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	<id>https://wiki.blognomic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eternalservererror</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=Eternalservererror"/>
	<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Special:Contributions/Eternalservererror"/>
	<updated>2026-06-13T18:51:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32872</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Forest&amp;diff=32872"/>
		<updated>2026-01-13T13:44:42Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: choosing to be common&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; ais523, Chiiika, JonathanDark, Josh, Kevan, Lawnomos, Ysker&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; Automaticat, Clucky, 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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=31842</id>
		<title>Race Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=31842"/>
		<updated>2025-10-03T00:47:25Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{box|🛑 &#039;&#039;&#039;Building&#039;&#039;&#039; Phase|#fcc}} &lt;br /&gt;
&amp;lt;!-- {{box|🏁 &#039;&#039;&#039;Racing&#039;&#039;&#039; Phase|#cfc}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Regulations&lt;br /&gt;
| -&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 || $1000 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || $950 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Snapping Turtle Fishtank|Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || $1000 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| eternalservererror || $1050 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || $1033 || {{WackyItemSmall|Fat Bear Car|Chassis}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || $882|| {{WackyItemSmall|Basic Wheels|Wheels}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Gigantic-Hamster-Powered Mono-Wheel|Wheels}} {{WackyItemSmall|Basic Engine|Engine}} {{WackyItemSmall|Collapsible Hang Glider|Consumable}} &lt;br /&gt;
|-&lt;br /&gt;
| Josh || $800 || {{WackyItemSmall|Talking Sticky Note|Decal}} || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || $1050 ||  || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || $945 || {{WackyItemSmall|Oversized Magnet|Weapon}}  || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || $1000 || - || {{WackyItemSmall|Basic Chassis|Chassis}} {{WackyItemSmall|Basic Wheels|Wheels}} {{WackyItemSmall|Basic Engine|Engine}}&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 !! Pitting&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| eternalservererror || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| Habanero || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| Josh || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || False&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 0 || 0 || False&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 || 11 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant       || en_croissant&#039;s Vehicle || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| eternalservererror || The DeLorean 🚗⚡🕒 || 10  || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Habanero           || Hot Wheels || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || The Dark Star || 14 || 12 || 1 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Josh               || pokes&#039; race and beans || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos           || Whimsiqué Racer || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte       || Hard Hat the Second || 10 || 12 || 1 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder     || Trapdoorspyder&#039;s Vehicle || 10 || 12 || 1 || 12 || 12&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;
| Literally Airborne || 3&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;
&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 5 while their Kinetics is reduced by 2&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;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== JonathanDark ===&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&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|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;
{{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;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Josh === &lt;br /&gt;
&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;
=== SignularByte ===&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;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
==The Bank==&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&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;
&amp;lt;!-- Currently up for auction in auction 7&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;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Auction 10&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 remove this item from their Loadout.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Currently up for auction in auction 8&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;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Auction 12&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 5 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;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Currently up for auction in auction 8&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;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Auction 11&lt;br /&gt;
{{WackyItem|Origami Frame|Chassis|While this item is in a Racer’s Loadout, their Kinetics is increased by X 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;
--&amp;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;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
==The Junkyard==&lt;br /&gt;
&lt;br /&gt;
{{WackyItemsBegin}}&lt;br /&gt;
&amp;lt;!-- Replace with destroyed Items&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;
--&amp;gt;&lt;br /&gt;
{{WackyItemsEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- idle players:&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;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=31708</id>
		<title>Race Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Race_Log&amp;diff=31708"/>
		<updated>2025-09-26T21:25:53Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: taking it before someone else does&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{box|🛑 &#039;&#039;&#039;Building&#039;&#039;&#039; Phase|#fcc}} &lt;br /&gt;
&amp;lt;!-- {{box|🏁 &#039;&#039;&#039;Racing&#039;&#039;&#039; Phase|#cfc}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Racer !! Money !! Inventory !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| eternalservererror || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Josh || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kevan || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || $1000 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || $1000 || - || 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 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Clucky             || Clucky&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas        || DoomedIdeas&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant       || en_croissant&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| eternalservererror || The DeLorean 🚗⚡🕒 || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark       || JonathanDark&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Josh               || Josh&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kevan              || Kevan&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos           || Lawnomos&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte       || SingularByte&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder     || Trapdoorspyder&#039;s Vehicle || 10 || 10 || 10 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Track&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch&lt;br /&gt;
