Nomic is a game created in 1982 by philosopher Peter Suber, the of which include mechanisms for changing those rules, usually beginning by way of democratic voting. The game demonstrates that in any system where rule changes are possible, a situation may arise in which the resulting laws are contradictory or insufficient to determine what is in fact legal.
Its name derives from the Greek language for "law", νόμος ( nomos), because it models (and exposes conceptual questions about) legal systems and the problems of legal interpretation.
Under Peter Suber's original ruleset, gameplay occurs in clockwise order, with each player taking a turn. In that turn, they propose a change in rules that all the other players vote on, and then roll a die to determine the number of points they add to their score. Each player has one vote, and if the rule change received a majority of votes, it comes into effect at the end of their turn. Any rule can be changed with varying degrees of difficulty, including the core rules of the game itself, and the rule that requires players to obey the rules. As such, the gameplay may quickly change. Players often add new subgames into the rules with new ways to gain points. The game can be played face-to-face with as many written notes as are required, or through any of a number of Internet media (usually an archived mailing list or Internet forum).
Under Suber's initial ruleset, rules are either or . Immutable rules take precedence over mutable ones, and must be changed into mutable rules (called ) before they can be modified or removed.
While the victory condition in Suber's initial ruleset is the accumulation of 100 points by the roll of dice, he once said that "this rule is deliberately boring so that players will quickly amend it to please themselves." Any rule in the game, including the rules specifying the criteria for winning and even the rule that rules must be obeyed, can be changed.
Another facet of Nomic is the way in which the implementation of the rules affects the way the game of Nomic itself works. ThermodyNomic, for example, had a ruleset in which rule changes were carefully considered before implementation, and rules were rarely introduced which provide loopholes for the players to exploit. B Nomic, by contrast, was once described by one of its players as "the equivalent of throwing logical hand grenades".Comment on spoon-discuss, a discussion list for B Nomic.
In a computerized Nomic, the rules are interpreted by a computer, rather than by humans. This implies that the rules should be written in a language that a computer can understand, typically some sort of programming language or Game Description Language. Nomyx is such an implementation.
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