Solitaire Nomic 1.0
Introduction
Many popular games can be played alone or have a solitaire variant. I
thought it would be a neat trick to develop a solitaire version of Nomic.
None of the current Nomic variants are much fun for a single player ---
it's too easy for the player to adopt an "I win" rule. For a solitaire
version to work, rule changes must be severely limited.
On the Nomic World MUD
there was a subgame called the Mutation Committee
whose ruleset was suitable. I used it to develop the Solitaire Nomic ruleset
below. This ruleset is a simply-solved puzzle (I can win in 4 moves.);
for additional challenge, try randomly renumbering the immutable ordinances.
Comments should be sent to d.chatham@moreheadstate.edu.
Initial Ruleset
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Two classes of Rules. There shall be two classes of rules: immutable
and mutable. Immutable rules shall have numbers less than 20 and greater
than 0; mutable rules shall have numbers 20 or greater. Immutable rules
shall not be subject to mutation, death or division.
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Objective. The goal of this game is to eliminate all rules except
this one from the ruleset. The player wins if and only if the goal is achieved.
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Life Span. All mutable rules shall have a life span of 8 turns from
the time of their creation or transmutation to a mutable rule before they
are subject to death except where they gain extra life span by subsuming
another rule. A mutable rule's current life span is the time remaining
until its death. A mutable rule's life span may never exceed 8 turns.
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Rule Changes. Rules may not be changed, except as stated by the
immutable rules.
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Death. Death is the process of a mutable rule being removed from
the ruleset.
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Actions. Each turn the player may perform exactly one action on
exactly one rule. An "action" is one of the rule changes described in the
immutable rules. Should there be less than 2 mutable rules remaining then
the next action performed must be to divide, if "division" is defined in
the immutable rules.
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Transmutation. Transmutation is the process of renumbering an immutable
rule. The transmuted rule loses its old rule number, and gains a number
greater than or equal to twenty, which is not the number of an already
existing rule. An immutable rule cannot be transmuted if there exists another
immutable rule with a greater number.
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Mutation. Mutation is the process where the player replaces up to
4 consecutive words or 2 non-consecutive words in a mutable rule with from
zero to 8 other words. The rule number is part of the text of an rule,
and hence it may be mutated; however the number may not be mutated to an
already existing number or an illegal number.
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Subsumption. Subsumption is the process of a mutable rule appending
the text of another mutable rule to its own text. The mutable rule that
has been subsumed is subject to death. A mutable rule which subsumes another
mutable rule gains one half (in turns; integer portions are rounded down)
of the other mutable rule's remaining life span.
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Division. Division is the process of duplicating an rule and prepending
a new number to the duplicate. The number prepended may not be an already
existing number. Both the rule and its duplicate (if mutable) are given
a life span equal to half the rule's life span before it divided, plus
four turns.
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Precedence. Lower number rules always take precedence over higher
number rules, without exception.
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Rule Numbers. Rule numbers must be integers greater than 0. A rule
number is always at the start of an rule and is terminated with a full
stop followed by a space.
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100. Scoring. The player shall gain 10 points by performing an action.
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101. Permissibility of the Unprohibited. Whatever is not regulated
or prohibited by these rules is permitted.