|-&lt;br /&gt;
| Wide Open Stretch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Emergency_Affirmation_Card&amp;diff=31677</id>
		<title>Emergency Affirmation Card</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Emergency_Affirmation_Card&amp;diff=31677"/>
		<updated>2025-09-24T03:18:18Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You performed work.&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31654</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=31654"/>
		<updated>2025-09-22T21:34:43Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: assign Josh to Lexical Adjustment&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 || 5 || {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 5 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 8 || {{box|En_Croissant}} {{box|Trapdoorspyder}} {{box|Josh}}&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;
| tasteful-coal || Index Correlation || 22 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 8 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 10 || 12 || 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;
| thankful_cemetery || Temporal Assurance || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| cuddly_dinosaurs || Lexical Adjustment || 8 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 14 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 13 || {{box|Churro Party}} {{box|Specialized Algorithm}}|| True&lt;br /&gt;
|-&lt;br /&gt;
| Josh || 0 || 0 || 5 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 2 || 8 || 2 ||{{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 2 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| penumbra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31653</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=31653"/>
		<updated>2025-09-22T21:05:02Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: /* Word of the Day */&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 || 5 || {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 5 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 8 || {{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;
| tasteful-coal || Index Correlation || 22 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 8 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 10 || 12 || 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;
| thankful_cemetery || Temporal Assurance || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| cuddly_dinosaurs || Lexical Adjustment || 8 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 14 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 13 || {{box|Churro Party}} {{box|Specialized Algorithm}}|| True&lt;br /&gt;
|-&lt;br /&gt;
| Josh || 0 || 0 || 5 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 2 || 8 || 2 ||{{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 2 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| penumbra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31639</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=31639"/>
		<updated>2025-09-21T15:03:44Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: set word of the day&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 || 5 || {{box|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 7 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| tasteful-coal || Index Correlation || 18 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 6 || 11 || 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;
| wet.music || Temporal Assurance || 6 || 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;
| cuddly_dinosaurs || Lexical Adjustment || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 7 || 2 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| chiaroscuro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31638</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=31638"/>
		<updated>2025-09-21T15:02:07Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout&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 || 5 || {{box|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 7 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| tasteful-coal || Index Correlation || 18 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 6 || 11 || 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;
| wet.music || Temporal Assurance || 6 || 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;
| cuddly_dinosaurs || Lexical Adjustment || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 7 || 2 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| peregrinate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31637</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=31637"/>
		<updated>2025-09-20T22:41:22Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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 || 5 || {{box|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 7 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| tasteful-coal || Index Correlation || 18 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 6 || 11 || 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;
| wet.music || Temporal Assurance || 6 || 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;
| cuddly_dinosaurs || Lexical Adjustment || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 7 || 2 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| peregrinate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31636</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=31636"/>
		<updated>2025-09-20T18:10:25Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: word of the day&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|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 7 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| tasteful-coal || Index Correlation || 18 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 6 || 11 || 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;
| wet.music || Temporal Assurance || 6 || 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;
| cuddly_dinosaurs || Lexical Adjustment || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 6 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 7 || 2 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pending Temporal Event ==&lt;br /&gt;
&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 22, 19:49 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Word of the Day ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| peregrinate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31623</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=31623"/>
