<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.blognomic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chiiika</id>
	<title>BlogNomic Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blognomic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chiiika"/>
	<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Special:Contributions/Chiiika"/>
	<updated>2026-06-04T06:02:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34123</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34123"/>
		<updated>2026-05-01T19:40:37Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
{{pill|Lead Defuser| - |gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  0 ||  Lawnomos (3rd) || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 11 || Lawnomos (1st) || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     ||  5 || - || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 10 || Lawnomos (2nd) || {{box|Ash|gray}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           ||  3 || ais523 (1st) || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       ||  3 || - ||{{box|Pulse Meter|yellow}}{{box|Solder|brown}}{{box|Tracer|red}}{{box|Ejector Seat|green}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus ||  7 || ais523 (2nd) || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  ||  2 || - || {{box|Ash|gray}} || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34068</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34068"/>
		<updated>2026-04-28T16:46:10Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: reset my equipment (A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool.), then take a Tracer (A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment.), then claim ais532&amp;#039;s design. Punting the bossfight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || 0 || ais532 || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 5 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || ServusCallidus || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || Lawnomos (2nd)  || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 3 || - ||{{box|Pulse Meter|yellow}}{{box|Solder|brown}}{{box|Tracer|red}}{{box|Ejector Seat|green}}|| Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || - || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 0 || - || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34052</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34052"/>
		<updated>2026-04-27T20:01:48Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Josh failed ServusCallidus&amp;#039;s design; I&amp;#039;ll try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 || ServusCallidus   || {{box|Blindfold|black}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || ais523 || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 5 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || - || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 3 || - ||{{box|Pulse Meter|yellow}}{{box|Solder|brown}}{{box|Tracer|red}}|| Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || - || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 0 || - || - || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34051</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34051"/>
		<updated>2026-04-27T19:59:50Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Take a blindfold from the stock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 ||  || {{box|Blindfold|black}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || ais523 || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 5 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || ServusCallidus || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 3 || - ||{{box|Pulse Meter|yellow}}{{box|Solder|brown}}{{box|Tracer|red}}|| Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || - || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 0 || - || - || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34050</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34050"/>
		<updated>2026-04-27T19:36:03Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: de-claiming for the moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 ||  || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || ais523 || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 5 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || ServusCallidus || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 3 || - ||{{box|Pulse Meter|yellow}}{{box|Solder|brown}}{{box|Tracer|red}}|| Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || - || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 0 || - || - || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34014</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34014"/>
		<updated>2026-04-23T18:13:24Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: I don&amp;#039;t think ill get the claim but ill see&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|1|lightblue}}&lt;br /&gt;
{{pill|Max Cost|12|yellow}}&lt;br /&gt;
{{pill|Max Wires|4|green}}&lt;br /&gt;
{{pill|Lesson|Dummy|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 || Lawnomos (3rd) || - || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 3 || Lawnomos (2nd) || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 0 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 ||  || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34013</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34013"/>
		<updated>2026-04-23T18:12:30Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: darknight defused - gains 2 expertise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|1|lightblue}}&lt;br /&gt;
{{pill|Max Cost|12|yellow}}&lt;br /&gt;
{{pill|Max Wires|4|green}}&lt;br /&gt;
{{pill|Lesson|Dummy|silver}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 || - || - || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 7 || || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 3 || Lawnomos (2nd) || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || Lawnomos (1st) || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 0 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 ||  || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=33972</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=33972"/>
		<updated>2026-04-22T10:38:13Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: am going to burn things starting from -3 expertise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|1|lightblue}}&lt;br /&gt;
{{pill|Max Cost|12|yellow}}&lt;br /&gt;
{{pill|Max Wires|4|green}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || -3 || - || - || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 2 || JonathanDark || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 0 || Darknight || {{box|Tracer|red}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 2 || - || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 3 || - || {{box|Pulse Meter|yellow}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 0 || Desertfrog (1st) || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} || Sneaking&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 3 || Desertfrog (2nd) || {{box|Blindfold|black}} || Sneaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33837</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33837"/>
		<updated>2026-04-10T06:39:24Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Tools */ enacting I can do this with my eyes closed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design consists of an ordered list of Wires and Components (known collectively as the Design’s “Parts”). Each Component is either a Casing, a Timer or a Payload.&lt;br /&gt;
&lt;br /&gt;
Each Design has a Creator, who is the Defuser or idle Defuser who created it. This information is tracked in the authorship information of that Design&#039;s Story Post.&lt;br /&gt;
&lt;br /&gt;
Each Design has a list of Defusers Who Failed, a set that can contain Defusers and Idle Defusers, and is initially empty. This information is tracked in the comments to that Design&#039;s Story Post.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
* Choose an ordered list of up to 7 Parts for the Design, where each Wire has a specific Color, Type and Output (with each Wire in the Design having a different Color), and where at least one Part is a Payload. The Cost this Design cannot be greater than 10 plus twice the Round Number, and it cannot have more Wires than 3 plus the Round Number.&lt;br /&gt;
* Privately communicate these choices to the Supervisor along with a sequence of Wires that would (if Cut and Processed) safely defuse that Design.&lt;br /&gt;
* Select a Test Chamber in which your Design is to be housed.&lt;br /&gt;
* Create a Story Post (with “[Design]” in the title), listing the Wires and Components in order (specifying Wire Colors (unless the Conditions of the Test Chamber the Design is located in includes Dark), but leaving the Types and Outputs secret), and listing the Conditions of the Test Chamber in which the design is housed (these Conditions persist for this Design, regardless of any changes made to the Conditions for that Test Chamber). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
Designs can only be created when the rules explicitly permit doing so, and rules that permit the creation of Designs may place limits on the total number of Wires they contain, the total Cost of the Types of those Wires, or both&lt;br /&gt;
&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design&#039;s Story Post, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers have Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Set the Claim of each Defuser who Cut a Wire on this Design since the last time all its Wires were Uncut to empty.&lt;br /&gt;
* If no Defuser has yet scored from this Design, the Defuser who most recently Cut a Wire of this Design scores 3.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset. Skip the remaining steps of this action.&lt;br /&gt;
* The Creator of that Design scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Defuser who most recently Cut a Wire of this Design scores 3.&lt;br /&gt;
* Post a comment on that Design, stating that the bomb was defused safely, and specifying the Type of each Wire in that Design.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* No other Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color of that Wire (e.g. “I cut the red wire”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires (or, if the Design is housed in a Cramped Test Chamber and has at least two non-Broken Wires: if it contains at least two Active Wires), any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each non-defused Design, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is not claiming a Design, at any time that Defuser may set their own Claim to any legal value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, anyone may set that Defuser’s Claim to blank. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
== Wire Types ==&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 || Safe || - || Nothing happens (as though this Effect had not been applied).&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design&#039;s Wires is cut, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Adjacent to Payload || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || Adjacent to Casing || If the Defuser who Cut this Wire has any Tools, choose one of their Tools at random and destroy it. If the Design is housed in a Humid Test Chamber, all of their Tools are destroyed instead.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 1 || Safe || - || No immediate effect when cut.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
All Wires are considered Live, except for those which are the Output of a Power Wire that is both Broken and Cut, which are instead considered Dead. When a Dead Wire is Cut, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Expected Position, if it has one, is the most obvious and cost-effective place to put it in a Design. The Intricacy of a Design is calculated by starting at zero and for each Wire of that Design which has an Expected Position but is not in its Expected Position, increasing the Design’s Intricacy by the number of Parts between the Wire and its closest Expected Position (or by 10, if the Expected Position relates to a Part which is not present in the Design).&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round Number, a number.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round Number.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round Number was most recently initialised or changed, that Defuser may create a Design.&lt;br /&gt;
&lt;br /&gt;
==Environmental Hazards==&lt;br /&gt;
&lt;br /&gt;
There are three Test Chambers, named Test Chamber 1, Test Chamber 2 and Test Chamber 3. Each Test Chamber has a set of prevailing conditions, which are publicly tracked, defaulting to none.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Defuser may add, remove, or change one condition in one room.&lt;br /&gt;
&lt;br /&gt;
Legal conditions a Test Chamber may have are as follows:&lt;br /&gt;
&lt;br /&gt;
* Dark&lt;br /&gt;
* Very hot&lt;br /&gt;
* Very cold&lt;br /&gt;
* Vibrating&lt;br /&gt;
* Loud&lt;br /&gt;
* Humid&lt;br /&gt;
* Cramped&lt;br /&gt;
&lt;br /&gt;
(Note that the conditions ‘very hot’ and ‘very cold’ are mutually exclusive; if ever a Test Chamber has both conditions, the condition of the two that was added to that chamber least recently is removed.)&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty), where each type of Tool may only be in the list at most once. A Defuser may set their Equipment to a non-empty value at any time as long as that Defuser’s Claim is empty.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the Output of a Power Wire, destroy that Defuser’s Tracer and set that Power Wire to both Broken and Cut.&lt;br /&gt;
|-&lt;br /&gt;
| Night-Vision Goggles || If a Design is located in a Test Chamber whose Conditions include Dark, they may privately ask the Supervisor and/ or the Creator of that Design for the Wire Colours of the Wires in that design.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || When scoring from a Defusal Check concerning the Design where this item was equipped, if the Defuser who this was equipped to were to score 3, they instead score 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33836</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33836"/>
		<updated>2026-04-10T06:35:01Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Claiming */ enacting Claimed Fairness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design consists of an ordered list of Wires and Components (known collectively as the Design’s “Parts”). Each Component is either a Casing, a Timer or a Payload.&lt;br /&gt;
&lt;br /&gt;
Each Design has a Creator, who is the Defuser or idle Defuser who created it. This information is tracked in the authorship information of that Design&#039;s Story Post.&lt;br /&gt;
&lt;br /&gt;
Each Design has a list of Defusers Who Failed, a set that can contain Defusers and Idle Defusers, and is initially empty. This information is tracked in the comments to that Design&#039;s Story Post.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
* Choose an ordered list of up to 7 Parts for the Design, where each Wire has a specific Color, Type and Output (with each Wire in the Design having a different Color), and where at least one Part is a Payload. The Cost this Design cannot be greater than 10 plus twice the Round Number, and it cannot have more Wires than 3 plus the Round Number.&lt;br /&gt;
* Privately communicate these choices to the Supervisor along with a sequence of Wires that would (if Cut and Processed) safely defuse that Design.&lt;br /&gt;
* Select a Test Chamber in which your Design is to be housed.&lt;br /&gt;
* Create a Story Post (with “[Design]” in the title), listing the Wires and Components in order (specifying Wire Colors (unless the Conditions of the Test Chamber the Design is located in includes Dark), but leaving the Types and Outputs secret), and listing the Conditions of the Test Chamber in which the design is housed (these Conditions persist for this Design, regardless of any changes made to the Conditions for that Test Chamber). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
Designs can only be created when the rules explicitly permit doing so, and rules that permit the creation of Designs may place limits on the total number of Wires they contain, the total Cost of the Types of those Wires, or both&lt;br /&gt;
&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design&#039;s Story Post, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers have Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Set the Claim of each Defuser who Cut a Wire on this Design since the last time all its Wires were Uncut to empty.&lt;br /&gt;
* If no Defuser has yet scored from this Design, the Defuser who most recently Cut a Wire of this Design scores 3.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset. Skip the remaining steps of this action.&lt;br /&gt;
* The Creator of that Design scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Defuser who most recently Cut a Wire of this Design scores 3.&lt;br /&gt;
* Post a comment on that Design, stating that the bomb was defused safely, and specifying the Type of each Wire in that Design.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* No other Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color of that Wire (e.g. “I cut the red wire”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires (or, if the Design is housed in a Cramped Test Chamber and has at least two non-Broken Wires: if it contains at least two Active Wires), any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each non-defused Design, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is not claiming a Design, at any time that Defuser may set their own Claim to any legal value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, anyone may set that Defuser’s Claim to blank. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
== Wire Types ==&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 || Safe || - || Nothing happens (as though this Effect had not been applied).&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design&#039;s Wires is cut, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Adjacent to Payload || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || Adjacent to Casing || If the Defuser who Cut this Wire has any Tools, choose one of their Tools at random and destroy it. If the Design is housed in a Humid Test Chamber, all of their Tools are destroyed instead.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 1 || Safe || - || No immediate effect when cut.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
All Wires are considered Live, except for those which are the Output of a Power Wire that is both Broken and Cut, which are instead considered Dead. When a Dead Wire is Cut, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Expected Position, if it has one, is the most obvious and cost-effective place to put it in a Design. The Intricacy of a Design is calculated by starting at zero and for each Wire of that Design which has an Expected Position but is not in its Expected Position, increasing the Design’s Intricacy by the number of Parts between the Wire and its closest Expected Position (or by 10, if the Expected Position relates to a Part which is not present in the Design).&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round Number, a number.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round Number.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round Number was most recently initialised or changed, that Defuser may create a Design.&lt;br /&gt;
&lt;br /&gt;
==Environmental Hazards==&lt;br /&gt;
&lt;br /&gt;
There are three Test Chambers, named Test Chamber 1, Test Chamber 2 and Test Chamber 3. Each Test Chamber has a set of prevailing conditions, which are publicly tracked, defaulting to none.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Defuser may add, remove, or change one condition in one room.&lt;br /&gt;
&lt;br /&gt;
Legal conditions a Test Chamber may have are as follows:&lt;br /&gt;
&lt;br /&gt;
* Dark&lt;br /&gt;
* Very hot&lt;br /&gt;
* Very cold&lt;br /&gt;
* Vibrating&lt;br /&gt;
* Loud&lt;br /&gt;
* Humid&lt;br /&gt;
* Cramped&lt;br /&gt;
&lt;br /&gt;
(Note that the conditions ‘very hot’ and ‘very cold’ are mutually exclusive; if ever a Test Chamber has both conditions, the condition of the two that was added to that chamber least recently is removed.)&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty), where each type of Tool may only be in the list at most once. A Defuser may set their Equipment to a non-empty value at any time as long as that Defuser’s Claim is empty.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the Output of a Power Wire, destroy that Defuser’s Tracer and set that Power Wire to both Broken and Cut.&lt;br /&gt;
|-&lt;br /&gt;
| Night-Vision Goggles || If a Design is located in a Test Chamber whose Conditions include Dark, they may privately ask the Supervisor and/ or the Creator of that Design for the Wire Colours of the Wires in that design.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33665</id>
		<title>The West</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33665"/>
		<updated>2026-03-22T15:08:54Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: incompatibility on money actually before walking; d8 = hunt, d9 = speed, d10 = speed, d11m = speed, d11a = speed, d12m = flee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trail Days:&lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Resettable Variables&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🚚 !! 👪 !! 🍖 !! 🙂 !! 🛞 !! 🔫 !! 💰  !! 📉 !! 🔢&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 🚩 || 1 || &amp;lt;u&amp;gt;41&amp;lt;/u&amp;gt;  || 20 ||  1  || &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;  || 10 || 4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 🚩 || 1  || &amp;lt;u&amp;gt;12&amp;lt;/u&amp;gt;  || 20 ||  0  || 2  || &amp;lt;s&amp;gt;0&amp;lt;/s&amp;gt; || 0 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 🚩 || 1  || &amp;lt;u&amp;gt;32&amp;lt;/u&amp;gt;  || 14 ||  1  || &amp;lt;s&amp;gt;0&amp;lt;/s&amp;gt;  || 9 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 🚩 || 2  ||  &amp;lt;u&amp;gt;22&amp;lt;/u&amp;gt; || 13 || 0 || &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; || 11 || 2 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🚚 = Wagons, 🛑 = Not Moving, 🚩= Moving, 👪 = Community, 🍖 = Food, 🙂 = Morale, 🛞 = Spare Wheels, 🔫 = Ammo, 💰 = Gold, 📉 = Trail Debt, 🔢 = Distance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Settler Stats&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🏆 !! 🍀&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 9  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 14  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 13 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 14 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🏆 = Best, 🍀 = Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 🛑 || 0  || 15  || 10 ||  1  || 6  || 11 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 🛑 || 0  || 40  || 20 ||  1  || 20  || 10 || 0 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 9  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 0  || 0  || 0&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33664</id>
		<title>The West</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33664"/>
		<updated>2026-03-22T14:52:18Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: mistype&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trail Days:&lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Resettable Variables&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🚚 !! 👪 !! 🍖 !! 🙂 !! 🛞 !! 🔫 !! 💰  !! 📉 !! 🔢&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 🚩 || 1 || &amp;lt;u&amp;gt;41&amp;lt;/u&amp;gt;  || 20 ||  1  || &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;  || 10 || 4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 🚩 || 7  || &amp;lt;u&amp;gt;40&amp;lt;/u&amp;gt;  || 20 ||  1  || &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;  || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 🚩 || 1  || &amp;lt;u&amp;gt;32&amp;lt;/u&amp;gt;  || 14 ||  1  || &amp;lt;s&amp;gt;0&amp;lt;/s&amp;gt;  || 9 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 🚩 || 2  ||  &amp;lt;u&amp;gt;22&amp;lt;/u&amp;gt; || 13 || 0 || &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; || 11 || 2 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🚚 = Wagons, 🛑 = Not Moving, 🚩= Moving, 👪 = Community, 🍖 = Food, 🙂 = Morale, 🛞 = Spare Wheels, 🔫 = Ammo, 💰 = Gold, 📉 = Trail Debt, 🔢 = Distance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Settler Stats&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🏆 !! 🍀&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 9  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 13 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 14 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🏆 = Best, 🍀 = Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 🛑 || 0  || 15  || 10 ||  1  || 6  || 11 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 🛑 || 0  || 40  || 20 ||  1  || 20  || 10 || 0 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 9  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 0  || 0  || 0&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33663</id>
