hal Chambers
                                (purdue!pur-phy!hal)

=======================================================================

			DEFINITIONS

Player	    A Player is a person participating in the game and elig-
	    ible to become the winner by satisfying whatever victory
	    condition may be in effect.

Table	    The Table is an ordering of the Players that is used to
	    define move order and interpret other Rules.  The Table
	    also represents the information that is known to all the
	    Players.  The phrases "notify the Table", "send  to  the
	    Table", and similar phrases mean that the information is
	    mailed to all Players and the Clerk via network mail.

Clerk	    The Clerk serves as a communications node for the Players.
	    The Clerk defines the ordering of the Players at the Table,
	    notifies the Players of who moves first, and performs what-
	    ever other duties may be defined in the rules.  The Clerk
	    also provides copies of the current rules and scores upon
	    request.


			PROCEDURES

    The game is started by the Clerk.  After determining who the Players
are, the Clerk notifies them of the following:
	1. The identity of the Players and their ordering at the Table.
	2. Which Player moves first.
	3. A copy of the Definitions, Procedures, and the initial set of Rules.

    The sequence of actions during a turn is:
	1.  The Player with the turn submits a proposed rule change to the
	    Table.
	2.  Players discuss the rule change using network mail.
	3.  The proponent of the rule change submits to the Table a call
	    for the vote and the exact text of the proposed change as it
	    will be voted on.
	4.  The Players mail their votes to the Clerk.  Votes must reach
	    the Clerk within four days of when the Clerk receives the
	    call for the vote.
	5.  The Clerk announces to the Table the results of the vote.
	6.  If the change is adopted the Clerk notifies the Table of the
	    changes made in the rules.
	7.  The Clerk announces whose turn is next.

==============================================================================

		     INITIAL SET OF RULES

			Immutable Rules

101.  All players must always abide by all the rules then in  ef-
fect, in the form in which they are then in effect.  The rules in
the Initial Set are in effect whenever a game begins.   The  Ini-
tial  Set consists of Rules 101-116 (immutable) and 201-213 (mut-
able).

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, re-
peal, 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; 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 must  be  voted
on.   They  will be adopted if and only if the required number of
votes is received.

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

106.  All proposed rule changes must be written down before  they
are  voted  on.  If they are adopted, they must 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 must be given a rank-order number
(ordinal  number)  and  must  be referred to by that number.  The
numbers must begin with 301, and each rule change proposed in the
proper  way  must receive the next successive integer, whether or
not the proposal is adopted.

If a rule is repealed and  reenacted,  it  receives  the  ordinal
number  of  the  proposal to reenact 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 received 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  (and that can be made consistent with it only by
transmuting it into a mutable rule) 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,  para-
doxical or destructive of play, is held by a player to consist of
two or more rule changes compounded or to be  an  amendment  that
makes  no  difference  or is otherwise held to be of questionable
value, then the other players can  suggest  amendments  or  argue
against the rule change before the vote.  The proponent, however,
decides the final form in which the proposal is to  be  voted  on
and chooses the time to end debate and vote.

112.  The state of affairs that constitutes winning  may  not  be
altered  from  achieving  n points to any other state of affairs.
The magnitude of n and the means of earning points may,  however,
be  altered,  and  rules that establish a winner when play cannot
continue may be enacted and (when they are mutable) be amended or
repealed.

113.  A player always has the option of forfeiting the game rath-
er  than  continuing  to  play  or incurring a game penalty.  (No
penalty worse than losing, in the judgment of the  player  incur-
ring the penalty, may be imposed.)

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

115.  Rule changes that in any way affect rules needed  to  allow
or  apply  rule  changes  are fully as permissible as other rules
changes.  Even rule changes that repeal part or all of their  own
authority  are permissible.  No rule change or type of move is or
is to be impermissible solely because of  the  self-reference  or
self-application of a rule.

116.  The adoption of rule changes is  permissible  only  when  a
rule  or a set of rules makes it permissible.  Otherwise whatever
is not explicitly prohibited or regulated by a  rule  is  allowed
and unregulated (as opposed to the maxim "All is forbidden except
what is explicitly allowed.")

			 Mutable Rules

201.  Players must 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 being with zero points.

202.  One turn consists of two parts, in this order:  (1) Propos-
ing  one  rule  change and having it voted on, and (2) having the
Clerk throw one die once and adding the number of points  on  its
face to that Player's score.