		<updated>2025-09-19T04:24:40Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout&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|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Clucky}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 5 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31620</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=31620"/>
		<updated>2025-09-19T01:21:33Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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|DoomedIdeas}} {{box|Lawnomos}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Clucky}} {{box|JonathanDark}}&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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31619</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=31619"/>
		<updated>2025-09-19T00:56:14Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Clucky}} {{box|Lawnomos}}&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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31618</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=31618"/>
		<updated>2025-09-19T00:55:02Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: New Cycle&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|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 10 || {{box|Clucky}} {{box|Lawnomos}}&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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Temporal Assurance || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31617</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=31617"/>
		<updated>2025-09-19T00:54:25Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Recognise Success&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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 1 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 6 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Temporal Assurance || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Churro Party}} {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || {{box|Churro Party}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31616</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=31616"/>
		<updated>2025-09-19T00:53:19Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Personal Improvement Plan&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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 1 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 6 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Temporal Assurance || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 3 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 3 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 3 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31615</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=31615"/>
		<updated>2025-09-19T00:52:19Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: performance review - reprimands&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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 1 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 6 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Temporal Assurance || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 1 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 1 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31614</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=31614"/>
		<updated>2025-09-19T00:51:08Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 1 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 6 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Temporal Assurance || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 0 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 0 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31613</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=31613"/>
		<updated>2025-09-19T00:50:13Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Performance Review - project reassignment&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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 1 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 6 || {{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;
| tasteful-coal || Index Correlation || 16 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| youthful_thunder || Index Correlation || 2 || 10 || Each Innie in the Department that completed this project loses 1 Reprimand, to a minimum of 0 &lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Index Correlation || 4 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 0 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 7 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 9 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 9 || 6 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 2 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 9 || 11 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 0 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31610</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=31610"/>
		<updated>2025-09-18T15:27:33Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: new word of the day&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 || 0 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 8 || {{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;
| tasteful-coal || Index Correlation || 7 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 6 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 0 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 0 || 8 || 6 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 0 || 8 || 6 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 0 || 8 || 11 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 0 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| flimflammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31598</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=31598"/>
		<updated>2025-09-17T15:46:12Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: new word of the day&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 8 || {{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;
| functional_berry || Index Correlation || 7 || 11 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 3 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 4 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Lexical Adjustment || 0 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || 0 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || 0 || 1 || 8 || 5 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 0 || 1 || 8 || 5 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 0 || 1 || 8 || 10 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 0 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| ragamuffin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31589</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=31589"/>
		<updated>2025-09-16T19:09:25Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: set the word of the day&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&lt;br /&gt;
|-&lt;br /&gt;
| Lexical Adjustment || 9 || {{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;
| functional_berry || Index Correlation || 7 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 3 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 4 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| dangerous.servant || Lexical Adjustment || 0 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 5 || - || False &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 19, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Word of the Day&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