		<title>The West</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_West&amp;diff=33663"/>
		<updated>2026-03-22T14:43:35Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Try again to reset my Trail debt; then Move my wagons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trail Days:&lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Resettable Variables&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🚚 !! 👪 !! 🍖 !! 🙂 !! 🛞 !! 🔫 !! 💰  !! 📉 !! 🔢&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 🚩 || 1 || &amp;lt;u&amp;gt;41&amp;lt;/u&amp;gt;  || 20 ||  1  || &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;  || 10 || 4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 🚩 || 5  || &amp;lt;u&amp;gt;40&amp;lt;/u&amp;gt;  || 20 ||  1  || &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;  || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 🚩 || 1  || &amp;lt;u&amp;gt;32&amp;lt;/u&amp;gt;  || 14 ||  1  || &amp;lt;s&amp;gt;0&amp;lt;/s&amp;gt;  || 9 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 🚩 || 2  ||  &amp;lt;u&amp;gt;22&amp;lt;/u&amp;gt; || 13 || 0 || &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; || 11 || 2 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🚚 = Wagons, 🛑 = Not Moving, 🚩= Moving, 👪 = Community, 🍖 = Food, 🙂 = Morale, 🛞 = Spare Wheels, 🔫 = Ammo, 💰 = Gold, 📉 = Trail Debt, 🔢 = Distance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Settler Stats&lt;br /&gt;
|-&lt;br /&gt;
! Settler     !! 🏆 !! 🍀&lt;br /&gt;
|-&lt;br /&gt;
| ais523      || 9  || 1&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika     || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog  || 13 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Josh        || 14 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Legend:&lt;br /&gt;
| 🏆 = Best, 🍀 = Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 🛑 || 0  || 15  || 10 ||  1  || 6  || 11 || 6 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 🛑 || 0  || 40  || 20 ||  1  || 20  || 10 || 0 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Automaticat || 9  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos    || 0  || 0  || 0&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33373</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=33373"/>
		<updated>2026-02-14T17:38:53Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Dynastic Rules */ enacting Let’s Capture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Runners shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Runner may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Red vs Blue]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Runners ==&lt;br /&gt;
A human with access to the blog who is not already a Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Runners are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Runner may cease to be a Runner at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Runner in this way may not become a Runner again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Runners ===&lt;br /&gt;
A Runner may be either Active or Idle. A Runner is only Active if their name is on the list of currently active Runners in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Runner may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Runners are not counted as Runners. The combined term “Idle Runners” can be used to refer to Runners who are Idle even in Proposals or rules that do not treat them as Runners, and any Votable Matter that specifically refers to a named Idle Runner can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Runner Active if that Runner is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Runner who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Runner Active should highlight the changed status of the relevant Runner and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Runner is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Runner becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Runner during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Runners (not including the Scorekeeper), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Runner may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Runners), or uphold, revert, or reject Dynastic Actions. An Idle Runner who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Runners who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Runners.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Runner, known as the Scorekeeper. If there is no Scorekeeper, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Runner may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Scorekeeper has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Scorekeeper is not a Runner.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 246.&lt;br /&gt;
&lt;br /&gt;
The following Runner is the Scorekeeper: &amp;quot;JonathanDark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Runner may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Runner‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Runner other than the Scorekeeper casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Scorekeeper. When the Scorekeeper has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Scorekeeper’s Vote for the purposes of other rules unless otherwise specified. When the Scorekeeper themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Runners who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Runner may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Runner casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Scorekeeper may use VETO as a voting icon to cast a Vote on a Proposal; when the Scorekeeper casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Scorekeeper later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Runner A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
In the sentence immediately above, Idle Runners are counted as Runners.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Runner (other than the Scorekeeper) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Runner’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Runner may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Runner.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Runner who posted the DoV becomes Scorekeeper, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Scorekeeper must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Scorekeeper’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Scorekeeper’s Imperial Style, which if specified is a set of nonbinding guidelines that the Scorekeeper is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Scorekeeper or any Runner (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Runner’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Runners should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner’s game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Runner should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.&lt;br /&gt;
* A Runner should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Runner should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Runner should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Runner must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Runner should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Runner should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Runner or Runners to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Runners and idle Runners should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Runners are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
&lt;br /&gt;
There are two publicly tracked Teams: Red Team and Blue Team. Each Team is a list of zero or more Runners defaulting to an empty list. When a Runner is in a Team’s list, they are considered to be on that Team, also known as being assigned to that Team, and are associated with that Team’s color, e.g. Red Runner for a Runner on Red Team and Blue Runner for a Runner on Blue Team.&lt;br /&gt;
&lt;br /&gt;
At any time, if there is a least one Waiter, the Scorekeeper should at their earliest convenience select a Waiter (randomly and publicly, if more than one Waiter exists), then assign that Waiter to whichever Team has the fewest Runners already assigned to it, publicly randomly selecting among Teams if both have the same number of Runners assigned.&lt;br /&gt;
&lt;br /&gt;
Each Team has a publicly tracked Captain, with the Red Team’s Captain tracked as “Red Captain” and the Blue Team’s Captain tracked as “Blue Captain”. Each Captain is either empty or the name of a Runner assigned to that Team, defaulting to empty.&lt;br /&gt;
&lt;br /&gt;
When a Runner not in any Team’s list they are considered to be a Waiter. A Runner who is not a Waiter is considered a Participant.&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
&lt;br /&gt;
There are the following Zones, where each Zone’s name is a color and is adjacent to one or more other Zones:&lt;br /&gt;
;Red: Adjacent to the Maroon Zone&lt;br /&gt;
;Maroon: Adjacent to the Red Zone and the Gray Zone&lt;br /&gt;
;Gray: Adjacent to the Maroon Zone and the Navy Zone&lt;br /&gt;
;Navy: Adjacent to the Gray Zone and the Blue Zone&lt;br /&gt;
;Blue: Adjacent to the Navy Zone&lt;br /&gt;
&lt;br /&gt;
Each Runner has a publicly tracked Zone. A Red Runner’s Zone defaults to Maroon and a Blue Runner’s Zone defaults to Navy.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Red Flag that has a Zone that defaults to Red. There is a publicly tracked Blue Flag that has a Zone that defaults to Blue.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Red Base that has a Zone that defaults to Maroon and cannot be changed by dynastic actions. There is a publicly tracked Blue Base that has a Zone that defaults to Navy and cannot be changed by dynastic actions&lt;br /&gt;
&lt;br /&gt;
==Runner Attributes==&lt;br /&gt;
&lt;br /&gt;
Each Runner has the following attributes: Endurance, Bulk, and Litheness. These are publicly tracked and default to zero. If at any time a Runner has zero for all three Attributes then they may distribute ten points as they please between them.&lt;br /&gt;
&lt;br /&gt;
==Points==&lt;br /&gt;
Each Runner has a number of Points which defaults to 0. If at any time a Runner has more than 20 Points and they have more Points than all other Runners, they have Achieved Victory.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Flag has a publicly tracked State which is either Captured or Not Captured, defaulting to Not Captured.&lt;br /&gt;
&lt;br /&gt;
If at any time a Flag is in a Zone that is the Zone of more Runners of the Opposite Team than of the Team of the color of the Flag, any Runner or the Scorekeeper may change the State of the Flag to Captured.&lt;br /&gt;
&lt;br /&gt;
If a Flag is Captured, no Runner may perform Run Actions. The Scorekeeper performs at their earliest convenience the atomic Action Shuffle The Teams which consists of the following steps:&lt;br /&gt;
* Increase with 1 the Points of all Runners assigned to a Team of which the State of the Flag is Not Captured. If such a Team has a Team Captain that is not empty, increase their Points with 2 instead.&lt;br /&gt;
* Empty the Red Team and the Blue Team. Publicly randomly assign all Participants to the Red Team and Blue Team in such a way that both Teams differ at most 1 in the number of Runners.&lt;br /&gt;
* Set the Zone of all Runners, the Zone and State of the Flags and the Zone of the Bases to their default values.&lt;br /&gt;
* Empty the Game Log.&lt;br /&gt;
* Make a Blog Post in which at least the members of the Red Team and Blue Team are announced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Scorekeeper specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Scorekeeper may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Scorekeeper believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Runner (other than the Scorekeeper) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Scorekeeper performs on behalf of a Runner. A Runner may initiate a virtual action by privately communicating to the Scorekeeper their request to do so, along with any additional information needed to carry it out. The Scorekeeper shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Runner, and indicate to the Runner that their action has succeeded.&lt;br /&gt;
&lt;br /&gt;
If a Virtual Action fails, the Scorekeeper should tell the Runner why. A virtual action may fail for any of these reasons:&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Scorekeeper to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
&lt;br /&gt;
Except where otherwise stated by the ruleset, the Scorekeeper must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Runner may cancel a pending Virtual Action by privately communicating to the Scorekeeper their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Scorekeeper should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Runner who initiated that Virtual Action, using the Scorekeeper’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Runner who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Runner, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Runners may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Runner able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Runner per day. A Daily Communal Action may still not be performed if another Runner has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Runner able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Runner per week. A Weekly Communal Action may still not be performed if another Runner has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Runners.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Scorekeeper is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Runner&#039;s Effective Vote Comment with respect to a given Votable Matter is that Runner&#039;s Comment to that Votable Matter, if any, that contains that Runner&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Runner may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Runners , as well as people who are not Runners but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Runners who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Runners are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Runner cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Runner has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Runner or the Scorekeeper where the performance of the action is defined using the phrase “on behalf of” another Runner. When such an action is performed, any gamestate changes are applied as if the latter Runner had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Runner, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Runners is half the number of Runners  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Scorekeeper.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Runner may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Runner has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Scorekeeper to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Scorekeeper may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Scorekeeper, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Runner’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Runner performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Runner feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Runner to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Runner may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Scorekeeper is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Runner becomes the Scorekeeper, that sentence changes to “The following Runner is the Scorekeeper: ” followed by that Runner’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Scorekeeper this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Runners, and are flavour text for all purposes other than referencing Runners. If the Scorekeeper changes their name by proposal, the sentence in question is updated to reflect the new name of the Scorekeeper.&lt;br /&gt;
&lt;br /&gt;
The identity of the Scorekeeper is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Scorekeeper personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Runner making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Runner performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Runner making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Runner performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Runner arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Runner must redo the Atomic Action; for that purpose, the Runner uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Runner would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Runner who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Runners are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Scorekeeper (including secretly random selections), then that information may only be revealed by the Scorekeeper when the ruleset allows it. If a Runner should already know such a piece of information (in that the Scorekeeper has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Scorekeeper may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Runner or Scorekeeper who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Runner may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Runners may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Scorekeeper has voted DEFERENTIAL on a Proposal, they (and any other Runners who have voted DEFERENTIAL on it) are not considered to be a Runner for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Runner may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Runners may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Runners with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Runner may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Runner may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Runner if it is explicitly stated that it refers to a Runner&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Runner&#039;s (or prospective Runner&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Runner’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Runner may have another Runner as a Mentor. Runners who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Runner who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Scorekeeper should select a Tenured Runner and ask them to take that Runner on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Scorekeeper should announce it in a blog post. The Scorekeeper should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Scorekeeper, any Runner who has been active in at least three previous dynasties may act as Scorekeeper for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Runner or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Runners .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Runner” and “Scorekeeper”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Runner (Player)&lt;br /&gt;
* Scorekeeper (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33261</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33261"/>
		<updated>2026-02-05T10:13:48Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: balloting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×1&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|17:24, 1 February 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| Automaticat&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|07:09, 3 February 2026 (UTC)}}  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! The Limit:&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Rage:&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Shielding, Shielding, Shielding&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| {{HoursSince|03:53, 5 February 2026 (UTC)}}  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End of last Hiatus:&lt;br /&gt;
| {{HoursSince|04 Feb 2026 21:38}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 0 || 1 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 0 || 2 || 0 ||                   || ais523, JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 2 || 3 || 1 ||  || Chiiika, Chiiika, Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 4 || 0 || 2 || {{box|Protected}} || JonathanDark, ais523, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 0 || 2 || 0 || {{box|Protected}} || ais523, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 4 || 2 || 2 ||                   || Chiiika, Trapdoorspyder, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 0 || 2 || 1 || || JonathanDark, Lawnomos&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Styling || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Slowing || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Styling || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Draining || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || &lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky&lt;br /&gt;
|-&lt;br /&gt;
| Styling ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Red&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Pointed || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Polka Dots || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Rounded || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
| ais523             || 0 || 4 || 0 || {{box|Protected}} || Trapdoorspyder, Trapdoorspyder, Trapdoorspyder&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Polka Dots || Green&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33234</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33234"/>
		<updated>2026-02-03T20:00:48Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: balloting and Aso&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|17:24, 1 February 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| Automaticat&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|07:09, 3 February 2026 (UTC)}}  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! The Limit:&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Draining, Draining, Draining, Shielding, Draining&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| {{HoursSince|03:49, 3 February 2026 (UTC)}}  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End of last Hiatus:&lt;br /&gt;
| {{HoursSince|30 Jan 2026 08:16}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 2 || 7 || 0 || {{box|Protected}} || Trapdoorspyder, Trapdoorspyder, Trapdoorspyder&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 0 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 0 || 5 || 0 ||                   || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 2 || 5 || 1 || {{box|Protected}} || Chiiika, Chiiika, Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 5 || 0 || 0 || {{box|Protected}} || JonathanDark, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 1 || 0 || 0 || {{box|Protected}} || ais523, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 5 || 5 || 0 || {{box|Protected}} || Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 1 || 3 || 1 || || JonathanDark, Lawnomos, JonathanDark&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Styling || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Slowing || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| Styling || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Styling || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Red&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Rounded  || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33219</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33219"/>
		<updated>2026-02-03T06:38:21Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: ballot, sacrificing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|17:24, 1 February 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| Automaticat&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|07:03, 31 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! The Limit:&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Draining, Draining, shielding&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 03:49, 3 February 2026 (UTC)  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End of last Hiatus:&lt;br /&gt;