203.  A rule change is adopted if and only if the vote is  unani-
mous among the eligible voters.

204.  If Initial Rule 203 is amended or repealed,  then  whenever
rule changes are adopted without unanimity, the players who voted
against such rule changes receive 10 points apiece.

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

206.  If any player's proposed rule change is  voted  down,  that
player 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 are there to be more than 25 mutable rules.

210.  The Clerk will provide a current  copy  of  the  Rules  and
player's  scores  upon  request.  All votes are taken by player's
submitting their ballots to the Clerk who will count the  ballots
and announce the results.

211.  If two or more mutable rules conflict with one another,  or
if  two  or  more  immutable rules conflict with one another, the
rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says  of  it-
self  that  it  defers to another rule (or type of rule) or takes
precedence over another rule (or type of rule),  such  provisions
must supersede the numerical method of determining precedence.

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

212.  If players disagree about the legality of a move or the in-
terpretation or application of a rule, the player to the right of
the one moving is to be the Judge and decide the question.  (Such
a process is called invoking Judgement.) The Judge's Judgment may
be overruled only by a unanimous vote of the other players, taken
before  the  next turn is begun.  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.  If a Judge's Judgment is
overruled, the player to the right of the Judge 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 ques-
tions arising from the game until the next turn is begun, includ-
ing 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.  Disagreement, for the pur-
poses of this rule, may be  created  by  the  insistence  of  any
player.

213.  If the rules are changed so that further play  is  impossi-
ble, 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.

mcguire (01/23/83)

    I like the sound of Nomic.  Our library, however, doesn't have any
Scientific Americans from 1982.  If anyone out there could summarize
the article, I'm sure it would be greatly appreciated by others as well
as myself.  Nomic sounds like a good way to have a fun time at the cost
of only a few minutes a day.

						thanks
						Ryan

puder (02/01/83)

Playing nomic on the computer may not amount to a mere "few minutes a day".
If you have any nit pickers involved, (such as a lot of programmers are) you
will find that you must spend a lot of time per day (especially when it is
your turn) getting the wording JUST RIGHT.  I know.  We tried it.

israel@umcp-cs.UUCP (04/06/84)

A Net-wide version of Nomic was tried on the Arpanet, but I think it
died.  We tried one here at the Univ. of Maryland, and it went for about
eight months, but it too diedf from lack of interest.  In particular, we
found that it was too hard to get rules passed.  We were playing with
thirteen people, and it is very hard to get that many people to agree
unanimously on something.  We also found that the rules were not
conducive to playing an extended time game over net-mail, and that was
part of the problem.  For example, one of the rules states that a vote
isn't complete until all game participants have voted, and that left
open the possibility of someone stonewalling the game by not voting.
To play a net-wide game, I would suggest that a modified set of rules
be used instead.

By the way, I have the complete set of rules on-line, and would be glad
to mail or post them if people are interested.  For those who don't
know, Nomic comes from the latin word "Nomos" which means "of the law".
It is a meta-game in that it has a set of rules that govern play, but
play procedes by trying to modify that set of rules (which would then
take effect and govern the rest of the game).  Interesting ideas come
from this, including thinking about how to change to rule-set to the
rule set of Monopoly (or some other game), while obeying and remaining
consistent with the current set of rules.
-- 

Bruce Israel

University of Maryland, Computer Science
{rlgvax,seismo}!umcp-cs!israel (Usenet)    israel.umcp-cs@CSNet-Relay (Arpanet)

apteryx@ucbvax.UUCP (Brian Peterson) (04/07/84)

(munch this line...)

We had a Nomic game among 6 people, and once we passed a rule
stating that votes would default to 'yes' after a given time 
after the offficial call for votes was given, the game went on
nicely.  Until someone passed a strange rule trying to define
a turn as all players submitting a rule change at once.
There was some debate as to what was affected, and the game
died.

                              Brian Peterson
                              apteryx@ucbingres
                              (UC Berkeley)

holly@dartvax.UUCP (Holly Cabell) (03/17/85)

I would like to see if anyone out there is interested in starting a game of
Nomic by mail.  The rules were posted a while back, and if you like I will
post them again or mail them.  If a few people are interested, we can start
a game up soon.

Also, has anyone out played NOMIC and have any suggestions for those of us
starting a game?

--johnc at [the.world] ! dartvax ! holly