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|D |5In Their Own Write |D
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^C^1NOMIC:  A Game of Self-Amendment
^Cby
^CPeter Suber

^CCopyright 1987, Peter Suber

^CPreface

     Nomic was first published in Douglas R. Hofstadter's short-lived but
brilliant column, "Metamatical Themas", in Scientific American (in June of
1982).  The game was an immediate popular success, not only among those who
liked to play it but also among logicians, lawyers, game theorists, computer
scientists, philosophers, and even psychiatrists.

     In Hofstadter's column I was given a generous amount of space for the rules
and for my commentary.  I now have some improvements to add, some in answer to
player concerns and others to further realize the original concept of the game.
Moreover, the editors of Scientific American altered some of my language,
creating one serious ambiguity and one grammatical error.  This version of the
game restores my original language, adds refinements suggested by longer
experience, including revisions for playing by mail or computer.


^CHow To Play Nomic

     Nomic is a game in which changing the rules is a move.  In that respect it
differs from every other game ever designed.  The primary activity of Nomic is
proposing changes in the rules, debating the wisdom of changing them in that
way, voting on the changes, deciding what can and cannot be done afterwards, and
doing it.

     Because the rules are always changing, there is no absolute set of rules to
Nomic.  There is only the starting or initial set of rules.  There are 29
numbered rules in the Initial Set.  Most are 'procedural' and govern the process
of changing the rules or the facts of life in a game where the rules are always
changing.  The chief exception is Initial Rule 202, which should be read first.
Rule 202 is practically the only 'substantive' rule in the Initial Set.  It
tells how to earn points to win.  The mechanism is as simple as possible:  one
throws a die or makes a calculation.  The substantive portion of the game is
deliberately simple so that the players can decide, through rule-changes, what
kind of game they want to play.  If they make no decision here, they will be
fully occupied in what I call a procedural game, which many players choose
deliberately.  In a substantive game, players aim to score points and win.  In a
procedural game, players try to tie the rules into the most interesting knots
imaginable and to win not by points but by paradox (see Rule 213).

     Two can play, but three or more make for a better game.  With only two
players, there is no (initial) difference between unanimity and majority rule,
which takes away a lot of the fun.  For two-person games, I recommend that an
early rule-change add at least one 'robot' player who cannot propose changes but
who can vote on them by some mechanism (e.g. by a throw of the die).  That way
two humans can simulate a larger game and distinguish unanimity from lesser
majorities.

     Players will need paper and pencil (or computer).  Each player should have a
copy of the Initial Set of rules to consult.

     The physical method of play, other than the optional die and a requirement
to write down all rule-changes, is not specified in the rules.  Players can keep
track of rule-changes in any way they like.  One good way is as follows. Take 29
index cards and number them from 101 to 116 and from 201 to 213.  Lay them out
on the floor or a large table.  Their layout (and perhaps their color as well)
should indicate which rules are 'immutable' (101-116) and which are 'mutable'
(201-213).

     New proposals for rule-changes are also written on index cards, or on
scratch pads of the same size.  If a proposal is adopted, the card is put in its
place in the numerical order.  If a proposal is an amendment to an existing
rule, it lies on top of the card whose rule it amends.  If a rule is repealed,
its card is simply removed.  Save the 29 cards numbered with the Initial Set for
use in future games.

     For more complex games players may prefer to transcribe into their own
notebooks or word processing files the text of each new rule or amendment and to
keep an account (perhaps in a separate list, by number) of the rules still in
effect.  If this method is adopted, the rules should probably define a 'master
book' that contains the authoritative text of each rule in case of conflicts or
transcribing errors.

     The constantly changing body of rules makes Nomic a natural for word
processors.  Players who can share equipment or use a network to display the
same file of rules might try to do so.  A single player should probably be
assigned the responsibility of entering and editing the text.  Computers will
permit very complex, long-term games to develop.  Players may want to plan ahead
when they start such a game, attempt to date each amendment and addition, and
provide separate files for amended and repealed rules, and defeated proposals,
in order to keep a record of the game.

     Players who try to go beyond text processing and actually put some Nomic
decision-making into a program are warned that the complexities are subtle.
First, such a program should be as easy to modify as the rules of the game, or
else the difficulty of changing it will put an unwanted brake on play. Moreover,
it is very easy inadvertently to give the program decisions to make that are not
actually clerical and that belong to the players.  This is true even of the most
deceptively simple decisions such as renumbering rules after amendment,
computing scores, and deciding who plays next.  For the same reasons, mere word
processing can introduce distortions.  Decisions necessary to write a program or
edit text may require a precision not explicit in the rule as written, in which
case the programmer usurps the power of the game Judge if she simply chooses a
reading of the rule.  In any case, the game Judge should be the final arbiter of
all questions and decisions, even those made by a program, unless of course a
rule has changed the role of the Judge.
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   Editor's notes:  The complete text of the Nomic initial set of rules is in
the file NOMIC.RUL on this disk.  Select the next menu item to read it or copy
it to your disk.  It is in a straight ASCII file to let you use it in your own
games; you can enter new rules by word processor.  Be sure to do your editing
only to a copy of the rules on your own disk, not the original, so you still
have the unmodified set for future games.

   Please send us your comments regarding Nomic, and your experiences in
attempting to play it.  These comments can be submitted on disk just like all
other feedback, and, as usual, you will receive a replacement blank disk and a
$5 coupon good for any of our products.  If you have played a Nomic game and
kept a record of your rule changes on disk, we would appreciate it if you
enclosed your final rule file so we can see the history of your game.  We may
publish some of your more interesting comments and game summaries.

   A Nomic game by electronic mail is now in progress on our BBS, reachable at
(318) 222-3503.