| {{HoursSince|30 Jan 2026 08:16}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 2 || 7 || 3 || {{box|Protected}} || Trapdoorspyder, Trapdoorspyder&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 0 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 0 || 5 || 0 ||                   || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 2 || 6 || 2 || {{box|Protected}} || Chiiika, Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 5 || 0 || 2 || {{box|Protected}} || Chiiika, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 0 || 0 || {{box|Protected}} || ais523, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 6 || 0 || 2 || {{box|Protected}} || Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 1 || 4 || 1 || || JonathanDark, Lawnomos&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Slowing || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| Enraging || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Red&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Rounded  || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33165</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33165"/>
		<updated>2026-01-31T10:51:06Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Performing Stunning on Clucky to remove protection and break one of their crystals; then choose JD and put Shielding on them and me. Paying a summary of 6 activation and 2 fee.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|22:41, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|07:03, 31 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! The Limit:&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Cultivating, Cultivating, Enraging, Enraging, Cultivating, Enraging&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 15:20, 30 January 2026 (UTC)  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End of last Hiatus:&lt;br /&gt;
| {{HoursSince|30 Jan 2026 08:16}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3 || 5 || 0 || {{box|Protected}} || Automaticat, Trapdoorspyder&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 0 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 1 || 5 || 0 || || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 4 || 0 || 0 || {{box|Protected}} || Automaticat, Automaticat, ais523&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 6 || 0 || 0 || {{box|Protected}} || ais523, Ais523, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 0 || 0 || {{box|Protected}} || Ais523, Ais523&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 6 || 2 || 0 || {{box|Protected}} || ais532, ais532&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 1 || 7 || 0 || {{box|Protected}} || JonathanDark&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Enraging || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Cultivating || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Draining || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 6 || Clucky, Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 5 || Chiiika&lt;br /&gt;
|- &lt;br /&gt;
| Charming || 4 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 3 || Chiiika&lt;br /&gt;
|-&lt;br /&gt;
| Draining || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Slowing || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Green&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Squiggly || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33164</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33164"/>
		<updated>2026-01-31T10:40:21Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: voting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|22:41, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|07:03, 31 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! The Limit:&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Cultivating, Cultivating, Enraging, Enraging, Cultivating, Enraging&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 15:20, 30 January 2026 (UTC)  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End of last Hiatus:&lt;br /&gt;
| {{HoursSince|30 Jan 2026 08:16}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3 || 3 || 0 || {{box|Protected}} || Automaticat, Trapdoorspyder&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 0 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 2 || 0 || 0 || {{box|Protected}} || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 4 || 0 || 0 || {{box|Protected}} || Automaticat, Automaticat, ais523&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 6 || 0 || 0 || {{box|Protected}} || ais523, Ais523, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 0 || 0 || {{box|Protected}} || Ais523, Ais523&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 6 || 2 || 0 || {{box|Protected}} || ais532, ais532&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 1 || 15 || 0 || || JonathanDark&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Enraging || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Cultivating || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Draining || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 6 || Clucky&lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 5 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 4 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Slowing || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Green&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Squiggly || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33149</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33149"/>
		<updated>2026-01-29T16:20:06Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|22:41, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|03:00, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Cultivating, Cultivating, Enraging, Enraging&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 14:50, 29 January 2026 (UTC)  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3 || 3 || 1 || {{box|Protected}} || Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 1 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 2 || 2 || 2 || {{box|Protected}} || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 4 || 0 || 1 || {{box|Protected}} || ais523, Automaticat, ais523&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 6 || 0 || 1 || {{box|Protected}} || ais523, Ais523, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 0 || 1 || {{box|Protected}} || Ais523, Ais523&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 6 || 2 || 1 || {{box|Protected}} || ais532&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika || 3 || 10 || 0 || ||&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Charming || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Enraging || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Cultivating || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Draining || 6 || &lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 5 || &lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 4 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 3 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Green&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Squiggly || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33148</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33148"/>
		<updated>2026-01-29T16:19:01Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: First unidle get mark crystals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×0&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| {{HoursSince|22:41, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| {{HoursSince|03:00, 28 January 2026 (UTC)}} &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Cultivating, Cultivating, Enraging, Enraging&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 14:50, 29 January 2026 (UTC)  &amp;lt;!-- Use ~~~~~ to automatically fill in the current date and time --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Hours shown in table above were last calculated at {{#time: Y-m-d H:i}}. Click [https://wiki.blognomic.com/index.php?title=The%20Forest&amp;amp;action=purge this link] and click OK on the warning page to force a refresh of the page and get accurate hours.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3 || 3 || 1 || {{box|Protected}} || Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 1 || 7 || 0 ||                   || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 2 || 2 || 2 || {{box|Protected}} || ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 4 || 0 || 1 || {{box|Protected}} || ais523, Automaticat, ais523&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 6 || 0 || 1 || {{box|Protected}} || ais523, Ais523, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 0 || 1 || {{box|Protected}} || Ais523, Ais523&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 6 || 2 || 1 || {{box|Protected}} || ais532&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika || 3 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Charming || 9 || &lt;br /&gt;
|- &lt;br /&gt;
| Enraging || 8 || &lt;br /&gt;
|- &lt;br /&gt;
| Cultivating || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Draining || 6 || &lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 5 || &lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 4 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 3 || &lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Breaking || 0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || Clucky, ais523&lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Green&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Squiggly || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Ysker&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33071</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=33071"/>
		<updated>2026-01-27T16:18:23Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Chiiika idles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 💎×11&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| 22:34, 25 January 2026 (UTC)&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| Clucky&lt;br /&gt;
|-&lt;br /&gt;
! Smorgulaux’s Visit:&lt;br /&gt;
| 02:59, 25 January 2026 (UTC)&lt;br /&gt;
|-&lt;br /&gt;
! Seeds:&lt;br /&gt;
| Slowing, Shielding, Shielding, Shielding, Shielding&lt;br /&gt;
|-&lt;br /&gt;
! Last Grown:&lt;br /&gt;
| 21:39, 26 January 2026 (UTC)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !!💎!! 💠!! 🩸 !! Status    !! Ballot&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3 || 4 || 1 ||                   || JonathanDark, JonathanDark, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 1 || 10 || 0 ||                  || &lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || 3 || 4 || 1 ||                   || JonathanDark, ais523&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || 4 || 3 || 1 || {{box|Protected}} || Chiiika, Automaticat&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 3 || 2 || 1 ||                   || ais523, ais523, JonathanDark&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 2 || 1 || 2 ||                   || JonathanDark, Ais523, Ais523&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 3 || 3 || 1 ||                   || JonathanDark&lt;br /&gt;
|}&lt;br /&gt;
Key: 💎 = Crystals; 💠 = Fragments; 🩸 = Sacrifice&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage !! Footprints&lt;br /&gt;
|- &lt;br /&gt;
| Shielding || 7 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 6 || ais523&lt;br /&gt;
|- &lt;br /&gt;
| Enraging || 5 || Clucky&lt;br /&gt;
|- &lt;br /&gt;
| Cultivating || 4 || &lt;br /&gt;
|- &lt;br /&gt;
| Draining || 3 || Clucky&lt;br /&gt;
|- &lt;br /&gt;
| Breaking || 2 || &lt;br /&gt;
|- &lt;br /&gt;
| Stunning || 1 || &lt;br /&gt;
|- &lt;br /&gt;
| Charming || 0 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Circle Type Owners&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Owners&lt;br /&gt;
|-&lt;br /&gt;
| Cultivating || &lt;br /&gt;
|-&lt;br /&gt;
| Slowing || &lt;br /&gt;
|-&lt;br /&gt;
| Breaking || &lt;br /&gt;
|-&lt;br /&gt;
| Draining || ais523&lt;br /&gt;
|-&lt;br /&gt;
| Stunning || &lt;br /&gt;
|-&lt;br /&gt;
| Shielding || &lt;br /&gt;
|-&lt;br /&gt;
| Charming || &lt;br /&gt;
|-&lt;br /&gt;
| Enraging || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Hats&lt;br /&gt;
|-&lt;br /&gt;
! Gnome              !! Style !! Pattern !! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || Rounded || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || Rounded || Striped || Green&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || Squiggly || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || Squiggly  || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || Squiggly || Striped || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, JonathanDark, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; JonathanDark&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Idle Gnomes:&lt;br /&gt;
&lt;br /&gt;
| eternalservererror ||                      || Squiggly || Polka Dots || Red ||  ||  || 0&lt;br /&gt;
(was Common)&lt;br /&gt;
| Kevan              ||                  || Squiggly || Solid   || Blue ||  ||&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Josh               ||                  || Squiggly  || Solid  || Green ||  || Ysker  || 0&lt;br /&gt;
(was Imperial)&lt;br /&gt;
| Chiiika            || Squiggly || Solid || Blue&lt;br /&gt;
(was Imperial)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32897</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32897"/>
		<updated>2026-01-14T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: fill vote on the ground; also get a hat change!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystals in the Grove:&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Last Reckoning:&lt;br /&gt;
| Tue 13/01/26--21:10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grand Poobah:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Name&lt;br /&gt;
! rowspan=2 | Crystals&lt;br /&gt;
! rowspan=2 | Fragments&lt;br /&gt;
! rowspan=2 | Vote&lt;br /&gt;
! colspan=3 | Hat&lt;br /&gt;
|-&lt;br /&gt;
! Style&lt;br /&gt;
! Pattern&lt;br /&gt;
! Color&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3        || 0         || Josh || Squiggly || Solid || Red&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 3        || 0         || Josh || Squiggly || Striped || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 3        || 0         || Josh || Squiggly  || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || 3        || 0         ||  || Squiggly   || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| eternalservererror || 3        || 0         ||  || Squiggly || Polka Dots || Red&lt;br /&gt;
|- &lt;br /&gt;
| JonathanDark       || 3        || 0         || Kevan  || Squiggly  || Solid || Green&lt;br /&gt;
|- &lt;br /&gt;
| Josh               || 3        || 0         || Lawnomos || Squiggly  || Solid  || Green&lt;br /&gt;
|- &lt;br /&gt;
| Kevan              || 3        || 0         || ais523 || Squiggly || Solid   || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 3        || 0         ||  || Rounded || Solid || Blue&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 3        || 0         ||  ||  Rounded || Striped || Green&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 3        || 0         ||  ||  Squiggly  || Striped || Blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Active Circles&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Stage&lt;br /&gt;
|- &lt;br /&gt;
| - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; ais523, Chiiika, JonathanDark, Josh, Kevan, Lawnomos, Ysker, Clucky, Trapdoorspyder, Automaticat&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; eternalservererror&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; None&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Nobody&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32869</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32869"/>
		<updated>2026-01-13T03:59:03Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Declaring Imperial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crystals in the Grove: 12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gnomes&lt;br /&gt;
|-&lt;br /&gt;
! Name               !! Crystals !! Fragments&lt;br /&gt;
|- &lt;br /&gt;
| ais523             || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Automaticat        || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Chiiika            || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Clucky             || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| eternalservererror || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| JonathanDark       || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Josh               || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Kevan              || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Lawnomos           || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Trapdoorspyder     || 3        || 0&lt;br /&gt;
|- &lt;br /&gt;
| Ysker              || 3        || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Imperial Gnomes:&#039;&#039;&#039; Kevan, JonathanDark, ais523, Ysker, Lawnomos, Chiiika&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common Gnomes:&#039;&#039;&#039; None &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Undeclared Gnomes:&#039;&#039;&#039; Automaticat, Clucky, eternalservererror, Josh, Trapdoorspyder &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heir Apparent:&#039;&#039;&#039;&#039;&#039; Nobody&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Global_Mining_Asset_Platform&amp;diff=32378</id>
		<title>Global Mining Asset Platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Global_Mining_Asset_Platform&amp;diff=32378"/>
		<updated>2025-12-03T04:39:13Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
| 3222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miners&lt;br /&gt;
|-&lt;br /&gt;
! Unemployed&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Hospitalized&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mining Conglomerates&lt;br /&gt;
|-&lt;br /&gt;
! Mining&amp;lt;br/&amp;gt;Conglomerate !! Claims !! Electrum !! Asbestos !! Chert !! Passenficksium !! Victory&amp;lt;br/&amp;gt;Rocks !! Miners&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 5 || 1|| 1 || 75 || 1 || 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Clucky|| 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 6 || 1 || 3 || 2 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || 8 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 5 || 2|| 1 || 1 || 1 || 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || 7 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Ysker || 5 || 1|| 1 || 6 || 1 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mines&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Depth !! Output !! Ownership&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Automaticat || 5 || 1|| 1 || 1 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Global_Mining_Asset_Platform&amp;diff=32377</id>
		<title>Global Mining Asset Platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Global_Mining_Asset_Platform&amp;diff=32377"/>
		<updated>2025-12-03T04:38:54Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Development of Gossamer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
| 3222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miners&lt;br /&gt;
|-&lt;br /&gt;
! Unemployed&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Hospitalized&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mining Conglomerates&lt;br /&gt;
|-&lt;br /&gt;
! Mining&amp;lt;br/&amp;gt;Conglomerate !! Claims !! Electrum !! Asbestos !! Chert !! Passenficksium !! Victory&amp;lt;br/&amp;gt;Rocks !! Miners&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 5 || 1|| 1 || 75 || 1 || 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Clucky|| 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 6 || 1 || 3 || 2 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || 8 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 5 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 5 || 2|| 1 || 1 || 1 || 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || 7 || 1|| 1 || 1 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Ysker || 5 || 1|| 1 || 6 || 1 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mines&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Depth !! Output !! Ownership&lt;br /&gt;
|-&lt;br /&gt;
| GOSSAMER || 72 || Chert || Chiiika (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Automaticat || 5 || 1|| 1 || 1 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=32003</id>
		<title>Race Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=32003"/>
		<updated>2025-10-14T02:18:13Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!--{{box|🛑 &#039;&#039;&#039;Building&#039;&#039;&#039; Phase|#fcc}}--&amp;gt;&lt;br /&gt;
{{box|🏁 &#039;&#039;&#039;Racing&#039;&#039;&#039; Phase|#cfc}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Regulations&lt;br /&gt;
| https://wiki.blognomic.com/index.php?title=Ruleset&amp;amp;oldid=31988&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Building&lt;br /&gt;
|-&lt;br /&gt;
! Racer !! Money !! Inventory !! Loadout&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || $1150 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || $207 || {{WackyItemSmall|Comedically Large Thruster|Engine}} {{WackyItemSmall|Basic Engine|Engine}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Barrel of Nitro|Engine}} {{WackyItemSmall|Snapping Turtle Fishtank|Weapon}} {{WackyItemSmall|Hypnotic Spiral Stickers|Decal}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || $1005 || {{WackyItemSmall|Basic Wheels|Wheels}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Pottery Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || $633 || {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Steam Engine|Engine}} {{WackyItemSmall|Whimsical Wand|Consumable}} {{WackyItemSmall|Pocket Magician|Consumable}} {{WackyItemSmall|Basic Chassis|Chassis}} || {{WackyItemSmall|Fat Bear Car|Chassis}} {{WackyItemSmall|Your Own Two Feet|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || $352 || {{WackyItemSmall|Basic Wheels|Wheels}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Gigantic-Hamster-Powered Mono-Wheel|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Teleporting Axe|Weapon}} {{WackyItemSmall|Basic Racing Stripe|Decal}}  {{WackyItemSmall|Cool Flames|Decal}}&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || $1057 || - ||  {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}}  {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Boiling Hot Mr Potato Head|Weapon}}{{WackyItemSmall|Basic Racing Stripe|Decal}} {{WackyItemSmall|Flock of Mechanics|Consumable}}{{WackyItemSmall|Poultry Panic|Consumable}} &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || $624 || {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Chassis|Chassis}}  {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Oversized Magnet|Weapon}} || {{WackyItemSmall|Origami Frame|Chassis}} {{WackyItemSmall|Turtles All The Way Down|Wheels}} {{WackyItemSmall|Coin Operated Flyer|Engine}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Racing&lt;br /&gt;
|-&lt;br /&gt;
! Racer !! Distance !! Damage !! Dastardly !! Fuel !! Tank&amp;lt;br/&amp;gt;Size !! Boost&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 33 || 0 || {{box|Not Dastardly|#0f0}} || 5 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 9 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 9 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || 15 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 47 || 0 || {{box|Not Dastardly|#0f0}} || 5 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 33 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 30 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vehicles&lt;br /&gt;
|-&lt;br /&gt;
! Racer !! Vehicle&amp;lt;br/&amp;gt;Name !! W !! A !! C !! K !! Y&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika            || Chiiika&#039;s Vehicle || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas        || Simulation Swarm || 14 || 13 || 1 || 18 || 13&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant       || en_croissant&#039;s Vehicle || 10 || 12 || 1 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Habanero           || Hot Wheels || 14 || 42 || 1 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || The Dark Star || 16 || 13 || 1 || 13 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos           || Whimsiqué Racer || 11 || 18 || 1 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte       || Hard Hat the Second || 11 || 7 || 1 || 14 || 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ The Track&lt;br /&gt;
