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ノミック

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詳細 2009年5月5日 01:24更新

このとんでもなくマイナーなゲーム(?)がやってみたくて、とりあえずコミュを立ててみましたが・・・

ノミック(nomic)とは1982年に弁護士であり哲学者でもあるPeter Suberが考案したゲームで、ルールを変えていくことがルールのゲームです。
オリジナル版の初期設定は、16の不可変規則(絶対に変更不可能というわけではない)と13の可変規則からなります。初期状態ではルールの変更または追加は各プレイヤーの手番のときに提案され、満場一致のときに採用されます。各プレイヤーは新たなルールが採用されたときに10点を自得点に加え、先に100点に達したプレイヤーが勝者となります。
もちろん上記のルールも全て変更可能です。
以下、原文でのルールを載せますが、随時日本語訳していく予定です。

<可変規則>
101
プレイヤーは基本的に全ての規則を常に守らなければならない。基本的にゲームは初期規則とともに開始される。初期規則は101-116の不可変規則と210-213の可変規則から構成される。

102
初期規則のうち100番台のものは不可変、200番台のものは可変規則である。しかし可変・不可変の変更が可能であるため、番号に関係なく不可変規則が可変規則になったり、可変規則が不可変規則になったりする可能性がある。

103
規則変更とは以下のことを指す。
(1)可変規則の制定、廃止、修正
(2)修正済み可変規則の制定、廃止、修正
(3)不可変規則の可変規則への変更、またはその逆

104
適切な方法で提案された規則変更は全て投票にかけられ、一定数の票を得た場合採用される。

105
全てのプレイヤーは投票の資格があり、全ての規則変更の投票に参加しなければならない。

106
提案された規則変更は投票前に成文化されなければならず、採用された場合ただちに効力を発揮する。

107
例え明言されていたとしても規則変更が採用される以前に効力を持つことはない。同様に規則変更が過去に遡って効果を及ぼすことはない。

108
全ての提案された規則変更には番号が付けられる。採用されてもされなくても、提案された時点で301から始まる数字が順に付けられる。
規則が廃止または再制定された場合も番号が付けられる。また規則が修正、変更された場合も修正済みの規則が修正、廃止された場合も同様に番号が付けられる。

109
不可変規則から可変規則への規則変更は満場一致の場合にのみ採用される。可変規則と不可変規則の間の変更は明示的に提案しなければならない。

110
可変規則と不可変規則の間に矛盾がある場合、不可変規則が優先され、可変規則は無効となる。ただしこの規則のために不可変規則を変更するという提案は、不可変であることと矛盾しない。

111
規則変更の提案が不明瞭である、多義的である、逆説的である、プレイを破壊する、二つ以上の規則から構成されている、実際的に変更されていない、またそれらの疑いがある場合は投票前にプレイヤー間で提案の修正もしくはその議論をするべきである。またこの議論に十分な時間をとらねばならない。そして提案者は投票されるに相応しい提案を作り、審判が権利を委託されていない場合、提案者は議論が終わり投票されるまでの時間を決める。

112
Nポイントを獲得するという勝利条件を変更することはできない。ただしNの大きさとポイントの獲得方法は変更でき、プレイが継続できないときの勝者を決定する規則は(可変規則であれば)変更可能である。

113
プレイヤーはゲームを続けてペナルティを受ける代わりにいつでもゲームを放棄する権利を持つ。ゲームに負ける以上のペナルティはなく、ペナルティを受けるプレイヤーは自身の判断によって、そのペナルティを拒否できる。

114
常に一つ以上の可変規則がなくてはならない。規則変更の採用が完全に変更不可能になってはならない。

115
規則の変更を許可したり適用するのに必要とされる規則に影響を及ぼす規則変更も他の規則変更と同様に扱われる。その規則自身の不可変性を修正、廃止する規則変更も同様である。どんな規則変更も変更のタイプも単に自身を参照する、または自身へ適用するという理由で拒否されることはない。

116
規則で禁止または規定されていない事はどんなことでも許可され規制されない。ただし規則の変更に関しては規則や規則群が明示的、もしくは暗黙的に許可している場合を除いては許可されていない。

<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 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 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. Every eligible voter must participate in every vote on rule-changes.

106. All proposed rule-changes shall be written down 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 the vote is unanimous among the eligible voters. 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. 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. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides 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 be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, 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 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.

116. 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.

<Mutable Rules>
201. 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. All players begin with zero points.

In mail and computer games, players shall alternate in alphabetical order by surname.

202. One turn consists of two parts in this 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.

In mail and computer games, instead of throwing a die, players subtract 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

In mail and computer games, the winner is the first player to achieve 200 (positive) points.

209. At no time may there be more than 25 mutable rules.

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer.

211. 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.

212. 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. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

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.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order 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 team-mate.

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 Judges 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. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. 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.

This rule takes precedence over every other rule determining the winner.

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2006年11月26日

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