|-&lt;br /&gt;
| platypus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31584</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=31584"/>
		<updated>2025-09-16T03:00:31Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout to an idle innie&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&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;
| functional_berry || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 2 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 10 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - || False &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 17, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31583</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=31583"/>
		<updated>2025-09-16T02:35:16Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&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;
| functional_berry || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 2 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 10 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - || False &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 17, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31582</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=31582"/>
		<updated>2025-09-16T01:56:56Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&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;
| functional_berry || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 2 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 10 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || {{box|Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - || False &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 17, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31581</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=31581"/>
		<updated>2025-09-16T01:51:03Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout to JonathanDark&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&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;
| functional_berry || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 2 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 10 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || {{box|One Specialized Algorithm}} || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - || False &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 17, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31580</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=31580"/>
		<updated>2025-09-16T01:34:15Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: correlation day&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 || 1 || {{box|DoomedIdeas}} {{box|JonathanDark}} {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Clucky}} {{box|Lawnomos}}&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;
| functional_berry || Index Correlation || 4 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| tasteful-coal || Index Correlation || 0 || 50 || Each Innie in the Department that completed this project gets one Recognition of the Board perk and 20 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| jobless-bikes || Temporal Assurance || 2 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 10 || 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 !! Reprimands !! Stress !! Work&amp;lt;br/&amp;gt;Ethic !! Eval&amp;lt;br/&amp;gt;Point !! Perks !! Double&amp;lt;br/&amp;gt;Shift&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 2 || 7 || 5 || {{box|Finger Trap}} {{box|Finger Trap}} || True&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - || False&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 2 || 7 || 5 || || True&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 0 || 3 || 2 || 0 || -  || True&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 2 || 7 || 10 || - || True&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - || False &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 17, 19:47 || Unprocessed &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| Applebane || || || 0 || 2 || 3 || 5 || -&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31552</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=31552"/>
		<updated>2025-09-11T05:47:25Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: department reassignment&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 || 6 || {{box|DoomedIdeas}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|SingularByte}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{box|Applebane}} {{box|Clucky}} {{box|Lawnomos}} {{box|Josh}}&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;
| functional_berry || Index Correlation || 0 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 8 || 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;
| jobless-bikes || Temporal Assurance || 0 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 8 || 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 !! 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 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 1 || 4 || 5 || {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 1 || 4 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 1 || 2 || 3 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 1 || 3 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - &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 12, 00:54 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31551</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=31551"/>
		<updated>2025-09-11T05:25:09Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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 || 6 || {{box|DoomedIdeas}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 2 || {{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;
| functional_berry || Index Correlation || 0 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 8 || 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;
| jobless-bikes || Temporal Assurance || 0 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 8 || 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 !! 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 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || 0 || 2 || 3 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || 0 || 2 || 2 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || 0 || 1 || 4 || 5 || {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || 0 || 1 || 4 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || 1 || 2 || 3 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || 0 || 1 || 3 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || 0 || 2 || 3 || 0 || - &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 12, 00:54 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31538</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=31538"/>
		<updated>2025-09-10T17:21:15Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: a wrist has been slapped&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 || 7 || {{box|DoomedIdeas}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 3 || {{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;
