So, you want to play Nomic!
If you scrolled down, you'd have seen a list of nearly fifty established rules. That's a lot! Luckily for you, a whole bunch of them are irrelevant. This guide will focus on important stuff.
Proposing, Opposing, and SupportingProposals are at the heart of Nomic. To propose something, use the following format:
Proposal # - Name: Description
Be sure to replace "#" with the number of the proposal; the appropriate number is one higher than the most recent proposal, as you'd expect. If you mess up on the format, don't worry—you need to write a haiku (yes, really) before you make a new or fixed proposal, but you may make another, or recreate the same. Otherwise, you can only create one proposal per turn, so make it count!
To support or oppose a proposal, include
Support # or
Oppose # in your post, where "#" is the proposal's number. If you say why you're opposing it, people will be more likely to agree with you, so please do!
Now that you've read this, feel free to start drafting a proposal. You might want to read the rest of the guide before you post it, though, just in case
MoneyYou don't start with any of it, unfortunately. Still, you get a guaranteed $500 each turn at the bare minimum, so this will be useful info before long! Besides, money is pretty influential, so you should read this if you're planning to vote (which you should).
At the beginning of each turn, all players will receive a base
$500. You can also get money from plots of land, the stock market, successful proposals, and raffles; formerly, it was possible to receive income from the bank and a horrifying eldritch abomination, as well. Let's talk about the stuff that still exists!
Land: Land is kind of a mess right now. If you do the math, you'll find that it's exponential—more land means more income, which means you can buy more land! Or rather, it
was exponential; at the moment, two separate proposals heavily nerf it in different ways, making it all-but-useless. Some people have 30+ plots of land, though, so it probably won't stay useless forever. For now,
avoid.
The Stock Market: The stock market gives an obscene average return if you invest a low-but-barely-above-100 value, because of how it works. For now, you want to
invest a value between $101 and $200 each turn, whatever else you do; once your investments pay off, withdraw enough money for your investment to once again be between $101 and $200.
Raffle: Random, like the stock market, but the stock market is better in every way.
Avoid, if it even still exists.
Extra proposals: If you have $1000 to spend, you can buy an extra proposal. At the time of writing, exponential gain still looms on the horizon; I strongly recommend saving up, since you otherwise might fall behind.
Holy Imperial Electorate Votes: Being the Holy Imperial Emperor currently does almost nothing, so these are pretty much useless.
Avoid, since any proposal that gives the Emperor actual power will most likely be preceded with or followed by election reform.
Targeting: It costs $5000, but you can effectively remove someone's vote for the turn. In theory, this
could be worth it, if you had the money and they were going to oppose what you did, but you have better things to do with the $5000 you don't have.
Avoid.In short: invest
$200 into the stock market each turn, saving the rest of your money for the all-but-inevitable return of exponential gain.
AlliancesAlliances allow for very limited money-sharing, automatic voting, and shared victory. If you want to know how to make or join one, go to the rule list and Ctrl + F "alliance".
MafiaA subgame. Currently pointless, but that could change. If you are
town, your goal is to find out who the Mafia members are. If you are a member of the
Mafia, your goal is to conceal this until—uh, there isn't actually an endgame, yet, but there probably will be one someday. For now, just ignore it.