David Howe made a variant of chess by combining Peter Suber's Nomic game with Ralph Betza's Chess for Any Number of Players. I have tried to modify that into a two player game that can be played on the forums. I call it Fenomic Chess.
The rules listed below may seem rather complicated, but the idea behind them is rather simple: after each move, you can propose a change to the rules. If your opponent agrees on the rules change, it goes into effect. The restriction on rules changes that I added was that you can't make a rule that makes it so you can't represent the game in FEN notation. That way we can use the forum's diagram tool to represent the game.
Anyone want to give it a try?
Initial Set of Rules
Immutable Rules
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201 - 210 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way must be vetoed or accepted by the opposing player before the next move is made.
105. All proposed rule-changes shall be written down before they are vetoed or accepted. If they are adopted, they shall guide play in the form in which they were accepted.
106. No rule-change may take effect earlier than the moment of the acceptance of the rule, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
107. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
108. Rule-changes that transmute immutable rules into mutable rules shall not be implied, but must be stated explicitly in a proposal to take effect.
109. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
110. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the opposing player may suggest amendments before approving or vetoing the rule-change. The proponent decides the final form in which the proposal is to be accepted or vetoed.
111. The state of affairs that constitutes winning may not be altered from eliminating the other player from the game to any other state of affairs. The rules for determining how a player is eliminated from the game may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
112. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
113. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
114. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
115. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
116. No rule-change may transform the game into one which cannot be represented by standard FEN notation.
Mutable Rules
201. Players shall alternate turns according to which army or armies they control. Turns may not be skipped or passed, and parts of turns may not be omitted. Both players begin with a standard half-set of FIDE chess pieces placed upon a common FIDE chess board in the standard initial array.
202. One turn consists of three parts in this order: (1) accepting or vetoing any rule-change proposed by the opposing player at the end of their last turn, (2) moving one's army, (3) optionally proposing one rule-change.
203. A rule-change is adopted if and only if it is accepted by the opposing player.
205. An adopted rule-change takes full effect at the moment it is accepted by the opposing player.
206. The winner is the first player to eliminate the other player from the game.
207. At no time may there be more than 23 mutable rules.
208. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
209. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is considered to be stalemated.
This rule takes precedence over every other rule determining the winner.
210. Except as otherwise provided in these rules, the rules of FIDE chess apply.
David Howe made a variant of chess by combining Peter Suber's Nomic game with Ralph Betza's Chess for Any Number of Players. I have tried to modify that into a two player game that can be played on the forums. I call it Fenomic Chess.
The rules listed below may seem rather complicated, but the idea behind them is rather simple: after each move, you can propose a change to the rules. If your opponent agrees on the rules change, it goes into effect. The restriction on rules changes that I added was that you can't make a rule that makes it so you can't represent the game in FEN notation. That way we can use the forum's diagram tool to represent the game.
Anyone want to give it a try?
Initial Set of Rules
Immutable Rules
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201 - 210 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)
104. All rule-changes proposed in the proper way must be vetoed or accepted by the opposing player before the next move is made.
105. All proposed rule-changes shall be written down before they are vetoed or accepted. If they are adopted, they shall guide play in the form in which they were accepted.
106. No rule-change may take effect earlier than the moment of the acceptance of the rule, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
107. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
108. Rule-changes that transmute immutable rules into mutable rules shall not be implied, but must be stated explicitly in a proposal to take effect.
109. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
110. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the opposing player may suggest amendments before approving or vetoing the rule-change. The proponent decides the final form in which the proposal is to be accepted or vetoed.
111. The state of affairs that constitutes winning may not be altered from eliminating the other player from the game to any other state of affairs. The rules for determining how a player is eliminated from the game may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.
112. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.
113. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
114. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
115. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
116. No rule-change may transform the game into one which cannot be represented by standard FEN notation.
Mutable Rules
201. Players shall alternate turns according to which army or armies they control. Turns may not be skipped or passed, and parts of turns may not be omitted. Both players begin with a standard half-set of FIDE chess pieces placed upon a common FIDE chess board in the standard initial array.
202. One turn consists of three parts in this order: (1) accepting or vetoing any rule-change proposed by the opposing player at the end of their last turn, (2) moving one's army, (3) optionally proposing one rule-change.
203. A rule-change is adopted if and only if it is accepted by the opposing player.
205. An adopted rule-change takes full effect at the moment it is accepted by the opposing player.
206. The winner is the first player to eliminate the other player from the game.
207. At no time may there be more than 23 mutable rules.
208. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.
If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.
If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
209. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is considered to be stalemated.
This rule takes precedence over every other rule determining the winner.
210. Except as otherwise provided in these rules, the rules of FIDE chess apply.