| functional_berry || Index Correlation || 0 || 10 || Each Innie in the Department that completed this project loses 1 stress (if possible), and gains 1 Evaluation Point.&lt;br /&gt;
|-&lt;br /&gt;
| possessive.needle || Redacted || 8 || 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;
| jobless-bikes || Temporal Assurance || 0 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 8 || 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 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 5 || {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 1 || 4 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 1 || 2 || 3 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 1 || 3 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 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 10, 16:40 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31536</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=31536"/>
		<updated>2025-09-10T11:30:14Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: updated the Quote for the Index Correlation Department&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 || 7 || {{box|DoomedIdeas}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 3 || {{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 || 10 || 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 || 8 || 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;
| jobless-bikes || Temporal Assurance || 0 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 8 || 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 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 1 || 4 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 1 || 3 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 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 10, 16:40 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31535</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=31535"/>
		<updated>2025-09-10T11:23:08Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: reduced Quota for the Index Correlation Department&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 || 9 || {{box|DoomedIdeas}} {{box|JonathanDark}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 3 || {{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 || 10 || 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 || 8 || 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;
| jobless-bikes || Temporal Assurance || 0 || 5 || Increase the Quota of all Departments, except the Department that completed this project, by 5, and each Innie gains 2 Evaluation Points.&lt;br /&gt;
|-&lt;br /&gt;
| understood-berry || Lexical Adjustment || 8 || 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 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || || || || 0 || 2 || 2 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 1 || 4 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || || || || 0 || 2 || 3 || 5 || - &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || || || || 0 || 1 || 3 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 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 10, 16:40 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&lt;br /&gt;
| Chiiika || || || || 0 || 2 || 3 || 0 || - &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31527</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=31527"/>
		<updated>2025-09-09T23:34:22Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &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|DoomedIdeas}} {{box|JonathanDark}} {{box|Vovix}}&lt;br /&gt;
|-&lt;br /&gt;
| Redacted || 10 || {{box|Chiiika}} {{box|Josh}}&lt;br /&gt;
|-&lt;br /&gt;
| Temporal Assurance || 7 || {{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 || 7 || 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 || 6 || 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 || 9 || 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 || 6 || 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;
| 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;
| DoomedIdeas || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}}&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || || || || 0 || 1 || 4 || 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 || 1 || 4 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
|-&lt;br /&gt;
| Vovix || || || || 0 || 2 || 3 || 0 || {{box|Finger Trap}} {{box|Finger Trap}} {{box|Finger Trap}}&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 10, 03:30 || Unprocessed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idled players:&lt;br /&gt;
&lt;br /&gt;
| arthexis || || || || 0 || 2 || 2 || 0 || -&lt;br /&gt;
| Darknight || || || || 0 || 2 || 2 || 0 || - &lt;br /&gt;
| Kevan || || || || 0 || 2 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31509</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=31509"/>
		<updated>2025-09-08T14:45:36Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout&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 || 3 || 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;
Perks&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Perks&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || Finger Trap (x2)&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || Finger Trap&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || Finger Trap&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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31508</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=31508"/>
		<updated>2025-09-08T14:36:54Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: bounty payout&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 || 3 || 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;
Perks&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Perks&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || Finger Trap&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || Finger Trap&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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31470</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=31470"/>
		<updated>2025-09-05T18:33:29Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: add Entagled Self Outie case numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&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|Kevan}} {{box|Trapdoorspyder}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Innie !! Memory !! Context&lt;br /&gt;
|-&lt;br /&gt;
| Applebane || ||&lt;br /&gt;
|-&lt;br /&gt;
| arthexis || ||&lt;br /&gt;
|-&lt;br /&gt;
| Brendan || ||&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || ||&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || ||&lt;br /&gt;
|-&lt;br /&gt;
| Darknight || ||&lt;br /&gt;
|-&lt;br /&gt;
| DoomedIdeas || ||&lt;br /&gt;
|-&lt;br /&gt;
| en_croissant || ||&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || ||&lt;br /&gt;
|-&lt;br /&gt;
| Josh || ||&lt;br /&gt;
|-&lt;br /&gt;
| Kevan || ||&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos || ||&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || ||&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || ||&lt;br /&gt;
|-&lt;br /&gt;
| Vovix || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&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;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Emergency_Affirmation_Card&amp;diff=31456</id>
		<title>Emergency Affirmation Card</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Emergency_Affirmation_Card&amp;diff=31456"/>
