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- Initial Set of Rules of Nomic
- 1. 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 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- repealed; mutable rules, as long as they are mutable, may be amended or
- repealed.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 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 participate 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 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 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- If a rule is repealed and then re-enacted, it receives the ordinal number of the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- or repealed, the entire rule of which it is a part receives the ordinal number of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.
- 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 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 prevention: 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 judgment 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.
- 2. 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
- 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 against winning proposals shall 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. 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 tog
- 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
- 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
- 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.
- The judge's judgment may be overruled only by a unanimous vote 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 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 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 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.
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