Nomics...a fantastic simulation that can drive the youth crazy but give them a very powerful look into the making of laws, carrying them out, and negotiation.
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.
—Peter Suber, The Paradox of Self-Amendment
[2
These are the initial rules that our parent mentor gave us:
Initial Set of Rules
100. All players must always abide by all of the rules then in effect, in the form in which they are in effect.
101. 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.
102. Every player is an eligible voter. Every eligible voter must participate in every vote on rule changes.
103. All proposed rule changes shall be written down before they are voted on.
104. 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.
105. Each proposed rule change shall be given a number for reference.
The numbers shall begin with 200, and each rule change proposed in the
proper way shall receive the next successive integer, whether or not the
proposal is adopted.
106. 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.
107. Whatever is not 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.
109. 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.
110. All players begin the game with zero points.
111. One turn consists of one part: proposing one rule change and having it voted on.
112. A rule change is adopted if and only if the vote is unanimous among the eligible voters.
113. An adopted rule change takes full effect at the moment of the completion of the vote that adopted it.
114. Each player has exactly one vote.
115. The winner is the first player to achieve 100 points.
116. If two or more rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
117. 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 decide the question.
118. If the rules are changed so that further play is impossible, or if
the legality of a move cannot be determined with finality, or if by the
Judge's best reasoning, not overruled, a move appears equally legal and
illegal, then the first player unable to complete a turn is the winner.