		<updated>2025-09-05T00:31:39Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: game artifact for lumon dynasty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s not time to open this yet.&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31427</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31427"/>
		<updated>2025-09-04T07:23:23Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: update synonyms&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. Existing Admins may be voluntarily resignation by making a post to the blog.&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;
== Menus ==&lt;br /&gt;
&lt;br /&gt;
Each Innie has a Menu, which is a list of up to five Dishes. Menus are tracked privately by the Board.&lt;br /&gt;
&lt;br /&gt;
As a virtual Prep action, an Open Innie 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 Innie whose Menu contains at least three Dishes is also considered to be a Ready Innie.&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 Board, 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 Innie 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 Innie 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 Innie may increase the Trendiness of one Ingredient of their choice by 2.&lt;br /&gt;
&lt;br /&gt;
== Food Innies ==&lt;br /&gt;
&lt;br /&gt;
Each Innie 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 Innie may change their own Sign at any time. &lt;br /&gt;
&lt;br /&gt;
Each Innie has an Operating Status, which is publicly tracked, defaults to Open, and may be either Open, Closed or Dark. A Innie may change its own Operating Status at any time during the Prep Phase.&lt;br /&gt;
&lt;br /&gt;
A Innie with an Operating Status of Open is considered an Open Innie, a Innie with an Operating Status of Dark is considered a Dark Innie, and a Innie with an Operating Status of Closed is considered a Closed Innie.&lt;br /&gt;
&lt;br /&gt;
Each Innie has a publicly tracked Theme (a flavour-text string) that reflects the Innie’s aesthetic, personality, or branding (e.g. “Neon retro diner”, “Wildly entertaining”, or “Locally sourced eco-friendly eats”). A Innie may change its own Theme as a Prep Action.&lt;br /&gt;
&lt;br /&gt;
At any time, if a Food Innie has at least $105 Dollars they may reduce their Dollars by $105 and reduce their Loans by 1. A Food Innie with at least one Loan may not achieve victory.&lt;br /&gt;
&lt;br /&gt;
=== Fittings ===&lt;br /&gt;
&lt;br /&gt;
Each Innie 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 Innie 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 Innie 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 Innie 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;
| Innies 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 Innie with a Printed Review gains an extra $5 whenever a Customer buys a meal from them. Innies 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 Innies Menu. Then immediately remove this fitting from this Innie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The effects of a Innie’s Fittings do not apply while that Innie is Closed or Dark.&lt;br /&gt;
&lt;br /&gt;
As a Shutdown Action, a Closed Innie 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 Innie that has a Performance of zero may add up to one Fitting during the Prep Phase without Closing. A Innie may not repeat this action on consecutive Trading Days.&lt;br /&gt;
&lt;br /&gt;
=== Referrals ===&lt;br /&gt;
&lt;br /&gt;
Each Innie has a Referral, which is privately tracked by the Board. A Innie’s Referral may be either empty or the name of a Innie other than themselves, and defaults to empty. If two Innies have the name of each other as their Referral, those two Innies are considered Business Partners with each other.&lt;br /&gt;
&lt;br /&gt;
As a Virtual Prep action, an Open Innie may set their Referral to any legal value. If a Innie’s name is the value of another Innie’s Referral, then that Innie is a Business Associate with that other Innie.&lt;br /&gt;
&lt;br /&gt;
== The Night ==&lt;br /&gt;
&lt;br /&gt;
As a Serve Atomic Action, if there are no Closed Innies, the Board 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 Innie, 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 Innie (in decreasing order of Pitch), perform one Sale.&lt;br /&gt;
* Attract Referrals: For each Open Innie that is a Business Partner with another Innie, once this Night action perform an additional Sale for that Innie, after which that Innie pays 25% (rounded down) of any Dollars gained by that Innie from that Sale to that Innie’s Business Partner.&lt;br /&gt;
* Check Supplies: Count the number of times each Ingredient appears in a Dish across all Innies’ 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 Innies’ Menus&lt;br /&gt;
* Tear down: For each of a Innie’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 Innies 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 Innie 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 Innies that are Business Partners with another Innie. 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 Innie, with the following ordered steps:-&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A patron arrives:&#039;&#039; The Board 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 Board selects a random item on that Innie’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 Innie’s Menu, the Board selects the Dish of whichever of those Innies 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 Innie 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 Board calculates the Total Dishes (the number of Dishes across all Open Innies) 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 Innie’s kitchen has to be shut down for a deep clean. The Innie 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 Innie whose Menu contained the purchased Dish refunds the Price of the Dish by deducting the Price of the Dish from that Innie’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 Innie’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 Innie 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 Board 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 Board 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 Innie’s choice of Prep action during the current Prep phase. Innies 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 Board may, at any time, update it to match the number of Open Innies that are also Ready Innies.&lt;br /&gt;
&lt;br /&gt;
If only one or two Open Innies are not Ready Innies, then the Board 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 Innies is equal to or greater than half the Innies during a Prep phase, as a Daily Action called Getting Ready the Board should post a notice to the blog and/or Discord with the following information:&lt;br /&gt;
* The number of Open Innies 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 Innies that became Closed Innies 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 Innies 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 Board should post a notice to the blog and/or Discord with the following information:&lt;br /&gt;