|-&lt;br /&gt;
! Terrain Type || Length&lt;br /&gt;
|-&lt;br /&gt;
| Unpredictable Geyser Territory || 15&lt;br /&gt;
|-&lt;br /&gt;
| Unpredictable Geyser Territory || 10&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic Canyons || 7&lt;br /&gt;
|-&lt;br /&gt;
| Literally Airborne || 7&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic Canyons || 10&lt;br /&gt;
|-&lt;br /&gt;
| Flooded Marshes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Literally Airborne || 3&lt;br /&gt;
|-&lt;br /&gt;
| Unpredictable Geyser Territory || 13&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Item Details ==&lt;br /&gt;
&lt;br /&gt;
=== Habanero ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Fat Bear Car|Chassis|While this item is in a Racer’s Loadout, their Armor is increased by 30 while their Kinetics is reduced by 12&lt;br /&gt;
&lt;br /&gt;
As a Stunt Action, a Racer with this item in their Loadout can Feed The Beast. Doing so increases the Armor increase in the first sentence of this effect by 5 (so from 5 to 10 and then 10 to 15 and so on) and increases the Kinetics reduction by 2 (so from 2 to 4 and then 4 to 6). If multiple copies of the Fat Bear Car exist, this change only applies to the copy that is in the loadout of the Racer performing this action.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Pocket Magician|Consumable|As a Stunt Action, a Racer with this item in their Loadout may move one item with type Consumable, Weapon, or Decal from the Junkyard to their Loadout, then destroy this Item.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Whimsical Wand|Consumable|As a Stunt Action or during a Building Phase in which fewer than 12 Auctions have been posted, a Racer with this Item in their Loadout may select one instance of a WACKY stat in the ruleset or the text of any item, replace it with Whimsy, then destroy this item. This may not target text in the rule “Stats”. When the phase becomes Building, all instances of WACKY stats affected by this item are returned to what they were beforehand.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+0 Whimsy, +2 Armor, +3 Kinetics, +0 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Steam Engine|Engine|While this item is in a Racer’s Loadout, their Kinetics is increased by 1. While this Racer’s vehicle is In Range of Unpredictable Geyser Territory, they may, as a Stunt Action, increase their Kinetics by an additional 3 until the end of the Leg. If this Stunt Action is used more than once during a given Leg, this item is renamed to Cracked Steam Engine. If this item’s name is Cracked Steam Engine, it is destroyed when the phase changes to Building Phase.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Your Own Two Feet|Wheels|While this item is in a Racer’s Loadout, their Whimsy is increased by 4. As a Stunt Action, a Racer with this item in their Loadout may Grapevine, which increases their Yare by 4 until the end of the next Leg.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== JonathanDark ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Gigantic-Hamster-Powered Mono-Wheel|Wheels|A Racer with this Item in their Loadout has their Vehicle’s Whimsy increased by 4 and their Yare decreased by 2. As a Stunt Action, a Racer with this in their Loadout may declare that they are reversing. If they do, then when the Leg is resolved their Vehicle’s Distance is decreased by their Speed rather than increased.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Teleporting Axe|Weapon|As a Stunt Action, a Racer with this Item in their Loadout may inflict 2 Damage on another Racer In Range. If the Racer with this Item has at least 1 Damage, they may ignore any In Range requirements for Stunt Actions defined by their Items.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+2 Whimsy, +1 Armor, +1 Kinetics, +1 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Cool Flames|Decal|The Cool Flames have 3 charges. A Racer with this item in their loadout gains the ability to use the following Fuel Action while it’s in their loadout: “Name: Flame Boost. Cost 0. Effect: Set your boost to 3 and reduce the number of charges for this item by 1. If the charges for this item are 0 or less, this item is destroyed”.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== DoomedIdeas ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Snapping Turtle Fishtank|Weapon|While this item is in a Racer’s Loadout, that Racer’s Vehicle’s Whimsy is increased by 1. Up to two times per Racing Phase, a Racer with this item in their Loadout use the Stunt Action of Throw Turtle, which adds the Snapping Turtle Consumable to the Loadout of a Racer whose Vehicle is In Range. Whenever the Racer with this item in their Loadout would get a Snapping Turtle in their Loadout, it is instead destroyed and they may use the Snapping Turtle Fishtank an additional time this Racing Phase.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Barrel of Nitro|Engine|While this item is in a Racer’s Loadout, their Kinetics is increased by 6 if they are within the first three legs of a Racing phase, and set to 0 otherwise. As a stunt action, a Racer with this item in their Loadout can Swap Engine as a Stunt Action: their Kinetics becomes 0 until the end of the leg, they put Barrel of Nitro into their Inventory, and place any engine from their Inventory into their Loadout.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Hypnotic Spiral Stickers|Decal|+2 Whimsy. As a Stunt Action, a Racer with this item in their Loadout (the Aggressor) may perform the Stunt Action of an Item in the Loadout of another Racer within Range (the Victim), performing that Stunt Action as if that Aggressor was that Victim, applying the Effects of that Stunt Action to that Victim rather than that Aggressor (including that Victim’s stats, Inventory, and Loadout), and choosing any targets of that Stunt Action (if applicable) as if that Victim was choosing the targets. That performance of the Stunt Action of that Victim’s Item does not count against that Victim performing that same Stunt Action for the purposes any limitations of that Victim performing that Stunt Action.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+1 Whimsy, +1 Armor, +2 Kinetics, +1 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Comedically Large Thruster|Engine|-3 Yare, +2 Kinetics, +5 Tank Size. The Racer with this Item in their Loadout gets access to the Fuel Action Fire ‘Er Up, which has a Cost of 5 and an Effect of doubling their Speed for the resolution of the current Leg, but causing their Kinetics to be 0 for the Leg after.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== SingularByte ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Oversized Magnet|Weapon|While this item is in a Racer’s Loadout, their Whimsy is increased by 1 but their Kinetics is decreased by 1. As a Stunt Action, a Racer with this in their Loadout can Activate the Magnet. When they do, they choose a Vehicle in Range which loses 2 Kinetics until the Leg is resolved, and their own vehicle gains 2 Kinetics until the leg is resolved. This cannot target the same Vehicle on the subsequent Leg.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Origami Frame|Chassis|While this item is in a Racer’s Loadout, their Kinetics is increased by 1 and their Armor is reduced by 2. When the Phase is set to Building, the Kinetics gain in the first part of this effect is set to 1.&lt;br /&gt;
As a Stunt Action, a Racer with this item in their Loadout can Fold It Again. This increases the Kinetics gain in the first part of this effect by 3.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Coin Operated Flyer|Engine|A Racer with this in their Loadout may as an atomic action select a Leg which has not yet ended and for which they have not already performed this action and then spend 50 money to temporarily increase their Kinetics by 5 until the selected leg has ended by making a comment on that leg expressing their are doing so}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Turtles All The Way Down|Wheels|While this is in your loadout, it duplicates the effect of the chassis in your loadout. Stunt Actions defined by your Chassis may be performed up to twice per Maneuvering if otherwise allowed, but their results are not duplicated.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+1 Whimsy, +1 Armor, +2 Kinetics, +1 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Lawnomos ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Flock of Mechanics|Consumable|While this item is in a Racer’s Loadout, their Whimsy and their Armor is increased by 1, but their Kinetics is decreased by 3. As a Stunt Action, a Racer with this in their Loadout may revert the effects upon themselves of a single Stunt Action performed by another Racer on the current or immediately most recently concluded Leg.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Boiling Hot Mr Potato Head|Weapon|-2 Yare. As a Stunt Action, a Racer with this Item in their Loadout may deal 1 Damage to a Racer In Range, transfer this Item to that Racer’s Loadout, and double the amount of Damage dealt in this sentence. As a Stunt Action, a Racer who started the current Racing Phase with this in their Loadout may Recall The Potato if it is currently in another Racer’s Loadout. When the Leg where they did so is resolved, Boiling Hot Mr Potato Head returns to their Loadout and its Damage on transfer is reset to 1.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Poultry Panic|Consumable|As a Stunt Action, a Racer with this item in their loadout may choose to Summon Fowl Vengeance at a Racer In Range, who will be referred to as the Marked Racer here. If the Marked Racer has used at least one stunt action this leg which targeted at least one Racer other than themselves, and the Marked Racer does not have any Consumables in their Loadout, create a Fowl Vengeance item from the Item Catalog and put it into the Marked Racer’s Loadout. When this stunt action is used, irrespective of whether it succeeds, Poultry Panic is destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+0 Whimsy, +5 Armor, +0 Kinetics, +0 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Chiiika ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+0 Whimsy, +0 Armor, +0 Kinetics, +0 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== en_croissant ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Pottery Wheels|Wheels|As a Stunt Action, a Racer with this Item in their Loadout may Throw Clay. When they do so, they must choose a WACKY Stat other than Crew. Every active Racer gains an increase of 2 to the chosen Stat until the end of the current Leg. A Racer may not Throw Clay on the current Leg if they did so on the previous Leg.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+0 Whimsy, +0 Armor, +0 Kinetics, +0 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
==The Bank==&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Personal Magnetism|Chassis|While this item is in a Racer’s Loadout, they may treat both their Whimsy and their Armor as the higher of the two values.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Exchanginator Ray|Weapon|While this Item is in a Racer’s Loadout, their Kinetics and Yare are both decreased by 2.&lt;br /&gt;
&lt;br /&gt;
Once per Racing Phase as a Stunt Action, a Racer with this Item in their Loadout (the Aggressor) may choose a Racer whose Vehicle is in Range (the Victim) and swap one Item from the Victim’s Loadout with one Item from the Victim’s Inventory as long as both are of the same type of Item.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Shapeshifting Thingy|Chassis|A Racer with this item in their Loadout has their Whimsy increased by two.&lt;br /&gt;
As a Communal Daily Action, any Racer may spend 40 Money to roll {Whimsy, Armour, Crew, Kinetics, Yare}, change the Stat in the first sentence of this item’s Effect according to the dice roll, and then spend 40 Money if they do not have this item in their Loadout.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Talking Sticky Note|Decal|While this item is in a Racer’s Loadout, their Kinetics and their Crew are increased by 1.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Reckless Stunt Mechanic|Consumable|+1 Crew. As a stunt action, a racer with this item in their loadout can destroy Reckless Stunt Mechanic to reduce their damage by 5.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Stick of TNT|Consumable|As a stunt action, a Racer with this item in their loadout may choose to Toss TNT at a Vehicle in Range with fewer than 16 Yare. The target vehicle takes damage equal to 17 minus their armour. As a stunt action, a Racer with this item in their loadout may choosee to Toss TNT at a Claustrophic Canyon in Range. When they do, each Vehicle that Claustrophobic Canyon is in Range of with fewer than 14 Yare takes damage equal to 15 minus their armour. When a Racer uses either of these stunt actions, their Stick of TNT in their loadout is destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|I Voted Sticker|Decal|+1 Whimsy. While this item is in a Racer’s Loadout, when they take the action to increase the Weight of any Item in the Bank, the weight of that item is increased by an additional 3.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Shimmery Portal Paintjob|Decal|A Racer with this Item in their Loadout may have one more X in their Loadout than the Ruleset allows. A Racer with this Item in their Loadout may change the X in the first sentence to one of the following: Chassis, Wheels, or Engine. Once they have done so, they cannot do so again for the rest of the Dynasty.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Matter-Energy Converter|Engine|+2 Kinetics. A Racer with this Item in their Loadout gets access to the Fuel Action “Punch It”, which has a Cost of 5 and the following Effect: “Destroy an Item in your Loadout that is not a Standard Stock Item and is not “Matter-Energy Converter”, then set your Boost to 20, then move a Standard Stock Item from your Inventory to your Loadout if it was the same type as the Item that was destroyed”.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Spare Change|Weapon|+1 Yare. As a Stunt Action, a Racer with this Item in their Loadout may choose a Vehicle in Range to Pickpocket. When they do so, they gain 20 Money, and the Victim loses 20 Money. This Stunt Action cannot target the same Racer twice in a row.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
==The Junkyard==&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Collapsible Hang Glider|Consumable|As a Stunt Action while Literally Airborne is In Range of their Vehicle, a Racer with this in their Loadout can increase their Kinetics by 6. Alternatively, as a Stunt Action while Unpredictable Geyser Territory is In Range of their Vehicle, a Racer with this in their Loadout can roll DICE3, and if they do not roll a 1, they increase their Kinetics by 8. In either case, once the Leg is resolved, they lose that boost to Kinetics and their Collapsible Hang Glider is destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Rolled-Up Tunnel Poster|Consumable|As a stunt action, a racer with this item in their loadout can Deploy the Poster, which destroys it. When the Poster is Deployed, all Racers who both have 0 to 5 Distance less than that Racer and greater Whimsy than that Racer are made to Traverse the Poster. The Racer who Deployed the Poster also Traverses the Poster. A Racer who Traverses the Poster has their Distance increased by half their Whimsy.}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- idle players:&lt;br /&gt;
| eternalservererror || $1200 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Basic Racing Stripe|Decal}}&lt;br /&gt;
| eternalservererror || 33 || 0 || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
| eternalservererror || The DeLorean 🚗⚡🕒 || 10  || 12 || 1 || 12 || 12&lt;br /&gt;
| Kevan || $1000 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} || 0&lt;br /&gt;
| Kevan              || Kevan&#039;s Vehicle || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
| Josh || $800 || || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Talking Sticky Note|Decal}}&lt;br /&gt;
| Josh || 0 || 0 || False || {{box|Not Dastardly|#0f0}}&lt;br /&gt;
| Josh || pokes&#039; race and beans || 10 || 12 || 2 || 13 || 12&lt;br /&gt;
&lt;br /&gt;
=== eternalservererror ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItem|Basic Racing Stripe|Decal|+0 Whimsy, +0 Armor, +0 Kinetics, +0 Yare}}&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Josh === &lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Talking Sticky Note|Decal|While this item is in a Racer’s Loadout, their Kinetics and their Crew are increased by 1.}}&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || $1029 ||  || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Stick of TNT|Consumable}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 33 || 0 || False || {{box|Not Dastardly|#0f0}} || 10 || 10 || 0&lt;br /&gt;
| Trapdoorspyder     || Trapdoorspyder&#039;s Vehicle || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
=== TrapdoorSpyder ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
{{WackyItem|Stick of TNT|Consumable|As a stunt action, a Racer with this item in their loadout may choose to Toss TNT at a Vehicle in Range with fewer than 16 Yare. The target vehicle takes damage equal to 17 minus their armour. As a stunt action, a Racer with this item in their loadout may choosee to Toss TNT at a Claustrophic Canyon in Range. When they do, each Vehicle that Claustrophobic Canyon is in Range of with fewer than 14 Yare takes damage equal to 15 minus their armour. When a Racer uses either of these stunt actions, their Stick of TNT in their loadout is destroyed.}}&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31505</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31505"/>
		<updated>2025-09-08T06:15:20Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Dynasties */ enacting Headstart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Board has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
=== Temporal Assurance ===&lt;br /&gt;
There exists a Pending Temporal Event, which has a publicly tracked date &amp;amp; time, and a publicly tracked status which is either Processed or Unprocessed.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Processed, any Innie in the Department of Temporal Assurance, or the Board, may Run the Numbers.&lt;br /&gt;
This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Unprocessed.&lt;br /&gt;
* Add DICE47 hours to the current time, rounding up to the closest hour, to get a future date and time. Save that as the Pending Temporal Event date and time.&lt;br /&gt;
* Change the Pending Temporal Event time&#039;s minutes value to the result of a DICE60.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Unprocessed, and is either fewer than 5 minutes in the future or is in the past, any Innie in the Department of Temporal Assurance may Process the Temporal Event. This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Processed.&lt;br /&gt;
* According to the time that the previous step was completed:&lt;br /&gt;
** If the Pending Temporal Event was set to processed within 5 minutes (before or after) the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 3.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within half an hour of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 2.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within four hours of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 1.&lt;br /&gt;
** Otherwise the Department of Temporal Assurance does not reduce their quota.&lt;br /&gt;
&lt;br /&gt;
=== Index Correlation ===&lt;br /&gt;
Each Innie has a Guidance Index, privately tracked by the Board, which is a number that is at least 0 and defaults to 0. If they have not done so since the last Correlation Tally was performed (or since the beginning of the dynasty if a Correlation Tally has never been performed in this dynasty), an Innie in the Department of Index Correlation can set their Guidance Index.&lt;br /&gt;
&lt;br /&gt;
The Performance Index is the mean of all Innies&#039; Evaluation Point, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
Correlation Day is a date privately tracked by the Board that is September 10 2025 by default. If the current date is on or after the Correlation Day 00:00 UTC, at their earliest convenience the Board should perform the Correlation Tally, which is an atomic action with the following steps:&lt;br /&gt;
* If at least 50% (rounded down) of the Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* If all Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* For each Innie in the Department of Index Correlation that has a non-zero Guidance Index that is at least 2 less than the Performance Index and no greater than 2 more than the Performance Index, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* Set each Innie&#039;s Guidance Index to 0.&lt;br /&gt;
* Privately randomly roll DICE3 + 2, and add the result in days to the Correlation Day.&lt;br /&gt;
* Make a blog post in the Story Post category indicating that a Correlation Tally has been performed.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&lt;br /&gt;
==Shared Workspaces==&lt;br /&gt;
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie&#039;s Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:&lt;br /&gt;
* Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer&#039;s contents to be illegal.&lt;br /&gt;
* For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.&lt;br /&gt;
&lt;br /&gt;
The Board should not resolve any Secret Drops except when a Drawer Check is performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31504</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31504"/>
		<updated>2025-09-08T04:47:43Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
=== Temporal Assurance ===&lt;br /&gt;
There exists a Pending Temporal Event, which has a publicly tracked date &amp;amp; time, and a publicly tracked status which is either Processed or Unprocessed.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Processed, any Innie in the Department of Temporal Assurance, or the Board, may Run the Numbers.&lt;br /&gt;
This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Unprocessed.&lt;br /&gt;
* Add DICE47 hours to the current time, rounding up to the closest hour, to get a future date and time. Save that as the Pending Temporal Event date and time.&lt;br /&gt;
* Change the Pending Temporal Event time&#039;s minutes value to the result of a DICE60.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Unprocessed, and is either fewer than 5 minutes in the future or is in the past, any Innie in the Department of Temporal Assurance may Process the Temporal Event. This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Processed.&lt;br /&gt;
* According to the time that the previous step was completed:&lt;br /&gt;
** If the Pending Temporal Event was set to processed within 5 minutes (before or after) the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 3.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within half an hour of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 2.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within four hours of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 1.&lt;br /&gt;
** Otherwise the Department of Temporal Assurance does not reduce their quota.&lt;br /&gt;
&lt;br /&gt;
=== Index Correlation ===&lt;br /&gt;
Each Innie has a Guidance Index, privately tracked by the Board, which is a number that is at least 0 and defaults to 0. If they have not done so since the last Correlation Tally was performed (or since the beginning of the dynasty if a Correlation Tally has never been performed in this dynasty), an Innie in the Department of Index Correlation can set their Guidance Index.&lt;br /&gt;
&lt;br /&gt;
The Performance Index is the mean of all Innies&#039; Evaluation Point, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
Correlation Day is a date privately tracked by the Board that is September 10 2025 by default. If the current date is on or after the Correlation Day 00:00 UTC, at their earliest convenience the Board should perform the Correlation Tally, which is an atomic action with the following steps:&lt;br /&gt;
