change the rules
In the group Core mechanic.
On your turn you can change a rule instead of only making a move, so the game you finish is not the game you started. In Nomic, changing the rules is the whole game.
In the group Core mechanic.
On your turn you can change a rule instead of only making a move, so the game you finish is not the game you started. In Nomic, changing the rules is the whole game.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
A player can answer the last move by changing a rule, and the next player answers that change.
Players change the rules without speaking, so others work out each change from what happens.
You roll to move, and some spaces let you change a rule, such as how far a roll takes you.
Some cards in the shared row are new rules, and picking one puts it into play.
Players bid for the right to change a rule, so each change has a price.
You can keep adding rule changes on your turn, but a change that backfires costs you.
Holding an area gives you the power to change a rule, so the map decides who rewrites the game.
One action space lets a worker change a rule, so players compete for it.
Players can change what counts as a scoring pattern while they build.
Some cards in your hand change rules, and you choose when to play them.
Winning a trick lets you change a rule, such as which suit is strongest.
Players make deals to support or block rule changes,.
Completing a set lets you change a rule, so collecting brings power.
Some tiles carry new rules, so the board grows with its own laws.
Players race to the end, but anyone can change the rules of the race on their turn.
Players score points and can change how points are scored,.
Players knock each other out, and can change the rules that decide who is out.
The group survives together and can change rules to make the game easier or harder.
Players work towards one goal and agree changes to the rules on the way.
Each player secretly changes rules to help a hidden aim.
Changing a rule changes the story, such as a rule that lets the dead return.
Players change the rules with no winner, just to see what the game becomes.
Each player changes the rules towards what they want the game to be.
Players change rules to avoid being the one who loses.
Each player plays alone but can change a rule that applies to everyone.
Players attack each other by changing rules against them.
Rule changes work through the board, such as making one area cost more.
The group changes rules together to beat the game.
Players change rules for the group but slip in changes that help themselves.
Teams take turns changing rules to help their side.
Players change rules together, but one player's changes secretly sabotage the group.
Players propose rule changes by post, and the game slowly rewrites itself.
Rules changed by players from an earlier game stay in force, so you play under their laws.
A roll or draw decides which rule changes next.
A draw suggests a rule change, but players can adjust or reject it.
Players change rules with skill, with a little luck in what changes are available.
Winning depends on how cleverly you change the rules.
A thrown die is read as a sign, and players change a rule in response to what it seems to say.
Players change rules by sensing what the group wants, without voting.
Every rule and change is written where everyone can see it.
Players hold hidden rule cards and reveal them when they play.
Players change rules while hiding their role, so each change is a clue.
Players work out hidden facts while the rules about clues keep changing.
Players claim a rule has changed and others decide whether to believe them.
One player secretly adds rules, and others discover them by breaking them.
One player can change rules but cannot say what they changed, so others have to notice.
Players change the rules of a model of a real system, such as a tax rule, and watch the effects.
Each role proposes rule changes that suit it, and the group decides.
Players change the rules about how much each can take from a shared resource.
Rule changes take effect a few rounds later, so players vote on what they cannot yet see.
Any player can change a rule as a move, and the group plays on to see what it does.
Afterwards, players trace each rule change and talk about what it did.
Rule changes are written into the rulebook permanently, so the next game starts with them.
Players change one rule a day, so the game slowly becomes something new.
Characters can change the rules of their world, such as a king making a new law.
A player who succeeds at a feat can change a rule.
Drawing certain places changes the rules, such as a castle that adds a law.
Players change the rules whenever the game is about to end, to keep it going.
Players change the rules to try to win, but the game always changes them back.
The game master can change the rules as the story needs.
Passers-by can change one rule as they join, so the game keeps shifting.
Some results on the table change the rules of the game.
Some revealed areas change the rules of the game.
Who is allowed to change the rules makes a point about power.
Rules changed in the game become rules for the group, such as studio rules.
Players change what earns points, and see how their behaviour changes.
Players change the rules of the future world as they live in it.
Each player proposes one rule change on their turn, and the game shifts with every turn.
Everyone proposes a rule change at once and all are revealed together.
Anyone may change a rule at any moment.
Rule changes have to be proposed within a time limit.
Rule changes are proposed slowly and talked through.
Rules change faster as the game goes on.
change the rules supports the feeling excited.
change the rules supports the feeling clever.
change the rules supports the feeling silly.
change the rules neither supports nor works against the feeling tense.
change the rules neither supports nor works against the feeling together.
change the rules supports the feeling sneaky.
change the rules neither supports nor works against the feeling lucky.
change the rules supports the feeling in charge.
change the rules supports the feeling surprised.
change the rules neither supports nor works against the feeling thoughtful.
change the rules neither supports nor works against the feeling fast.
change the rules supports the feeling unfair in a fun way.
change the rules neither supports nor works against the feeling careful.
change the rules supports the feeling daring.
change the rules neither supports nor works against the feeling friendly.
Changing the rules is the move. It makes visible what every designer does between playtests, and shows that every rule serves someone more than others.