* The number of Closed Innies that have become Dark Innies 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 Innies&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 Innie has a publicly tracked Pitch, which is either empty or a number between 1 and 20 inclusive, defaulting to empty. A Innie who has a non-empty Pitch is said to Occupy that Pitch.&lt;br /&gt;
&lt;br /&gt;
Each Innie 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 Innie 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 Board is performed in a secretly random manner:&lt;br /&gt;
* Consider the Old Pitches to be a list of the Pitches of all Innies at this point, ordered from highest Pitch to lowest&lt;br /&gt;
* Set the Pitch of all Innies to empty&lt;br /&gt;
* For each Innie which has a Desired Pitch that no other Innie desires, set the Pitch of that Innie to their Desired Pitch&lt;br /&gt;
* For each Innie which has no Desired Pitch (in the order they appear in the Old Pitches), set their Pitch to highest Pitch that no Innie is Occupying&lt;br /&gt;
* For each Innie which has a Desired Pitch (in the order they appear in the Old Pitches), set their Pitch to highest Pitch that no Innie 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 Board using any method of the Board’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 Innies (or twice as many Customers as Innies 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 Board 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 Innie’s Menu are $6 or lower, then that Innie is holding a Happy Hour. Each Sale performed at a Innie 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 Innie is a Ready Innie then the Board 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 Innies and only during the Serve Phase. Immediately after performing a Shutdown Action, a Innie’s Operating Status is set to Dark.&lt;br /&gt;
&lt;br /&gt;
Each Innie optionally has a Queued Action, which is privately tracked by the Board. A Innie may change (or clear) their Queued Action by informing the Board 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 Board must immediately attempt to perform all Queued Actions by Closed Innies on behalf of that Innie (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 Board should instead privately inform that Innie 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, Innies 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 Innie named Arthexis, the Board may - once - either add a non-Temporary Fitting to that Innie, or increase the Trendiness of an Ingredient by 2. Upon doing so, the Board should also repeal this rule.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
&lt;br /&gt;
Each Innie 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 Innie with the following steps:&lt;br /&gt;
* Generate a sorted list of Innies 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 Innie that is in the top 50% (rounded down, minimum of 1) of the Innies in the Valuation List, add 1 to that Innie’s Performance.&lt;br /&gt;
* For each Innie that is in the top 25% (rounded down, minimum of 1) of the Innies in the Valuation List, add 1 to that Innie’s Performance.&lt;br /&gt;
* For each Innie that is in the top 10% (rounded down, minimum of 1) of the Innies in the Valuation List, add 1 to that Innie’s Performance.&lt;br /&gt;
&lt;br /&gt;
If one or more Innies 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 Innie who has a higher Performance than any other Innie, that Innie 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 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;
==Precondition Unidling==&lt;br /&gt;
Idle Innies 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 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;
# 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;
&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;
* 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;
&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;
==Reinitialisation==&lt;br /&gt;
&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;
==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 still privately converse with each other, but the mentor and the mentee should not pursue strategies that is based on the private information of the other 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;
&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 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 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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31426</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31426"/>
		<updated>2025-09-04T07:08:30Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Transcribe building blocks&lt;/p&gt;
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&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 [[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;
== 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 240.&lt;br /&gt;
&lt;br /&gt;
The following Truck is the Yard: &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 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;
==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 still privately converse with each other, but the mentor and the mentee should not pursue strategies that is based on the private information of the other 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;
&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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31425</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31425"/>
		<updated>2025-09-04T06:50:53Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: fixed typo&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 [[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;
== 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 240.&lt;br /&gt;
&lt;br /&gt;
The following Truck is the Yard: &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 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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Ledger_of_Progress&amp;diff=31424</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=31424"/>
		<updated>2025-09-04T06:48:51Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Building_Blocks&amp;diff=31423</id>
		<title>Building Blocks</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Building_Blocks&amp;diff=31423"/>
		<updated>2025-09-04T06:40:29Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Update synonyms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Building Blocks =&lt;br /&gt;
==Low-Player Mode==&lt;br /&gt;
The Core Rule Dormancy is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Everyone’s Playing==&lt;br /&gt;
For the purposes of all dynastic and Building Blocks rules, the Board is a Innie.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors==&lt;br /&gt;
If “Mantle Passing” is active, the Board may be recipient of the Mantle as if they were a Innie. The Board may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Board may not use the rule “Official Posts” to move posts into the proposal category.&lt;br /&gt;
&lt;br /&gt;
If there is a Building Block rule called No Private Communication then any Innie may remove this rule from the ruleset.&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 still privately converse with each other, but the mentor and the mentee should not pursue strategies that is based on the private information of the other 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;
==Mantle Passing==&lt;br /&gt;
