Nomic Rules


Initial Imutable 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 (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, repeal or amendment 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at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; no rule is absolutely immune to change.)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 are 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 referred to be 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 repeated 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 If an amendment is amended or repealed, the ordinal number of the proposal to amend or repeal the amendment.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, paradoxical 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 it otherwise held to be of questionable value, then the other players can suggest amendment 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 rather than continuing to play or incurring a game penalty. ( No penalty worse than losing, in the judgment of the player incurring the penalty, 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 in any way affect rules needed to allow or apply rule changes are fully as permissible as other rule changes. Even rule changes that repeal part or all of their own authority are permissible. No rile 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").


Initial 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 begin with zero points.
202.
One turn consists of two parts, in the 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 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.
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, 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), 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 interpretation 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 Judgment.) 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 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 Judge 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 purposes of this rule, may be created by the insistence of any player.
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.

Added Rules


301.
This is test rule No.301.
302.
This is test rule No.302

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