hra ktora by sa teoreticky dala hrat aj tu na kyberii. hladaju sa ludia v obore "adventurous system design"
ale je mozne, ze to zbytocne komplikovane nieco, a iba ja mam vel casu...
Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. 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. Even this core of the game, of course, can be changed.
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 (Rule 208) but by paradox (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 and, at least in the beginning of face-to-face games, one die. Each player should have a copy of the Initial Set of rules to consult.
The physical method of play, other than the 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 (to save money) 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 the text of each new rule or amendment and to keep 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 bookkeeping in 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, that is, to change Nomic without realizing it. 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.