Nomics with this status currently allow non-players to perform some game actions (e.g. voting). The term is an allusion to the penultimate paragraph in Section A of Suber's description of "Nomic", quoted below:

Similarly, most other games do not embrace non-play and do not become paradoxical by seeming to do so. Children often invent games that provide game-penalties for declining invitations to play, or that extend game-jurisdiction to all of "real life" and end only when the children tire or forget. ("Daddy, Daddy, come play a new game we invented!" "No, sweetheart, I'm reading." "That's 10 points!") Law does this too. One cannot choose not to play criminal law, and kill someone with impunity, or choose not to play tax law. These choices are not recognized by the rules of the "law game" as valid moves; one is liable anyway. Nomic can become law-like in this way, or child-like in the former way, to an arbitrary degree. A game of Nomic may embrace anything at the vote of the players. The line between play and non-play may shift at each turn, or it may apparently be eliminated. Players may be governed by the game when they think they are in between games or when they think they have quit. Part of the rationale of Rule 113 is to minimize the only obvious, disadvantageous consequence of this feature, or to require an explicit vote to institute those consequences.

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