* If at least 50% (rounded down) of the Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* If all Innies in the Department of Index Correlation have a Guidance Index that is non-zero, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* For each Innie in the Department of Index Correlation that has a non-zero Guidance Index that is at least 2 less than the Performance Index and no greater than 2 more than the Performance Index, reduce the quota of the Department of Index Correlation by 1, to a minimum of 0.&lt;br /&gt;
* Set each Innie&#039;s Guidance Index to 0.&lt;br /&gt;
* Privately randomly roll DICE3 + 2, and add the result in days to the Correlation Day.&lt;br /&gt;
* Make a blog post in the Story Post category indicating that a Correlation Tally has been performed.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&lt;br /&gt;
==Shared Workspaces==&lt;br /&gt;
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie&#039;s Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:&lt;br /&gt;
* Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer&#039;s contents to be illegal.&lt;br /&gt;
* For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.&lt;br /&gt;
&lt;br /&gt;
The Board should not resolve any Secret Drops except when a Drawer Check is performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31503</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31503"/>
		<updated>2025-09-08T04:46:55Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Departments */ enacting Turning Correlation Into Causation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
=== Temporal Assurance ===&lt;br /&gt;
There exists a Pending Temporal Event, which has a publicly tracked date &amp;amp; time, and a publicly tracked status which is either Processed or Unprocessed.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Processed, any Innie in the Department of Temporal Assurance, or the Board, may Run the Numbers.&lt;br /&gt;
This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Unprocessed.&lt;br /&gt;
* Add DICE47 hours to the current time, rounding up to the closest hour, to get a future date and time. Save that as the Pending Temporal Event date and time.&lt;br /&gt;
* Change the Pending Temporal Event time&#039;s minutes value to the result of a DICE60.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Unprocessed, and is either fewer than 5 minutes in the future or is in the past, any Innie in the Department of Temporal Assurance may Process the Temporal Event. This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Processed.&lt;br /&gt;
* According to the time that the previous step was completed:&lt;br /&gt;
** If the Pending Temporal Event was set to processed within 5 minutes (before or after) the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 3.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within half an hour of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 2.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within four hours of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 1.&lt;br /&gt;
** Otherwise the Department of Temporal Assurance does not reduce their quota.&lt;br /&gt;
&lt;br /&gt;
===&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&lt;br /&gt;
==Shared Workspaces==&lt;br /&gt;
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie&#039;s Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:&lt;br /&gt;
* Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer&#039;s contents to be illegal.&lt;br /&gt;
* For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.&lt;br /&gt;
&lt;br /&gt;
The Board should not resolve any Secret Drops except when a Drawer Check is performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31502</id>
		<title>The Ledger of Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31502"/>
		<updated>2025-09-08T04:44:00Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Quota !! Innies&lt;br /&gt;
|-&lt;br /&gt;
| Index Correlation || 10 || {{box|Arthexis}} {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|Vovix}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Chiiika}} {{box|Darknight}} {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Applebane}} {{box|Clucky}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 10 || {{box|Brendan}} {{box|En_Croissant}} {{box|Trapdoorspyder}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project Name !! Dept !! Progress !! Goal !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| momentous.towel || Index Correlation || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| periodic-home || Temporal Assurance || 3 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Memory !! Context !! Loss !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks&lt;br /&gt;
|-&lt;br /&gt;
| Applebane || || || || 0 || 2 || 3 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Outie&lt;br /&gt;
|-&lt;br /&gt;
| 743&lt;br /&gt;
|-&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
| 392&lt;br /&gt;
|-&lt;br /&gt;
| 671&lt;br /&gt;
|-&lt;br /&gt;
| 528&lt;br /&gt;
|-&lt;br /&gt;
| 214&lt;br /&gt;
|-&lt;br /&gt;
| 397&lt;br /&gt;
|-&lt;br /&gt;
| 802&lt;br /&gt;
|-&lt;br /&gt;
| 649&lt;br /&gt;
|-&lt;br /&gt;
| 321&lt;br /&gt;
|-&lt;br /&gt;
| 478&lt;br /&gt;
|-&lt;br /&gt;
| 566&lt;br /&gt;
|-&lt;br /&gt;
| 239&lt;br /&gt;
|-&lt;br /&gt;
| 904&lt;br /&gt;
|-&lt;br /&gt;
| 187&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pending Temporal Event&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Sept 9, 20:40 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31501</id>
		<title>The Ledger of Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31501"/>
		<updated>2025-09-08T04:43:17Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Quota !! Innies&lt;br /&gt;
|-&lt;br /&gt;
| Index Correlation || 10 || {{box|Arthexis}} {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|Vovix}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Chiiika}} {{box|Darknight}} {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Applebane}} {{box|Clucky}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 10 || {{box|Brendan}} {{box|En_Croissant}} {{box|Trapdoorspyder}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project Name !! Dept !! Progress !! Goal !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| momentous.towel || Index Correlation || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| periodic-home || Temporal Assurance || 3 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Memory !! Context !! Loss !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks&lt;br /&gt;
|-&lt;br /&gt;
| Applebane || || || || 0 || 2 || 3 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Outie&lt;br /&gt;
|-&lt;br /&gt;
| 743&lt;br /&gt;
|-&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
| 392&lt;br /&gt;
|-&lt;br /&gt;
| 671&lt;br /&gt;
|-&lt;br /&gt;
| 528&lt;br /&gt;
|-&lt;br /&gt;
| 214&lt;br /&gt;
|-&lt;br /&gt;
| 397&lt;br /&gt;
|-&lt;br /&gt;
| 802&lt;br /&gt;
|-&lt;br /&gt;
| 649&lt;br /&gt;
|-&lt;br /&gt;
| 321&lt;br /&gt;
|-&lt;br /&gt;
| 478&lt;br /&gt;
|-&lt;br /&gt;
| 566&lt;br /&gt;
|-&lt;br /&gt;
| 239&lt;br /&gt;
|-&lt;br /&gt;
| 904&lt;br /&gt;
|-&lt;br /&gt;
| 187&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pending Temporal Event&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Sept 9, 20:40 | Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31500</id>
		<title>The Ledger of Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31500"/>
		<updated>2025-09-08T04:42:57Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Quota !! Innies&lt;br /&gt;
|-&lt;br /&gt;
| Index Correlation || 10 || {{box|Arthexis}} {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|Vovix}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Chiiika}} {{box|Darknight}} {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Applebane}} {{box|Clucky}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 10 || {{box|Brendan}} {{box|En_Croissant}} {{box|Trapdoorspyder}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project Name !! Dept !! Progress !! Goal !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| momentous.towel || Index Correlation || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| periodic-home || Temporal Assurance || 3 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Memory !! Context !! Loss !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks&lt;br /&gt;
|-&lt;br /&gt;
| Applebane || || || || 0 || 2 || 3 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Outie&lt;br /&gt;
|-&lt;br /&gt;
| 743&lt;br /&gt;
|-&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
| 392&lt;br /&gt;
|-&lt;br /&gt;
| 671&lt;br /&gt;
|-&lt;br /&gt;
| 528&lt;br /&gt;
|-&lt;br /&gt;
| 214&lt;br /&gt;
|-&lt;br /&gt;
| 397&lt;br /&gt;
|-&lt;br /&gt;
| 802&lt;br /&gt;
|-&lt;br /&gt;
| 649&lt;br /&gt;
|-&lt;br /&gt;
| 321&lt;br /&gt;
|-&lt;br /&gt;
| 478&lt;br /&gt;
|-&lt;br /&gt;
| 566&lt;br /&gt;
|-&lt;br /&gt;
| 239&lt;br /&gt;
|-&lt;br /&gt;
| 904&lt;br /&gt;
|-&lt;br /&gt;
| 187&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pending Temporal Event&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Sept 9, 20:40 | Unprocessed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31499</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31499"/>
		<updated>2025-09-08T04:38:50Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Departments */ enacting Synchronise watches, everyone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
=== Temporal Assurance ===&lt;br /&gt;
There exists a Pending Temporal Event, which has a publicly tracked date &amp;amp; time, and a publicly tracked status which is either Processed or Unprocessed.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Processed, any Innie in the Department of Temporal Assurance, or the Board, may Run the Numbers.&lt;br /&gt;
This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Unprocessed.&lt;br /&gt;
* Add DICE47 hours to the current time, rounding up to the closest hour, to get a future date and time. Save that as the Pending Temporal Event date and time.&lt;br /&gt;
* Change the Pending Temporal Event time&#039;s minutes value to the result of a DICE60.&lt;br /&gt;
&lt;br /&gt;
If the Pending Temporal Event is Unprocessed, and is either fewer than 5 minutes in the future or is in the past, any Innie in the Department of Temporal Assurance may Process the Temporal Event. This is an atomic action with the following steps:&lt;br /&gt;
* Set the Pending Temporal Event to Processed.&lt;br /&gt;
* According to the time that the previous step was completed:&lt;br /&gt;
** If the Pending Temporal Event was set to processed within 5 minutes (before or after) the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 3.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within half an hour of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 2.&lt;br /&gt;
** Otherwise, if the Pending Temporal Event was set to processed within four hours of the designated time of that Pending Temporal Event, reduce the quota of the Department of Temporal Assurance by 1.&lt;br /&gt;
** Otherwise the Department of Temporal Assurance does not reduce their quota.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&lt;br /&gt;
==Shared Workspaces==&lt;br /&gt;
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie&#039;s Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:&lt;br /&gt;
* Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer&#039;s contents to be illegal.&lt;br /&gt;
* For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.&lt;br /&gt;
&lt;br /&gt;
The Board should not resolve any Secret Drops except when a Drawer Check is performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31498</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31498"/>
		<updated>2025-09-08T04:33:49Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Dynastic Rules */ enacting Has Anyone Seen My Stapler?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&lt;br /&gt;
==Shared Workspaces==&lt;br /&gt;
Each Innie has a Desk Drawer, which is privately tracked by the Board and may be either empty or contain a string of between 5-50 characters that is considered flavour text, defaulting to empty. When not empty, the allowed characters in a Desk Drawer are the 26 letters of the Latin alphabet, numbers, underscores, hyphens, spaces, and full stops. At any time as a Virtual Action, an Innie may set the contents of their Desk Drawer to empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Virtual Action called a Secret Drop, an Innie may add a string of their choosing, provided that string is legal for the contents of a Desk Drawer, to another Innie&#039;s Desk Drawer, known as the Target Drawer in that instance of that action, provided that Target Drawer has not been part of a Secret Drop action from that Innie in the past 72 hours. If the result of that action would cause the contents of the Target Drawer to be illegal, the action fails.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action known as a Drawer Check, the Board should perform the following steps as an atomic action:&lt;br /&gt;
* Resolve all pending Secret Drops in the order in which they were received, appending the string requested in each Secret Drop to the contents of that Target Drawer of that Secret Drop if doing so would not cause that Target Drawer&#039;s contents to be illegal.&lt;br /&gt;
* For each Innie whose Desk Drawer has changed due to resolving the Secret Drops in this instance of the Drawer Check, privately message that Innie with the current contents of their Desk Drawer.&lt;br /&gt;
&lt;br /&gt;
The Board should not resolve any Secret Drops except when a Drawer Check is performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31496</id>
		<title>The Ledger of Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31496"/>
		<updated>2025-09-07T18:03:24Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Upping Work Ethic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Quota !! Innies&lt;br /&gt;
|-&lt;br /&gt;
| Index Correlation || 10 || {{box|Arthexis}} {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|Vovix}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Chiiika}} {{box|Darknight}} {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Applebane}} {{box|Clucky}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 10 || {{box|Brendan}} {{box|En_Croissant}} {{box|Trapdoorspyder}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project Name !! Dept !! Progress !! Goal !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| momentous.towel || Index Correlation || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| periodic-home || Temporal Assurance || 3 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 2 || 10 || each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Memory !! Context !! Loss !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point&lt;br /&gt;
|-&lt;br /&gt;
| Applebane || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Outie&lt;br /&gt;
|-&lt;br /&gt;
| 743&lt;br /&gt;
|-&lt;br /&gt;
| 185&lt;br /&gt;
|-&lt;br /&gt;
| 392&lt;br /&gt;
|-&lt;br /&gt;
| 671&lt;br /&gt;
|-&lt;br /&gt;
| 528&lt;br /&gt;
|-&lt;br /&gt;
| 214&lt;br /&gt;
|-&lt;br /&gt;
| 397&lt;br /&gt;
|-&lt;br /&gt;
| 802&lt;br /&gt;
|-&lt;br /&gt;
| 649&lt;br /&gt;
|-&lt;br /&gt;
| 321&lt;br /&gt;
|-&lt;br /&gt;
| 478&lt;br /&gt;
|-&lt;br /&gt;
| 566&lt;br /&gt;
|-&lt;br /&gt;
| 239&lt;br /&gt;
|-&lt;br /&gt;
| 904&lt;br /&gt;
|-&lt;br /&gt;
| 187&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31495</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31495"/>
		<updated>2025-09-07T12:19:03Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Projects */ enacting The reward for a job well done...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project, apply the Project Reward, and decrement the Department&#039;s Quota by 1. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31494</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31494"/>
		<updated>2025-09-07T12:18:25Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Workplace Code of Conduct */ enacting The reward for a job well done...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project and apply the Project Reward. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
==Performance Cycles==&lt;br /&gt;
A single round of the game is known as a Performance Cycle. When one or more Departments&#039; Quota reaches 0, the current Performance Cycle ends. Any Department with a Quota of 0 has Met its Quota. Any Department with a non-zero Quota has Failed its Quota by X, where X is its current Quota. When a Performance Cycle ends, the Board shall perform the Performance Review atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Quota Evaluation: For each Department, determine whether it has Met or Failed its Quota for this Performance Cycle.&lt;br /&gt;
* Reassign Work: For each Department that has Failed its Quota, the Board may assign one Project assigned to that Department to a Department that has Met its Quota.&lt;br /&gt;
* Improvement Needed: For each Department with the highest Failed Quota, increase the Reprimands of each Innie in that Department by 1.&lt;br /&gt;
* New Cycle: Set each Department&#039;s Quota to 10.&lt;br /&gt;
* Document Performance: Make a Story Post summarizing the results of the action.&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31493</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31493"/>
		<updated>2025-09-07T12:15:18Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Loss */ enacting Dt Jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project and apply the Project Reward. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the consonants in that Innie’s name (the letter Y is not considered a consonant for this purpose). If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31492</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31492"/>
		<updated>2025-09-07T12:13:46Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* Perks */ enacting Restructuring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Innies shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Innie may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Ledger of Progress]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Innies ==&lt;br /&gt;
A human with access to the blog who is not already a Innie may make a blog post making clear their wish to be a Innie (plural form Innies); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Innie. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Innies are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Innies who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Innie may cease to be a Innie at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Innie in this way may not become a Innie again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Innies ===&lt;br /&gt;
A Innie may be either Active or Idle. A Innie is only Active if their name is on the list of currently active Innies in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Innie may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Innie Idle if that Innie has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Innie has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Innies”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Innies are not counted as Innies. The combined term “Idle Innies” can be used to refer to Innies who are Idle even in Proposals or rules that do not treat them as Innies, and any Votable Matter that specifically refers to a named Idle Innie can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Innie Active if that Innie is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Innie who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Innie Active should highlight the changed status of the relevant Innie and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Innie is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Innie Idled in a different Dynasty), the Innie is given the default value for new Innies, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Innie becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Innie during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Innies (not including the Board), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Innie may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Innie who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Innies who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Innies.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Innie, known as the Board. If there is no Board, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Innie may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Board is not a Innie.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 240.&lt;br /&gt;
&lt;br /&gt;
The following Innie is the Board: &amp;quot;eternalservererror&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Innies may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Innie may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Innie‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Innie never has a Vote, even if they were a Innie previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Innie other than the Board casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Board. When the Board has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Board’s Vote for the purposes of other rules unless otherwise specified. When the Board themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Innies who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Innie may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Innie already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Innie casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Board may use VETO as a voting icon to cast a Vote on a Proposal; when the Board casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Board later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Innie A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Innies actively disagree as to the interpretation of the Ruleset, or if a Innie feels that an aspect of the game needs urgent attention, then any Innie may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Innie (other than the Board) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Innie’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Innie may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Innie.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Innie who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Innie who posted the DoV becomes Board, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Board must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Board’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Board’s Imperial Style, which if specified is a set of nonbinding guidelines that the Board is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Board or any Innie (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Innie’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Innies should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Innie within BlogNomic, and should announce publicly if they control both a non-Idle Innie and any Idle Innies. This extends to exerting full control over the actions of another Innie, defined here as the controlled Innie’s game behavior being functionally indistinguishable from if the controlling Innie was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Innie should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Innie should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Innie should not edit their own blog comments once posted, nor those of any other Innie.&lt;br /&gt;
* A Innie should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Innie should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Innie should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Innie should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Innie must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Innie should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Innie should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Innie to achieve victory.&lt;br /&gt;
* A Innie should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Innie or Innies to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Innies and idle Innies should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Innies are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
A Department has the following publicly tracked properties: &lt;br /&gt;
* Name (a flavor text string) &lt;br /&gt;
* Quota (an integer with a default value of 10) &lt;br /&gt;
* Innies (a list of Innies currently assigned to the Department)&lt;br /&gt;
&lt;br /&gt;
The names of the Departments are: &lt;br /&gt;
* Index Correlation&lt;br /&gt;
* Redacted &lt;br /&gt;
