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Strategy

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By Seldiora

This is a page for strategies in Nomic. Though the game is complex enough that some strategies only work for specific dynasties, there are still good ideas in general.

1. Scam winning This is a bit unfair, but a lot of rules can have loopholes and loose definitions that you exploit to win. An example is Josh's "Classical Conditioning" in the lab rat dynasty that allowed any action to be performed without prerequisites, so long as it had already been performed five times. Since Josh already declared victory at least five times, he was able to declare victory one more time.

2. Strategy VS Chance play In online games, some people are better at racing, others better at platform, some better at tower defense, others better at horror games. It is entirely possible to make rules to suit your style of play. For example, if you are very good at strategy and critical thinking, it would be better to have a zero sum game than a game with a lot of chance involved. On the other hand, if someone is better at you in strategy, you may think of using random chance to hamper their chances at victory.

3. Rule restriction You can make rules about what kind of rules can be made in Nomic to further restrict your opponents. Similar to strategy play, this can be used to direct the game in a certain direction due to limitations of rules. In addition, if your old rules are harder to repeal and remove, the game will more likely go in your favor.

4. Combo building This is similar to scam winning, but utilizes multiple seemingly harmless proposals that can combine together to gain an infinite amount of resources, even if not instantly win. For example, if you can buy coconuts for 5 dollars (first rule) but whenever you discard an item you gain a seed (second rule) that eventually grows into a 10 dollars (third rule), it might be difficult for others to spot the combo and use it, in contrast to the proposal creator.

5. Team work/majority appeal This works best if you are already familiar with the people you are playing Nomic with, but even with unfamiliar people you can create mutually helping rules. Even among the minority, partners could work well, for example, asking someone to always vote with you and sharing your resources with them (or even paying in-game currency to get them to vote for you). The alternative "majority appeal" means doing rules that help enough people to pass the proposal. If only one person is almost winning, proposing a hefty obstacle in their way will almost certainly succeed.

6. Borrowing/Changing Technical terms This is like a combination of strategy play and scam winning. A lot of Nomic ideas borrow from other games. If you take an idea from a game that has perfect or excellent strategy (such as Tic tac toe) but change its name and make it seem abstract, it is plausible that you will confuse others (or have them think the wrong way), while you yourself already know the best way to win the game. One good example is the Monty Hall problem, if you presented it without background knowledge, the solution is very counter-intuitive.

7. Core Rule Effect This is similar to "rule restriction" but is subtle and uses psychological effect of "big rules". For example, if you are playing Chess and the goal is to checkmate, it wouldn't be very easy to strip that rule and change the goal, unless someone had a more interesting rule, especially if some people were already invested into checkmating the king. So the people who initiate interesting rules that establish winning condition or basic play style will arguably have an advantage, since further rules tend to build upon that mechanic rather than attempting to get rid of it.