Plain nomic played pragmatically to win is a horrible game imo. I suspect this will devolve into people making blocs or something like usual, and the secrecy element doesn't seem to do anything to change that. It seems to *actually encourage* making cabals, and the game can easily immediately end once you have a team that is a Proposal-passing majority.
First turn, after (necessarily) talking to a cabal of players to get it passed: "Randomly choose a player among me and [the cabal]. That player wins and the game ends." But, anyways. I'm up for trying it out. (PSST, if someone wants to make such a cabal, count me in). On Thu, Aug 20, 2020 at 4:02 AM Gaelan Steele via agora-discussion < agora-discussion@agoranomic.org> wrote: > I wrote this ruleset up a while ago, and there's been some interest when I > brought it up on the discord, so I figured I'd bring it up again. I'll set > it up as a free tournament soon, but wanted to get some feedback first. > That being said, my preference would be to do relatively minimal iteration > on the ruleset before we start playing, because, you know, nomic. > > Gaelan > > --- > > [TL;DR: Suber Nomic, but the ruleset isn’t published and proposals are > private. The intention is that you’d make your proposal and share the text > with just enough people to get a majority voting for it.] > > Initial Set of Rules > 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 when the tournament 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 of an > amendment of a mutable rule; or (3) the transmutation of an immutable rule > into a mutable rule or vice versa. > > 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. > > 106. All proposed rule-changes shall be sent to the Gamemaster before they > are voted on. If they are adopted, they shall 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 shall be given a 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 reenacted, it receives the number of the > proposal to reenact it. If a rule is amended or transmuted, it receives the > 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 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 three quarters of the eligible voters, rounded up, > vote for it. Transmutation shall not be implied, but must be stated > explicitly in a proposal to take effect. > > 110. In a conflict between a mutable and an immutable rule, the immutable > rule takes precedence and the mutable rule shall be entirely void. For the > purposes of this rule a proposal to transmute an immutable rule does not > "conflict" with that immutable rule. > > 111. 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 be changed, and rules that establish a > winner when play cannot continue may be enacted and (while they are > mutable) be amended or repealed. When a player wins, the Gamemaster shall > announce this fact, and the tournament ends with that player as the winner. > > 112. A player always has the option to forfeit the tournament rather than > continue to play or incur a tournament penalty. No penalty worse than > losing, in the judgment of the player to incur it, may be imposed. > > 113. There must always be at least one mutable rule. The adoption of > rule-changes must never become completely impermissible. > > 114. 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. > > 115. 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. > > 116. All judgements about the legality of a move or the interpretation or > application of a rule shall be made by the Gamemaster. > > Mutable Rules > 201. Players may take turns at any time, but may not do so less than 23 > hours after a previous turn and must do so within 49 hours after the > beginning of the tournament, becoming a player, or their previous turn. > 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 (2) by the Gamemaster calculating a random number from one > to six and adding that number of points to the player's score. A player > takes a turn by privately communicating their intention to do so, along > with the proposed rule-change, to the Gamemaster. When a player takes a > turn, the Gamemaster shall announce the number of the proposed rule-change, > a cryptographic hash of its contents, and the number of points gained by > the player. > > 203. A rule-change is adopted if a simple majority of all eligible players > vote in favor of it. > > 205. An adopted rule-change takes full effect at the moment it receives > sufficient votes to be adopted. Upon a rule-change being adopted, the > Gamemaster shall publish the number of the adopted rule-change, but no > further information. > > 206. When a proposed rule-change is defeated, the player who proposed it > loses 10 points. > > 207. Each player always has exactly one vote. Players shall vote by > privately sending a message to the Gamemaster. > > 208. The winner is the first player to achieve 200 (positive) points. > > 209. 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 to 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 again governs. > > 210. 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 > Gamemaster's reasoning, a move appears equally legal and illegal, then the > first player who attempts, but is unable to complete, a turn is the winner. > > This rule takes precedence over every other rule determining the winner. > > 211. The state of the tournament shall be maintained by the Gamemaster. > While tournament continues, the Gamemaster shall not reveal any part of it > unless required to by the rules. > > 212. If a player breaks a rule or attempts to make a move prohibited by > the rules, the Gamemaster shall publicly announce that the player has > "failed to consider" the initial rule or rule-change that made the action > illegal or invalid (specifying the number of that rule or rule-change), and > the player shall lose 10 points. > > 213. A player with 5 or more points may privately submit an inquiry to the > Gamemaster, providing the number of an initial or adopted rule-change. Upon > sending such an inquiry, 5 points are deducted from the player's score. The > game-master shall respond with: > > - If the number corresponds to a rule-change, the text of the rule-change > as submitted when it was proposed. > - If the number corresponds to a rule or amendment, the number of the next > rule-change that amended, transmuted, or repealed it, if any. > > 214. Any person, other than the Gamemaster, may become a player at any > time.