* Temporal Assurance &lt;br /&gt;
* Lexical Adjustment&lt;br /&gt;
&lt;br /&gt;
When a new Innie joins the game, the Board must assign them to the Department with the fewest current members, choosing randomly among the tied options if necessary.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Board may perform a Reassignment Action by swapping the Department assignments of any two Innies who are currently assigned to different Departments. To do so, the Board must make a Story Post titled “Reassignment Notice: [Innie A] ⇄ [Innie B]”, where Innie A and Innie B are the names of the two Innies being swapped, and must list their new Department assignments.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
A Perk is a reward item given to an Innie, typically through a Bounty Payout. Each Perk has the following properties:&lt;br /&gt;
&lt;br /&gt;
* Name (flavor text)&lt;br /&gt;
* Description (flavor text)&lt;br /&gt;
* Effect (a mechanical effect)&lt;br /&gt;
&lt;br /&gt;
Perks are publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Bounty Payout occurs, the eligible Innie receives the Perk that was specified in the corresponding Bounty Notice.&lt;br /&gt;
&lt;br /&gt;
The current list of available Perks is:&lt;br /&gt;
&lt;br /&gt;
* Finger Trap&lt;br /&gt;
** Description: A brightly colored plastic finger trap toy that provides an immediate, if temporary, distraction.&lt;br /&gt;
** Effect: The Innie who holds this Perk may, at any time, choose to reduce their Stress by 1. When this effect is used, the Perk is removed from that Innie.&lt;br /&gt;
&lt;br /&gt;
==Memories==&lt;br /&gt;
A Memory is a single string from the options listed in this rule. Each Innie has a tracked list of Memories, defaulting to blank, and each individual Memory owned by each Innie also has a Context, which is a statement about that Innie that can be true or false in the current gamestate and which is, by default, “Belongs to x Department”, where x is the name of the Department to which they belonged at the time they acquired the Memory.&lt;br /&gt;
&lt;br /&gt;
An Innie’s Memory is Active when its Context is true, and Suppressed when its Context is not true.&lt;br /&gt;
&lt;br /&gt;
The list of available Memories is as follows:&lt;br /&gt;
&lt;br /&gt;
* Their full name&lt;br /&gt;
* Their full address&lt;br /&gt;
* The name of their spouse or pet&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
Each Innie has a publicly-tracked Stress, which is an integer of 0 or higher, defaulting to 2.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly-tracked Work Ethic, which is an integer between 1 and 5 inclusive. The maximum value a given Innie can have for their Work Ethic is 5 minus their stress, to a minimum of 1. The default value for a Innie’s Work Ethic is the lower of their maximum Work Ethic or 2. It is legal to take actions that would increase the stress of an Innie to the point where their Work Ethic would become an illegal value, but would otherwise be legal. In that event, their Work Ethic is considered to be the highest legal value for it and should be updated in the gamestate tracking page accordingly.&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Innie may set their Work Ethic to any legal value.&lt;br /&gt;
&lt;br /&gt;
If an Innie has a higher Work Ethic than more than 50% of Innies in their department, they are considered a Star Employee. If an Innie has a lower Work Ethic than more than 50% of Innies in their department, they are considered a Slacker.&lt;br /&gt;
&lt;br /&gt;
The mean Work Ethic of all Innies in a Department is called the Departmental Effort. If a department has a higher Departmental Effort than any other department then it is a Flourishing Department. If a department has a lower Departmental Effort than any other Department, then it is a Struggling Department.&lt;br /&gt;
&lt;br /&gt;
Each Innie also has a publicly-tracked Evaluation Point, which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
==Outies==&lt;br /&gt;
A number of Outies may exist. Each Outie has a Case Number, which is either blank or a number between 100 and 999 inclusive; this is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a True Self (privately tracked by the Board), which is an Outie, and a publicly-tracked Entangled Self, which is an Outie.&lt;br /&gt;
&lt;br /&gt;
If any Innie has no True Self, the Board may, as an atomic action, perform a Connection as follows:&lt;br /&gt;
* Create an Outie with a random Case Number (excluding the Case Numbers of other Outies)&lt;br /&gt;
* Assign it as the True Self of a random Innie who has no True Self (chosen in a secretly random manner)&lt;br /&gt;
* Assign it as the Entangled Self of a random Innie who has no Entangled Self&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
There is a list of projects that are publically tracked, and individual projects have a Project Name, which is generated from https://alator21.github.io/repository-name-generator/ when added to the list and is flavour text, a Department which it is assigned to which may be none or any department and defaults to none; a Progress which may be a nonnegative value and defaults to 0, a Goal which defaults to 10 and a Project Reward, which defaults to “each Innie in the Department gains 5 Evaluation Point. Each Star Employee in the Department additionally gains 10 Evaluation Point.”.&lt;br /&gt;
&lt;br /&gt;
As a communal Daily action, increment each Project assigned to a Department by their Departmental Effort divided by the number of projects that are assigned to them, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
At any time, a Innie in a Department with a Project assigned to them which has Progress equal to or more than the Goal may remove the project and apply the Project Reward. Then, if they have no Project assigned to them, add a new Project to the list and assign the created Project to their Department.&lt;br /&gt;
&lt;br /&gt;
==Loss==&lt;br /&gt;
&lt;br /&gt;
Each Innie may have a publicly tracked Loss, or may have no Loss, defaulting to no Loss. A Loss is a single word, which consists of at least three and no more than sixteen letters from the English alphabet, and which does not contain any of the letters in that Innie’s name. If an Innie has no Loss, they may set their Loss to be any legal word.&lt;br /&gt;
&lt;br /&gt;
==Workplace Code of Conduct==&lt;br /&gt;
&lt;br /&gt;
There exists a number of Workplace Rules that all Innies are expected to follow. These rules are not binding, though breaking them may still face dynastic consequences.&lt;br /&gt;
&lt;br /&gt;
The Workplace Rules are:&lt;br /&gt;
&lt;br /&gt;
* Innies should not say anything negative about the Board&lt;br /&gt;
* Innies should not take any action to harm their own department&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked number of Reprimands, which defaults to 0&lt;br /&gt;
&lt;br /&gt;
If an Innie (the reporter) believes another Innie (the accused) has violated a Workplace Rule and a Report has not already been filed detailing the infraction, they may File a Report by making a story post to the blog detailing the infraction. The Board may then respond to this story post with a FOR, indicating that they agree the infraction took place at which point the accused’s Reprimands goes up by 1, or an AGAINST indicating they do not agree the infraction took place. In either case, the post becomes closed and the Board may not respond to the same accusation again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Board specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Innies may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Innie could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Innies (or people who are not yet Innies) also face the same restrictions if they intend to become an active Innie during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.&lt;br /&gt;
&lt;br /&gt;
A mentor and mentee may privately converse with each other as if this rule were not in effect, but should not collaborate to secure Victory for either party.&lt;br /&gt;
&lt;br /&gt;
The restrictions on communication due to the Rule No Private Communication do not apply during an Interregnum.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Innies who were part of the conversation should make a post to the blog disclosing what information was discussed at their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason&lt;br /&gt;
&lt;br /&gt;
The Board may post a Bounty Notice, or close an open Bounty Notice, at any time.&lt;br /&gt;
&lt;br /&gt;
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the Board believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Innie (other than the Board) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
If they have not already done so in the current dynasty, A Innie may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Board is privately tracking any information about them then they should do likewise at their first opportunity. If a Innie has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Board performs on behalf of a Innie. A Innie may initiate a virtual action by privately communicating to the Board their request to do so, along with any additional information needed to carry it out. The Board shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Innie, and indicate to the Innie that their action has succeeded.&lt;br /&gt;
If a Virtual Action fails, the Board should tell the Innie why. A virtual action may fail for any of these reasons:&lt;br /&gt;
&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Board to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
* Except where otherwise stated by the ruleset, the Board must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Innie may cancel a pending Virtual Action by privately communicating to the Board their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Board should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Innie who initiated that Virtual Action, using the Board’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Innie who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Innie able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Innie per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Innie able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Innie per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Innies.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Board is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Innie&#039;s Effective Vote Comment with respect to a given Votable Matter is that Innie&#039;s Comment to that Votable Matter, if any, that contains that Innie&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Innie may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Innies , as well as people who are not Innies but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Innies who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Innies are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Innies is half the number of Innies  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Innies it is referring to, it is referring to a Quorum of all Innies.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Board.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Innies” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Innie may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Innie has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Board to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Board may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Board, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Innie’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Innie may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Innie, if doing so would not require the correcting Innie to make any decisions on behalf of the original Innie.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Innies are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Innie may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Board is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Innie becomes the Board, that sentence changes to “The following Innie is the Board: ” followed by that Innie’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Board this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Innies, and are flavour text for all purposes other than referencing Innies. If the Board changes their name by proposal, the sentence in question is updated to reflect the new name of the Board.&lt;br /&gt;
&lt;br /&gt;
The identity of the Board is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Board personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Innie with such access. Only a Innie with such access may Enact that Votable Matter. If that Votable Matter does not name a Innie with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Innie making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Innie performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Innie making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Innie performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Innie performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Innie arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Innie must redo the Atomic Action; for that purpose, the Innie uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Innie would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Innie can spend or pay from only their own values, and a rule that allows Innies to transfer or pay a numeric value to another Innie only allows them to transfer that value from themselves to that other Innie (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Innie who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Innies are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Board (including secretly random selections), then that information may only be revealed by the Board when the ruleset allows it. If a Innie should already know such a piece of information (in that the Board has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Board may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Innie or Board who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Innie may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Innies may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Board has voted DEFERENTIAL on a Proposal, they (and any other Innies who have voted DEFERENTIAL on it) are not considered to be a Innie for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Innie may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Innies may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Innies with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Innie may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Innie may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Innie if it is explicitly stated that it refers to a Innie&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Innie&#039;s (or prospective Innie&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Innie’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Innies may Kick each other” and “Innies may not Kick each other on Tuesdays” exist, and it is Tuesday, Innies may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Innies may Punch a Spaceman on Friday” and “Innies may not Punch Spacemen on Friday”, then Innies may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Innie may have another Innie as a Mentor. Innies who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Innie who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Innie requests a Mentor, or a new Innie has joined the game and has no Mentor, the Board should select a Tenured Innie and ask them to take that Innie on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Board should announce it in a blog post. The Board should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Innie may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Board, any Innie who has been active in at least three previous dynasties may act as Board for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Innie or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Innies .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Innie” and “Board”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Innie (Player)&lt;br /&gt;
* Board (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31449</id>
		<title>User:Chiiika</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31449"/>
		<updated>2025-09-04T19:50:27Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: /* First Pooled Victory: The Third Dynasty of Trapdoorspyder: B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hobbyist Linux sysadmin and blognomic player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not yet known under another alias yet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= My Blognomic Blog =&lt;br /&gt;
== Me as a player - Conventional Pooler with streaks of Computational Nomic ==&lt;br /&gt;
I’m a avid boardgamer in my free time, and that translates to a pretty conventional player, looking for powerful moves in the ruleset. Therefore, in a lot of my games I don’t propose much about the dynastic ruleset (which really isn’t ideal and is actively hurting my conventional game). I also do do a lot of pools - most of my close calls (and victory) is from pooling.&lt;br /&gt;
I also use programs to help my conventional play by identifying good plays when the possibility space is uncertain.&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
=== My First Dynasty: [[The Fifteenth Dynasty of Josh]]: D ===&lt;br /&gt;
The Fifteenth Dynasty of Josh is about Vampires - we are Vampire Lords trying to kill off a explorer. In that dynasty, I was teaming up with ais523 who did most of the proposing work and I am the one who suggested plays. I think that is a reason why eventually we lost to Jumble + Clucky + lemon; not withstanding the three player vs two player dynamics I definitely did not pull my weight in terms of proposal work. In the middle of the dynasty; I discovered a play [https://blognomic.com/archive/richardos_eleventh_expedition], to lock the explorer in a room before he could be killed and was immediately subsequently copied by the opposing team. To be very honest; this dynasty left a really bad taste of nomics in my mouth and I just became a inactive player; making one play then idling out in the next few subsequent dynasties - I have witnessed some &amp;quot;eff dynastic and core rules, and eff you in particular&amp;quot; moments, witnessed some really bad side of the nomic, witnessed some flaming rows for the entirety of the ending of the dynasty and thinking that I am the reason that it exploded like this, because it was &amp;quot;Chiiika vs Jumble&amp;quot;. This dynasty was the reason why [[Community Guidelines]] was put in place [https://blognomic.com/archive/break] [https://blognomic.com/archive/liberte_egalite_communite] [https://blognomic.com/archive/communiteism] subsequently. Looking back, losing might not be that bad - there is another player who got their first dynasty; even though that player wasn&#039;t me. This dynasty couldn&#039;t be F because it &#039;&#039;did&#039;&#039; take off; but the social part of it feels like &amp;quot;I would not want to play BlogNomic again&amp;quot;. In the end - I had about 25% into the win-roll.&lt;br /&gt;
&lt;br /&gt;
I would go on and be a inactive player / semi-active player despite not idling during the subsequent dynasties - Misty I (inactive), ais523 VII (inactive),  Josh XVI (semi-active where I worked on a player cipher to break NPC but got quashed and idled), Kevan XXIX (inactive), and Trapdoorspyder I (semi-active, proposed something, but more confused than actually playing and most of my proposals failed and my gamestate is ehh). At that point in time, I don&#039;t feel good enough to go thru what I have gone thru in Josh XV, working so hard into playing the game then lose to a win-roll, notwithstanding the bad social atmosphere. I mostly didn&#039;t really propose anything during those intervening dynasties.&lt;br /&gt;
&lt;br /&gt;
I was mentored by Kevan, who did lead me thru how to play BlogNomic.&lt;br /&gt;
&lt;br /&gt;
=== My Second Invested Dynasty: [[The Nineteenth Dynasty of Josh]]: A ===&lt;br /&gt;
&lt;br /&gt;
Looking back at the logs; I seems to only have won one of the bouts after it has concluded incorrectly and CfJ&#039;d. The Nineteenth Dynasty of Josh is about people building Battlebots; the concept was nice and I really liked the bot action - except I just couldn&#039;t catch up with the meta; every programmed move somehow turned wrong. I feel like I like the dynasty; but I didn&#039;t know how to interact with it nicely? Looking back at my proposal history, I made 2 proposal across the whole dynasty. I think at that time I was mostly locked into trying to understand and interface it conventionally, and additionally just don&#039;t understand the meta.&lt;br /&gt;
&lt;br /&gt;
=== A Chop and not a Chop: [[The Eleventh Metadynasty]]: D===&lt;br /&gt;
&lt;br /&gt;
Again; I didn&#039;t propose much during the dynasty. I had had (?) at a time 20% win equity at the end; but 1) the roll again didn&#039;t land on me and 2) there was some competing DoVs and CfJs which made Josh win. Make of that as you will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== First Pooled Victory: [[The Third Dynasty of Trapdoorspyder]]: B ===&lt;br /&gt;
&lt;br /&gt;
In the The Third Dynasty of Trapdoorspyder, it is about Catan - people farming Iron, Sheep and whatnot. The pace was pretty slow in my opinion, but at the end I and Habanero got into a pooling arrangement - they have the things that I don&#039;t have and we rushed to build Cones of Production. A funny proposal is I was trying to lock down the dynastic ruleset to prevent any random rules to cut our victory short only to find out that people think that there are 10 or 20 days before the end of the dynasty! Was a slow dynasty; I really feel like it was a competitive dynasty at the end. Again, 50% dice roll didn&#039;t land on me; but Habanero got their first dynasty.&lt;br /&gt;
&lt;br /&gt;
=== Adminship: [[The Second Dynasty of JonathanDark]] ===&lt;br /&gt;
&lt;br /&gt;
After the victory in the last dynasty, I finally feel experienced enough to Request for Adminiship [http://blognomic.com/archive/request_for_adminship1]. Not really much else; didn&#039;t invest much into that dynasty.&lt;br /&gt;
&lt;br /&gt;
I was present but semi-active during Josh XXII and snapped a pic but nothing much.&lt;br /&gt;
&lt;br /&gt;
=== Computational Nomic: [[The Sixth Dynasty of JonathanDark]]: C ===&lt;br /&gt;
&lt;br /&gt;
In The Sixth Dynasty of JonathanDark, we are making acronyms for words. As I joined halfway in, I was at the second-lowest by scores; and had to play risky plays into getting those points for a shot at victory. I turned my attention at the Buzzwords; surmising that they gives 4 points when hit (3 points for the jackpot, 1 extra point for being &amp;quot;containing the same set of characters&amp;quot; - they are two distinct step). I used python to aid me in finding the correct words to use in guessing; but faced huge blowbacks on the use of programs mainly by Clucky. A fight on discord ensued; a apt surmising of this and most of my BN being &amp;quot;does every argument we have seem to be a damn all out fight&amp;quot;. Wouldn&#039;t argue on the legitimacy of computational nomic here; but this is another dynasty that made me feel the same thing as my first dynasty - &amp;quot;I don&#039;t want to play BN again&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Second Pooled Victory: [[The Thirty-Fourth Dynasty of Kevan]]: C ===&lt;br /&gt;
&lt;br /&gt;
In The Thirty-Fourth Dynasty of Kevan, we are food trucks making food for others. I was playing on setting a high value dish; and getting the guaranteed $20. ESE found out the combo of Tips + 2 extra recipe; making hitting other player&#039;s recipe being way more likely. With the Performance rule enacted; at a night I was 2nd in networth but having zero extra augments; making my chances of converting this dynasty into a win unlikely. I surmised that I would need another player feeding business into me to keep the advantage; and decided to constrain the possibility into a 50/50 me and ESE. ESE won the throw, and I funneled sales to them for three days. Apparently; pooling should have been prohibited in some older player&#039;s point of view; and more fights ensued on the Discord - we seems unable to not argue as a community and getting into all out fights. I love this game, but I hate the fighting.  Again, 50% dice roll didn&#039;t land on me; but ESE got their first dynasty.&lt;br /&gt;
&lt;br /&gt;
[[User:Chiiika/Quicklinks]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31448</id>
		<title>User:Chiiika</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31448"/>
		<updated>2025-09-04T19:48:55Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hobbyist Linux sysadmin and blognomic player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not yet known under another alias yet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= My Blognomic Blog =&lt;br /&gt;
== Me as a player - Conventional Pooler with streaks of Computational Nomic ==&lt;br /&gt;
I’m a avid boardgamer in my free time, and that translates to a pretty conventional player, looking for powerful moves in the ruleset. Therefore, in a lot of my games I don’t propose much about the dynastic ruleset (which really isn’t ideal and is actively hurting my conventional game). I also do do a lot of pools - most of my close calls (and victory) is from pooling.&lt;br /&gt;
I also use programs to help my conventional play by identifying good plays when the possibility space is uncertain.&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
=== My First Dynasty: [[The Fifteenth Dynasty of Josh]]: D ===&lt;br /&gt;
The Fifteenth Dynasty of Josh is about Vampires - we are Vampire Lords trying to kill off a explorer. In that dynasty, I was teaming up with ais523 who did most of the proposing work and I am the one who suggested plays. I think that is a reason why eventually we lost to Jumble + Clucky + lemon; not withstanding the three player vs two player dynamics I definitely did not pull my weight in terms of proposal work. In the middle of the dynasty; I discovered a play [https://blognomic.com/archive/richardos_eleventh_expedition], to lock the explorer in a room before he could be killed and was immediately subsequently copied by the opposing team. To be very honest; this dynasty left a really bad taste of nomics in my mouth and I just became a inactive player; making one play then idling out in the next few subsequent dynasties - I have witnessed some &amp;quot;eff dynastic and core rules, and eff you in particular&amp;quot; moments, witnessed some really bad side of the nomic, witnessed some flaming rows for the entirety of the ending of the dynasty and thinking that I am the reason that it exploded like this, because it was &amp;quot;Chiiika vs Jumble&amp;quot;. This dynasty was the reason why [[Community Guidelines]] was put in place [https://blognomic.com/archive/break] [https://blognomic.com/archive/liberte_egalite_communite] [https://blognomic.com/archive/communiteism] subsequently. Looking back, losing might not be that bad - there is another player who got their first dynasty; even though that player wasn&#039;t me. This dynasty couldn&#039;t be F because it &#039;&#039;did&#039;&#039; take off; but the social part of it feels like &amp;quot;I would not want to play BlogNomic again&amp;quot;. In the end - I had about 25% into the win-roll.&lt;br /&gt;
&lt;br /&gt;
I would go on and be a inactive player / semi-active player despite not idling during the subsequent dynasties - Misty I (inactive), ais523 VII (inactive),  Josh XVI (semi-active where I worked on a player cipher to break NPC but got quashed and idled), Kevan XXIX (inactive), and Trapdoorspyder I (semi-active, proposed something, but more confused than actually playing and most of my proposals failed and my gamestate is ehh). At that point in time, I don&#039;t feel good enough to go thru what I have gone thru in Josh XV, working so hard into playing the game then lose to a win-roll, notwithstanding the bad social atmosphere. I mostly didn&#039;t really propose anything during those intervening dynasties.&lt;br /&gt;
&lt;br /&gt;
I was mentored by Kevan, who did lead me thru how to play BlogNomic.&lt;br /&gt;
&lt;br /&gt;
=== My Second Invested Dynasty: [[The Nineteenth Dynasty of Josh]]: A ===&lt;br /&gt;
&lt;br /&gt;
Looking back at the logs; I seems to only have won one of the bouts after it has concluded incorrectly and CfJ&#039;d. The Nineteenth Dynasty of Josh is about people building Battlebots; the concept was nice and I really liked the bot action - except I just couldn&#039;t catch up with the meta; every programmed move somehow turned wrong. I feel like I like the dynasty; but I didn&#039;t know how to interact with it nicely? Looking back at my proposal history, I made 2 proposal across the whole dynasty. I think at that time I was mostly locked into trying to understand and interface it conventionally, and additionally just don&#039;t understand the meta.&lt;br /&gt;
&lt;br /&gt;
=== A Chop and not a Chop: [[The Eleventh Metadynasty]]: D===&lt;br /&gt;
&lt;br /&gt;
Again; I didn&#039;t propose much during the dynasty. I had had (?) at a time 20% win equity at the end; but 1) the roll again didn&#039;t land on me and 2) there was some competing DoVs and CfJs which made Josh win. Make of that as you will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== First Pooled Victory: [[The Third Dynasty of Trapdoorspyder]]: B ===&lt;br /&gt;
&lt;br /&gt;
In the The Third Dynasty of Trapdoorspyder, it is about Catan - people farming Iron, Sheep and whatnot. The pace was pretty slow in my opinion, but at the end I and Habanero got into a pooling arrangement - they have the things that I don&#039;t have and we rushed to build Cones of Production. A funny proposal is I was trying to lock down the dynastic ruleset to prevent any random rules to cut our victory short only to find out that people think that there are 10 or 20 days before the end of the dynasty! Was a slow dynasty; I really feel like it was a competitive dynasty at the end. Again, 50% dice roll didn&#039;t land on me; but Habanero got their first dynasty.&lt;br /&gt;
&lt;br /&gt;
=== Adminship: [[The Second Dynasty of JonathanDark] ===&lt;br /&gt;
&lt;br /&gt;
After the victory in the last dynasty, I finally feel experienced enough to Request for Adminiship [http://blognomic.com/archive/request_for_adminship1]. Not really much else; didn&#039;t invest much into that dynasty.&lt;br /&gt;
&lt;br /&gt;
I was present but semi-active during Josh XXII and snapped a pic but nothing much.&lt;br /&gt;
&lt;br /&gt;
=== Computational Nomic: [[The Sixth Dynasty of JonathanDark]]: C ===&lt;br /&gt;
&lt;br /&gt;
In The Sixth Dynasty of JonathanDark, we are making acronyms for words. As I joined halfway in, I was at the second-lowest by scores; and had to play risky plays into getting those points for a shot at victory. I turned my attention at the Buzzwords; surmising that they gives 4 points when hit (3 points for the jackpot, 1 extra point for being &amp;quot;containing the same set of characters&amp;quot; - they are two distinct step). I used python to aid me in finding the correct words to use in guessing; but faced huge blowbacks on the use of programs mainly by Clucky. A fight on discord ensued; a apt surmising of this and most of my BN being &amp;quot;does every argument we have seem to be a damn all out fight&amp;quot;. Wouldn&#039;t argue on the legitimacy of computational nomic here; but this is another dynasty that made me feel the same thing as my first dynasty - &amp;quot;I don&#039;t want to play BN again&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Second Pooled Victory: [[The Thirty-Fourth Dynasty of Kevan]]: C ===&lt;br /&gt;
&lt;br /&gt;
In The Thirty-Fourth Dynasty of Kevan, we are food trucks making food for others. I was playing on setting a high value dish; and getting the guaranteed $20. ESE found out the combo of Tips + 2 extra recipe; making hitting other player&#039;s recipe being way more likely. With the Performance rule enacted; at a night I was 2nd in networth but having zero extra augments; making my chances of converting this dynasty into a win unlikely. I surmised that I would need another player feeding business into me to keep the advantage; and decided to constrain the possibility into a 50/50 me and ESE. ESE won the throw, and I funneled sales to them for three days. Apparently; pooling should have been prohibited in some older player&#039;s point of view; and more fights ensued on the Discord - we seems unable to not argue as a community and getting into all out fights. I love this game, but I hate the fighting.  Again, 50% dice roll didn&#039;t land on me; but ESE got their first dynasty.&lt;br /&gt;
&lt;br /&gt;
[[User:Chiiika/Quicklinks]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=User:Chiiika/Quicklinks&amp;diff=31447</id>
		<title>User:Chiiika/Quicklinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=User:Chiiika/Quicklinks&amp;diff=31447"/>
		<updated>2025-09-04T17:55:58Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Created page with &amp;quot;===Code for Dynasties=== * Code: Malta Islands; sowseed guidance.py used in The Third Dynasty of Trapdoorspyder * Code: JD 6th search used in The Sixth Dynasty o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Code for Dynasties===&lt;br /&gt;
* [[Code: Malta Islands; sowseed guidance.py]] used in [[The Third Dynasty of Trapdoorspyder]]&lt;br /&gt;
* [[Code: JD 6th search]] used in [[The Sixth Dynasty of JonathanDark]]&lt;br /&gt;
&lt;br /&gt;
===Victories===&lt;br /&gt;
* Won with Habanero in a Pooled Victory in the [[The Third Dynasty of Trapdoorspyder]]&lt;br /&gt;
* Pooled with eternalservererror in the [[The Thirty-Fourth Dynasty of Kevan]]&lt;br /&gt;
&lt;br /&gt;
===BN Botwork &amp;amp; quicklinks===&lt;br /&gt;
* [[Code:Giolitti/rules | Rules for Giolitti]]&lt;br /&gt;
&lt;br /&gt;
===Chiiika&#039;s Compendium of Collectible Rules===&lt;br /&gt;
* [[User: Chiiika/Rules Collection]]&lt;br /&gt;
&lt;br /&gt;
===Works In Progress===&lt;br /&gt;
* [[User: Chiiika/Building Blocks | Building Blocks]]&lt;br /&gt;
* [[User: Chiiika/Playing Blocks | Playing Blocks]]&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31446</id>
		<title>User:Chiiika</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=User:Chiiika&amp;diff=31446"/>
		<updated>2025-09-04T17:55:53Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hobbyist Linux sysadmin and blognomic player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not yet known under another alias yet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Chiiika/Quicklinks]]&lt;br /&gt;
&lt;br /&gt;
= Journal =&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:001-Basik-Paper.png&amp;diff=31444</id>
		<title>File:001-Basik-Paper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:001-Basik-Paper.png&amp;diff=31444"/>
		<updated>2025-09-04T17:30:40Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Line_background-min.jpg&amp;diff=31443</id>
		<title>File:Line background-min.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Line_background-min.jpg&amp;diff=31443"/>
		<updated>2025-09-04T17:20:55Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Vecteezy_minimalist-modern-house-with-a-narrow-empty-corridor-of_28217892.jpg&amp;diff=31438</id>
		<title>File:Vecteezy minimalist-modern-house-with-a-narrow-empty-corridor-of 28217892.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Vecteezy_minimalist-modern-house-with-a-narrow-empty-corridor-of_28217892.jpg&amp;diff=31438"/>
		<updated>2025-09-04T09:30:11Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &amp;lt;a href=&amp;quot;https://www.vecteezy.com/free-photos/design&amp;quot;&amp;gt;Design Stock photos by Vecteezy&amp;lt;/a&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://www.vecteezy.com/free-photos/design&amp;quot;&amp;gt;Design Stock photos by Vecteezy&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_239&amp;diff=31420</id>
		<title>Ruleset 239</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_239&amp;diff=31420"/>
		<updated>2025-09-04T06:30:30Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: Created page with &amp;quot;{{TOCRight}}  &amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;  = Core Rules =  == Ruleset and Gamestate == This is the &amp;#039;&amp;#039;&amp;#039;Ruleset&amp;#039;&amp;#039;&amp;#039; for BlogNomic; all Trucks shall obey it.  It co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Trucks shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Truck may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Food Park]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Trucks ==&lt;br /&gt;
A human with access to the blog who is not already a Truck may make a blog post making clear their wish to be a Truck (plural form Trucks); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Truck. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Trucks are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Trucks who wish to become Admins should submit a Proposal or CfJ to that effect. Existing Admins may be voluntarily resignation by making a post to the blog.&lt;br /&gt;
&lt;br /&gt;
A Truck may cease to be a Truck at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Truck in this way may not become a Truck again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Trucks ===&lt;br /&gt;
A Truck may be either Active or Idle. A Truck is only Active if their name is on the list of currently active Trucks in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Truck may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Truck Idle if that Truck has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Truck has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Trucks”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Trucks are not counted as Trucks. The combined term “Idle Trucks” can be used to refer to Trucks who are Idle even in Proposals or rules that do not treat them as Trucks, and any Votable Matter that specifically refers to a named Idle Truck can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Truck Active if that Truck is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Truck who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Truck Active should highlight the changed status of the relevant Truck and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Truck is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Truck Idled in a different Dynasty), the Truck is given the default value for new Trucks, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Truck becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Truck during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Trucks (not including the Yard), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Truck may post or vote on a Votable Matter provided that its effect does not include, even conditionally, the creation, deletion or amendment of dynastic rules or gamestate defined by dynastic rules. An Idle Truck who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Trucks who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Trucks.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Truck, known as the Yard. If there is no Yard, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Truck may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Yard is not a Truck.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 239.&lt;br /&gt;
&lt;br /&gt;
The following Truck is the Yard: &amp;quot;Kevan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Trucks may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Truck may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Truck‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Truck never has a Vote, even if they were a Truck previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Truck other than the Yard casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Yard. When the Yard has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Yard’s Vote for the purposes of other rules unless otherwise specified. When the Yard themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Trucks who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Truck may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Truck already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Truck casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Yard may use VETO as a voting icon to cast a Vote on a Proposal; when the Yard casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Yard later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Truck A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Trucks actively disagree as to the interpretation of the Ruleset, or if a Truck feels that an aspect of the game needs urgent attention, then any Truck may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Truck (other than the Yard) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Truck’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Truck may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Truck.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Truck who posted it cannot make another DoV until after 72 hours (3 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Truck who posted the DoV becomes Yard, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Yard must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Yard’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Yard’s Imperial Style, which if specified is a set of nonbinding guidelines that the Yard is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Yard or any Truck (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Truck’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Trucks should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Truck within BlogNomic, and should announce publicly if they control both a non-Idle Truck and any Idle Trucks. This extends to exerting full control over the actions of another Truck, defined here as the controlled Truck’s game behavior being functionally indistinguishable from if the controlling Truck was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Truck should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Truck should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Truck should not edit their own blog comments once posted, nor those of any other Truck.&lt;br /&gt;
* A Truck should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Truck should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Truck should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Truck should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Truck must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Truck should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Truck should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Truck to achieve victory.&lt;br /&gt;
* A Truck should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Truck or Trucks to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Trucks and idle Trucks should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Trucks are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
&lt;br /&gt;
Each Truck has a Menu, which is a list of up to five Dishes. Menus are tracked privately by the Yard.&lt;br /&gt;
&lt;br /&gt;
As a virtual Prep action, an Open Truck may change its Menu to a list of at least three Dishes. No two Dishes on the same menu may have the exact same Ingredients, regardless of Ingredient order in each of those Dishes. An Open Truck whose Menu contains at least three Dishes is also considered to be a Ready Truck.&lt;br /&gt;
&lt;br /&gt;
=== Dishes ===&lt;br /&gt;
&lt;br /&gt;
Each Dish has a Name (a flavour text string), a list of one to three Ingredients (where no items are repeated within that list) and a Price (an integer between zero and 20 inclusive).&lt;br /&gt;
&lt;br /&gt;
The available Ingredients and their Costs are: Oyster ($5), Beef ($3), Lamb ($3), Chicken ($2), Falafel ($1), Wrap ($1), Salad ($1), Cheese ($1), Sauce ($1).&lt;br /&gt;
&lt;br /&gt;
There is a publicly-tracked Low Supply, which is the name of an Ingredient or empty, defaulting to empty.&lt;br /&gt;
&lt;br /&gt;
==== Signatures ====&lt;br /&gt;
&lt;br /&gt;
Whenever a Menu is submitted to the Yard, up to one Dish may be marked as a Signature. Signature Dishes are not removed even when a Menu is Blanked. They also cannot be changed or removed from the menu when the Truck which has that Signature Dish on their Menu submits a new menu.&lt;br /&gt;
&lt;br /&gt;
Whenever a Customer would choose a non-Signature Dish from Menu containing a Signature Dish, if the Signature Dish is more expensive (but no more than 25% more expensive), the customer Chooses the Signature item instead.&lt;br /&gt;
&lt;br /&gt;
A Truck is allowed to change the Price of its Signature Dish.&lt;br /&gt;
&lt;br /&gt;
==== Hot Topic ====&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Trending Ingredient, which may be up to 1 Ingredient and defaults to none.&lt;br /&gt;
&lt;br /&gt;
Each Ingredient has a publicly tracked Trendiness value, which is a non-negative integer defaulting to 5. As Shutdown Action, a Closed Truck may increase the Trendiness of one Ingredient of their choice by 2.&lt;br /&gt;
&lt;br /&gt;
== Food Trucks ==&lt;br /&gt;
&lt;br /&gt;
Each Truck has a Sign (a flavour text string); a possibly negative number of Dollars, defaulting to $100; and a number of Loans defaulting to 0. All of these are publicly tracked. As a Prep Action, a Truck may change their own Sign at any time. &lt;br /&gt;
&lt;br /&gt;
Each Truck has an Operating Status, which is publicly tracked, defaults to Open, and may be either Open, Closed or Dark. A Truck may change its own Operating Status at any time during the Prep Phase.&lt;br /&gt;
&lt;br /&gt;
A Truck with an Operating Status of Open is considered an Open Truck, a Truck with an Operating Status of Dark is considered a Dark Truck, and a Truck with an Operating Status of Closed is considered a Closed Truck.&lt;br /&gt;
&lt;br /&gt;
Each Truck has a publicly tracked Theme (a flavour-text string) that reflects the Truck’s aesthetic, personality, or branding (e.g. “Neon retro diner”, “Wildly entertaining”, or “Locally sourced eco-friendly eats”). A Truck may change its own Theme as a Prep Action.&lt;br /&gt;
&lt;br /&gt;
At any time, if a Food Truck has at least $105 Dollars they may reduce their Dollars by $105 and reduce their Loans by 1. A Food Truck with at least one Loan may not achieve victory.&lt;br /&gt;
&lt;br /&gt;
=== Fittings ===&lt;br /&gt;
&lt;br /&gt;
Each Truck has a publicly tracked list of Fittings. Each Fitting has a Name and an Effect, and the available Fittings are:-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Second Station&lt;br /&gt;
| A Truck with a Second Station may have up to seven Dishes in their Menu instead of five.&lt;br /&gt;
|-&lt;br /&gt;
! Lighting Rig&lt;br /&gt;
| The prices of all Dishes for a Truck with a Lighting Rig are treated as $2 lower (to a minimum of $1) than they actually are during the &#039;&#039;They look around&#039;&#039; step of the Sale action.&lt;br /&gt;
|-&lt;br /&gt;
! Drinks Fridge&lt;br /&gt;
| A Truck with a Drinks Fridge gains a bonus of 3 Dollars from each Sale performed in which they were the Active Customer’s Choice during the ‘They buy their meal:’ step of the Sale.&lt;br /&gt;
|-&lt;br /&gt;
! Hazard Tape&lt;br /&gt;
| Trucks with Hazard Tape are considered to be Closed during the “Queue up” step of the Night, and during Sale actions. (Hazard Tape is a Temporary Fitting.)&lt;br /&gt;
|-&lt;br /&gt;
! Printed Review&lt;br /&gt;
| A Truck with a Printed Review gains an extra $5 whenever a Customer buys a meal from them. Trucks may only gain Printed Reviews through Sale actions. (A Printed Review is a Temporary Fitting.)&lt;br /&gt;
|-&lt;br /&gt;
! Rebrand&lt;br /&gt;
| During the Wash up step, Signature Dishes are also removed from this Trucks Menu. Then immediately remove this fitting from this Truck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The effects of a Truck’s Fittings do not apply while that Truck is Closed or Dark.&lt;br /&gt;
&lt;br /&gt;
As a Shutdown Action, a Closed Truck may add a Fitting to their Fittings, so long as they don’t already have that Fitting, and its Effect doesn’t start with the characters “(From Tomorrow:)”.&lt;br /&gt;
&lt;br /&gt;
==== Secondhand Fittings ====&lt;br /&gt;
&lt;br /&gt;
Any Truck that has a Performance of zero may add up to one Fitting during the Prep Phase without Closing. A Truck may not repeat this action on consecutive Trading Days.&lt;br /&gt;
&lt;br /&gt;
=== Referrals ===&lt;br /&gt;
&lt;br /&gt;
Each Truck has a Referral, which is privately tracked by the Yard. A Truck’s Referral may be either empty or the name of a Truck other than themselves, and defaults to empty. If two Trucks have the name of each other as their Referral, those two Trucks are considered Business Partners with each other.&lt;br /&gt;
&lt;br /&gt;
As a Virtual Prep action, an Open Truck may set their Referral to any legal value. If a Truck’s name is the value of another Truck’s Referral, then that Truck is a Business Associate with that other Truck.&lt;br /&gt;
&lt;br /&gt;
== The Night ==&lt;br /&gt;
&lt;br /&gt;
As a Serve Atomic Action, if there are no Closed Trucks, the Yard may perform a Night, which has the following steps:&lt;br /&gt;
&lt;br /&gt;
* Set up: Perform a Pitch Assignment.&lt;br /&gt;
* Prepare ingredients: For each Open Truck, reduce their Dollars by the Cost of each Ingredient (plus another $5 reduction of their Dollars if it is a Low Supply Ingredient) which appears anywhere among the Ingredients of their Menu’s Dishes&lt;br /&gt;
* Queue up: For each Open Truck (in decreasing order of Pitch), perform one Sale.&lt;br /&gt;
* Attract Referrals: For each Open Truck that is a Business Partner with another Truck, once this Night action perform an additional Sale for that Truck, after which that Truck pays 25% (rounded down) of any Dollars gained by that Truck from that Sale to that Truck’s Business Partner.&lt;br /&gt;
* Check Supplies: Count the number of times each Ingredient appears in a Dish across all Trucks’ Dishes, then select the Ingredient that appears the most times (randomly selecting among ties) and set Low Supply to that Ingredient.&lt;br /&gt;
* Wash up: Blank all Trucks’ Menus&lt;br /&gt;
* Tear down: For each of a Truck’s Temporary Fittings that wasn’t put there during the current Trading Day, remove it&lt;br /&gt;
* Refresh: Set the Operating Status of all Trucks to Open&lt;br /&gt;
* Review trends: Reduce the current Trending Ingredient’s Trendiness by 3 (if one exists), increase a random Ingredient’s Trendiness by 1, then set the Trending Ingredient to a random Ingredient from among those with the highest Trendiness.&lt;br /&gt;
* Check debts: For any Food Truck that has negative dollars, increase their Dollars by $100 and their Loans by 1, repeating this process until they no longer have negative Dollars&lt;br /&gt;
* Evaluate: Perform the Rank Performance action.&lt;br /&gt;
* Update clauses: Remove all Today Clauses from the ruleset. Remove “(From Tomorrow:)” from the start of all Tomorrow Clauses.&lt;br /&gt;
* Tally up: Post a blog entry listing all Menus (as they were at the start of this Night), the outcomes of all sale actions performed during this Night Action, and the Referrals of all Trucks that are Business Partners with another Truck. This post ends the Night action and changes the game into the Prep phase of the next Trading Day.&lt;br /&gt;
&lt;br /&gt;
A Sale is an atomic action performed for a specific Truck, with the following ordered steps:-&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A patron arrives:&#039;&#039; The Yard selects a Customer at random from the list of Customers (if there are no Customers, add a Customer to Customers). That Customer becomes the Active Customer for this Sale.&lt;br /&gt;
* &#039;&#039;They read the menu:&#039;&#039; The Yard selects a random item on that Truck’s Menu to be the Active Customer’s Choice.&lt;br /&gt;
* &#039;&#039;They look around:&#039;&#039; If any Dishes with identical ingredients as the Choice, regardless of the order of those Ingredients, are available with a lower price on another Open Truck’s Menu, the Yard selects the Dish of whichever of those Trucks has the highest Pitch number, and this becomes the Active Customer’s Choice instead&lt;br /&gt;
* &#039;&#039;They buy their meal:&#039;&#039; The Truck whose Menu has the Active Customer’s Choice gains Dollars equal to the Price of that Choice, plus a tip of an additional $3 if that Choice contained the Trending Ingredient.&lt;br /&gt;
* &#039;&#039;They eat their meal:&#039;&#039; If the Active Customer’s Choice contains the Ingredient “Oyster”, then the Yard calculates the Total Dishes (the number of Dishes across all Open Trucks) and the Oyster Dishes (the number of those Dishes containing Oyster in the Ingredients) and selects the outcome(s) according to the criteria below: (If multiple conditions apply, then all of the applicable actions must be followed in the order they are written.)&lt;br /&gt;
** If the Oyster Dishes is greater than 20% of the Total Dishes: The Truck’s kitchen has to be shut down for a deep clean. The Truck gains a Hazard Tape Fitting.&lt;br /&gt;
** If the Oyster Dishes is greater than 15% of the Total Dishes: The Active Customer gets food poisoning. The Truck whose Menu contained the purchased Dish refunds the Price of the Dish by deducting the Price of the Dish from that Truck’s Dollars (to a minimum of $0). The Active Customer returns home and is immediately removed from the Customers list.&lt;br /&gt;
** If the Oyster Dishes is less than 10% of the Total Dishes: The Active Customer is pleased, and gives a flat Tip of $5, which is immediately added to that Truck’s Dollars.&lt;br /&gt;
** If the Oyster Dishes is less than 5% of the Total Dishes: The Active Customer shares their story on social media. The Truck gains a Printed Review Fitting.&lt;br /&gt;
* &#039;&#039;They leave the plaza:&#039;&#039; Remove the Active Customer from the list of Customers.&lt;br /&gt;
&lt;br /&gt;
(All random selections made by the Yard may be performed in a secretly random manner.)&lt;br /&gt;
&lt;br /&gt;
=== Day Clauses ===&lt;br /&gt;
&lt;br /&gt;
If a paragraph or bullet point in the dynastic ruleset starts with the characters “(Today Only:)”, then that paragraph or bullet point is known as a Today Clause and applies as normal.&lt;br /&gt;
&lt;br /&gt;
If a paragraph or bullet point in the dynastic ruleset starts with the characters “(From Tomorrow:)”, then that paragraph or bullet point is known as a Tomorrow Clause and is flavour text.&lt;br /&gt;
&lt;br /&gt;
The Yard may add or remove the [Today] tag to and from the title of any pending proposal, if they feel or have been persuaded that its outcome could significantly affect any Truck’s choice of Prep action during the current Prep phase. Trucks are also encouraged to use the tag themselves if they can see that their proposal would have such an effect.&lt;br /&gt;
&lt;br /&gt;
=== Reminders ===&lt;br /&gt;
&lt;br /&gt;
The Slate is a publicly tracked number. The Yard may, at any time, update it to match the number of Open Trucks that are also Ready Trucks.&lt;br /&gt;
&lt;br /&gt;
If only one or two Open Trucks are not Ready Trucks, then the Yard is permitted to publicly reveal their identities and remind them to submit Menus, on the blog and/or on Discord.&lt;br /&gt;
&lt;br /&gt;
While the Slate count plus Closed Trucks is equal to or greater than half the Trucks during a Prep phase, as a Daily Action called Getting Ready the Yard should post a notice to the blog and/or Discord with the following information:&lt;br /&gt;
* The number of Open Trucks that have changed their Menu since the last Getting Ready, or since the Prep Phase began instead if there hasn’t been a Getting Ready since the Prep Phase began&lt;br /&gt;
* The number of Open Trucks that became Closed Trucks since the last Getting Ready, or since the Prep Phase began instead if there hasn’t been a Getting Ready since the Prep Phase began&lt;br /&gt;
* The names of all the Open Trucks who are not Ready&lt;br /&gt;
&lt;br /&gt;
If it has been at least 24 hours since the most recent Serve Phase began, as a Daily Action called Closing Time the Yard should post a notice to the blog and/or Discord with the following information:&lt;br /&gt;
* The number of Closed Trucks that have become Dark Trucks since the last Closing Time, or since the Serve Phase began instead if there hasn’t been a Closing Time since the Serve Phase began&lt;br /&gt;
* The names of all the Closed Trucks&lt;br /&gt;
&lt;br /&gt;
Players are generally expected to take their Prep actions within 48 hours of the Prep phase starting.&lt;br /&gt;
&lt;br /&gt;
== Pitches ==&lt;br /&gt;
&lt;br /&gt;
Each Truck has a publicly tracked Pitch, which is either empty or a number between 1 and 20 inclusive, defaulting to empty. A Truck who has a non-empty Pitch is said to Occupy that Pitch.&lt;br /&gt;
&lt;br /&gt;
Each Truck has a Desired Pitch, which is either empty or a number between 1 and 20 inclusive, defaulting to empty. As a Virtual Prep action, an Open Truck may set their Desired Pitch to any valid value.&lt;br /&gt;
&lt;br /&gt;
Pitch Assignment is an atomic action with the following steps, in which every random selection made by the Yard is performed in a secretly random manner:&lt;br /&gt;
* Consider the Old Pitches to be a list of the Pitches of all Trucks at this point, ordered from highest Pitch to lowest&lt;br /&gt;
* Set the Pitch of all Trucks to empty&lt;br /&gt;
* For each Truck which has a Desired Pitch that no other Truck desires, set the Pitch of that Truck to their Desired Pitch&lt;br /&gt;
* For each Truck which has no Desired Pitch (in the order they appear in the Old Pitches), set their Pitch to highest Pitch that no Truck is Occupying&lt;br /&gt;
* For each Truck which has a Desired Pitch (in the order they appear in the Old Pitches), set their Pitch to highest Pitch that no Truck is Occupying&lt;br /&gt;
* Set all Desired Pitches to blank.&lt;br /&gt;
&lt;br /&gt;
== Customers ==&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked list named Customers which defaults to an empty list, and where each entry is a Customer. A Customer consists of the following values:&lt;br /&gt;
;Name: A flavor text string that uniquely identifies this Customer among all others, defaulting to a string privately generated by the Yard using any method of the Yard’s choosing.&lt;br /&gt;
&lt;br /&gt;
The Customers list shall be described as Bustling whenever all of the following conditions are met, and Slack all other times:&lt;br /&gt;
* There are at least as many Customers as Trucks (or twice as many Customers as Trucks if the Current Day is Saturday or Sunday)&lt;br /&gt;
* There are at least 10 Customers.&lt;br /&gt;
&lt;br /&gt;
Whenever the Customers list is Slack, at their earliest convenience before the next Night, the Yard should add a Customer to Customers and repeat this action until the Customers list is Bustling.&lt;br /&gt;
&lt;br /&gt;
== Happy Hour ==&lt;br /&gt;
&lt;br /&gt;
If all prices on a Truck’s Menu are $6 or lower, then that Truck is holding a Happy Hour. Each Sale performed at a Truck holding a Happy Hour skips the “They look around” step.&lt;br /&gt;
&lt;br /&gt;
== Trading Day ==&lt;br /&gt;
&lt;br /&gt;
Each round of the game is referred to as a Trading Day. A Trading Day is divided into two phases: Prep and Serve. A Prep Action is an action that can only be done in the Prep phase; a Serve Action is an action that can only be done in the Serve phase.&lt;br /&gt;
&lt;br /&gt;
If at any time every Open Truck is a Ready Truck then the Yard should make a post announcing that the game has entered the Serve Phase; as soon as they have done so, the game ceases to be in the Prep Phase and starts to be in the Serve phase.&lt;br /&gt;
&lt;br /&gt;
A Shutdown Action may only be performed by Closed Trucks and only during the Serve Phase. Immediately after performing a Shutdown Action, a Truck’s Operating Status is set to Dark.&lt;br /&gt;
&lt;br /&gt;
Each Truck optionally has a Queued Action, which is privately tracked by the Yard. A Truck may change (or clear) their Queued Action by informing the Yard of a Shutdown Action they wish to perform or that they are clearing their Queued Action, as well as any necessary information needed to perform that action.&lt;br /&gt;
&lt;br /&gt;
Whenever the Game enters the Serve Phase, the Yard must immediately attempt to perform all Queued Actions by Closed Trucks on behalf of that Truck (being sure to set their Operating Status to Dark if the action was successfully performed). If for whatever reason a given Queued Action could not be performed, the Yard should instead privately inform that Truck that their Queued Action could not be preformed.&lt;br /&gt;
&lt;br /&gt;
Whenever the Game enters the Prep Phase, all Queued Actions are cleared.&lt;br /&gt;
&lt;br /&gt;
=== Day Tracking ===&lt;br /&gt;
&lt;br /&gt;
The Current Day is publicly tracked and is equal to one more than the number of times Night has been performed this dynasty (the Current Day changes when the Night action is completed).&lt;br /&gt;
&lt;br /&gt;
Days may be referred to by their day of the week, with the Current Day as 1,8,15… being Monday; 2,9,16… being Current Tuesday and so on with 7,14,21… being Sunday.&lt;br /&gt;
&lt;br /&gt;
If the Current Day is Saturday or Sunday, Trucks perform two sales instead of one during the “Queue up” step of Night.&lt;br /&gt;
&lt;br /&gt;
=== Delayed Shutdown Action ===&lt;br /&gt;
&lt;br /&gt;
If the Current Day is Monday or Tuesday, then on the instruction of the Truck named Arthexis, the Yard may - once - either add a non-Temporary Fitting to that Truck, or increase the Trendiness of an Ingredient by 2. Upon doing so, the Yard should also repeal this rule.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
&lt;br /&gt;
Each Truck has a publicly tracked Performance which is a number that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
Rank Performance is an atomic action performed on a Truck with the following steps:&lt;br /&gt;
* Generate a sorted list of Trucks with 0 Loans, from most Dollars at the top to least Dollars at the bottom (with ties broken by highest Pitch position), known as the Valuation List.&lt;br /&gt;
* For each Truck that is in the top 50% (rounded down, minimum of 1) of the Trucks in the Valuation List, add 1 to that Truck’s Performance.&lt;br /&gt;
* For each Truck that is in the top 25% (rounded down, minimum of 1) of the Trucks in the Valuation List, add 1 to that Truck’s Performance.&lt;br /&gt;
* For each Truck that is in the top 10% (rounded down, minimum of 1) of the Trucks in the Valuation List, add 1 to that Truck’s Performance.&lt;br /&gt;
&lt;br /&gt;
If one or more Trucks have a Performance of at least 8, the dynasty is in a state of Last Call, which is publicly tracked. When the dynasty is in Last Call, if there is only one Truck who has a higher Performance than any other Truck, that Truck has achieved victory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Yard specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
Idle Trucks may submit Calls for Judgement as if they were not idle; such CfJs are known as Precondition Calls, and should suggest terms (in the form of amendments to the ruleset and/or gamestate) on which the proposer would be willing to join the current dynasty. The proposer of a Precondition Call is not considered to have a vote on that CfJ while they remain idle.&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its raiser before applying the Call’s effects. As an exception, this requirement does not apply where such an unidling would be impossible.&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Yard performs on behalf of a Truck. A Truck may initiate a virtual action by privately communicating to the Yard their request to do so, along with any additional information needed to carry it out. The Yard shall resolve the Virtual Action by performing the following Atomic Action:&lt;br /&gt;
# Determine whether the Virtual Action fails (if it does not fail, it is successful).&lt;br /&gt;
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Truck, and indicate to the Truck that their action has succeeded.&lt;br /&gt;
&lt;br /&gt;
If a Virtual Action fails, the Yard should tell the Truck why. A virtual action may fail for any of these reasons:&lt;br /&gt;
* Some requirements/prerequisites to perform the action are not met.&lt;br /&gt;
* The request does not contain all the information needed to resolve the action.&lt;br /&gt;
* The request is unintelligible, or too vague to interpret unambiguously.&lt;br /&gt;
* It would require the Yard to do something they cannot do.&lt;br /&gt;
* Any other reason specified by the action itself.&lt;br /&gt;
&lt;br /&gt;
Except where otherwise stated by the ruleset, the Yard must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.&lt;br /&gt;
&lt;br /&gt;
Until a virtual action is resolved, it is pending. A Truck may cancel a pending Virtual Action by privately communicating to the Yard their request to do so.&lt;br /&gt;
&lt;br /&gt;
When the performance of a Virtual Action causes the modification of publicly tracked gamestate, the Yard should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Truck who initiated that Virtual Action, using the Yard’s own name in that public tracking, and privately track the historical fact of the occurrence of that Virtual Action using the name of the Truck who initiated that Virtual Action.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, A Truck may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Yard is privately tracking any information about them then they should do likewise at their first opportunity. If a Truck has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Truck able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Truck per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Truck able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Truck per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Trucks.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Yard is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Truck&#039;s Effective Vote Comment with respect to a given Votable Matter is that Truck&#039;s Comment to that Votable Matter, if any, that contains that Truck&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Truck may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Trucks , as well as people who are not Trucks but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Trucks who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Trucks are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Trucks is half the number of Trucks  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Trucks it is referring to, it is referring to a Quorum of all Trucks.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Yard.&lt;br /&gt;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Trucks” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Truck may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Truck has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Yard to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Yard may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Yard, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Truck’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Truck may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Truck feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Truck, if doing so would not require the correcting Truck to make any decisions on behalf of the original Truck.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Trucks are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Truck may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Yard is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Truck becomes the Yard, that sentence changes to “The following Truck is the Yard: ” followed by that Truck’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Yard this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Trucks, and are flavour text for all purposes other than referencing Trucks. If the Yard changes their name by proposal, the sentence in question is updated to reflect the new name of the Yard.&lt;br /&gt;
&lt;br /&gt;
The identity of the Yard is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Yard personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Truck with such access. Only a Truck with such access may Enact that Votable Matter. If that Votable Matter does not name a Truck with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Truck making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Truck performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Truck making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Truck performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Truck performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Truck arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Truck must redo the Atomic Action; for that purpose, the Truck uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Truck would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Truck can spend or pay from only their own values, and a rule that allows Trucks to transfer or pay a numeric value to another Truck only allows them to transfer that value from themselves to that other Truck (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Truck who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Trucks are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Yard (including secretly random selections), then that information may only be revealed by the Yard when the ruleset allows it. If a Truck should already know such a piece of information (in that the Yard has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Yard may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Truck or Yard who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Truck may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Trucks may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Yard has voted DEFERENTIAL on a Proposal, they (and any other Trucks who have voted DEFERENTIAL on it) are not considered to be a Truck for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Truck may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Trucks may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Trucks with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Truck may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Truck may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Truck if it is explicitly stated that it refers to a Truck&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Truck&#039;s (or prospective Truck&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Truck’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Trucks may Kick each other” and “Trucks may not Kick each other on Tuesdays” exist, and it is Tuesday, Trucks may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Trucks may Punch a Spaceman on Friday” and “Trucks may not Punch Spacemen on Friday”, then Trucks may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Truck may have another Truck as a Mentor. Trucks who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Truck who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Truck requests a Mentor, or a new Truck has joined the game and has no Mentor, the Yard should select a Tenured Truck and ask them to take that Truck on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Yard should announce it in a blog post. The Yard should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Truck may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Yard, any Truck who has been active in at least three previous dynasties may act as Yard for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Truck or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Trucks .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Truck” and “Yard”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Truck (Player)&lt;br /&gt;
* Yard (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Template:Emperor&amp;diff=31409</id>
		<title>Template:Emperor</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Template:Emperor&amp;diff=31409"/>
		<updated>2025-09-03T06:30:20Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{1|Yard}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Changing this template changes all occurence of the emperor to the new synonym. If preserving old documents is necessary; pass arguments as &amp;lt;code&amp;gt;{emperor|Emperor_synonym}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with [[Template:Player]], please use the singular form of the synonym.&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
&lt;br /&gt;
The current emperor synonym is {{emperor}}.&lt;br /&gt;
&lt;br /&gt;
I want to be the {{emperor|The Mountain}}.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Template:Player&amp;diff=31408</id>
		<title>Template:Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Template:Player&amp;diff=31408"/>
		<updated>2025-09-03T06:29:41Z</updated>

		<summary type="html">&lt;p&gt;Chiiika: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{1|Truck}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Changing this template changes all occurence of the player to the new synonym. If preserving old documents is necessary; pass arguments as &amp;lt;code&amp;gt;{player|Player_synonym}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with [[Template:Emperor]], please use the singular form of the synonym.&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
&lt;br /&gt;
The current player synonym is {{player }}.&lt;br /&gt;
&lt;br /&gt;
I want to be a {{player|Climber}}.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chiiika</name></author>
	</entry>
</feed>