During an Interregnum, the new Board may Pass the Mantle by making a post naming a Innie who was not the last dynasty’s Board; the passing Innie then ceases to be the Board and the Innie so named becomes the Board.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances==&lt;br /&gt;
Each Innie may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Innies; a Innie&#039;s Alliance defaults to an empty set. A Innie may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If “Mantle Passing” is not active, and if a Innie has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Innie may pass the Mantle to a Innie (as if “Mantle Passing” were active) who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Innies who each have the other’s names in their Alliance.&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;
&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;
# 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;
&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;
* 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;
&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;
==No Cooperation==&lt;br /&gt;
In this dynasty, Innies 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 Innies are considered to be Innies for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Innie feels that another Innie has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Innie during that dynasty. If a Innie feels that a DoV has come about as a result of one or more other Innies 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;
==Precondition Unidling==&lt;br /&gt;
Idle Innies 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;
==Protected Edit Window==&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 4 hours old. This rule supersedes the rule “Edit Window”, if it exists.&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31422</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31422"/>
		<updated>2025-09-04T06:37:44Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: set the gamestate tracking page&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 [[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;
== 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 240.&lt;br /&gt;
&lt;br /&gt;
The following Truck is the Yard: &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 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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ledger_of_Progress&amp;diff=31421</id>
		<title>Ledger of Progress</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ledger_of_Progress&amp;diff=31421"/>
		<updated>2025-09-04T06:35:09Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Created the Ledger of Progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31418</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=31418"/>
		<updated>2025-09-04T06:13:38Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: Incremented Dynasty Number&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 240.&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>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31203</id>
		<title>Food Park</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31203"/>
		<updated>2025-08-11T14:00:59Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ {{progress bar|9|9|Menus on the Slate|color=#222|textcolor=#999}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Sign&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Dollars&lt;br /&gt;
|-&lt;br /&gt;
| Applebane             ||      Finest Grill     || {{letter|Closed|red}} || $96&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|a|r|ia}}   ||      {{pegboard|Aria|’|s| Aro|ma|t|ics}}      || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| arthexis              ||       {{pegboard|The C|o|nste|ll|ati|o|n}}    || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Ch|iii|ka}}||      {{pegboard|Melody&#039;s| Dine| and| Wine}}     || {{letter|Open|green}} || $150&lt;br /&gt;
|-&lt;br /&gt;
| Clucky                ||      Pokes&#039; Noodle Hut || {{letter|Closed|red}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| Darknight             ||      {{pegboard||Bat| Snacks}}    || {{letter|Open|green}} || $101&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog            ||      Edible Things               || {{letter|Closed|red}} || $125&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}           ||      {{pegboard|P|o|kes&#039; Ric|e| and B|e|an|s}}     || {{letter|Open|green}} || $135&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}}    ||      {{pegboard|G|r|i|ll N|o|i|r|}}     || {{letter|Dark|black}} || $137&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan&amp;lt;wbr/&amp;gt;Dark          ||      {{pegboard|Pok|e|s&#039; Ric|e| and B|e|ans}}     || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Jo|s|h}}   ||      {{pegboard|P|ok|es&#039; Bit|e| Me}}     || {{letter|Open|green}} || {{pegboard|$1|02||}}&lt;br /&gt;
|-&lt;br /&gt;
| Nolemeldo             ||      Ye Olde Lemon     || {{letter|Closed|red}} || $118&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}        ||      {{pegboard|Shi|sh|-kab|aba}}     || {{letter|Open|green}} || $164&lt;br /&gt;
|-&lt;br /&gt;
| Vovix                 ||      The Good Food     || {{letter|Open|green}} || $133&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customers:&#039;&#039;&#039; Cab Driver, Firefighter, Street Sweeper, Bridegroom, Fishmonger, Sports Mascot, Bartender, Private Detective, Long-Distance Runner, Photographer, Pest Control Worker, Backpacker, Schoolteacher, Skateboarder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pill|Trending Ingredient|Oyster|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Trendinesses:&#039;&#039;&#039; Oyster (6), Beef (5), Lamb (5), Chicken (5), Pork (5), Falafel (5), Wrap (5), Salad (5), Cheese (5), Sauce (5)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Customisation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Pitch&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Theme&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Fittings&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| - || Applebane                               || Cheap, filling food for students who can&#039;t be bothered to cook || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|a|r|ia}}                     || Your local aromantic-run eatery. || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || arthexis                                || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Ch|iii|ka}}                  || It seems like whomever who ran this cafe is from some kind of cultural person; having books for sale as well as songs playing in the background while selling food. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Clucky                                  || Temporarily Out Of Noodles || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Darknight                               || Food To Brood Over || {{box|Lighting Rig|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Desert&amp;lt;wbr/&amp;gt;frog                              || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}              || Beans. Rice. What more do you want from a Pokes-brand food truck? || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}} || Jazz, Trench Coats, and Mystery Meats || {{box|Second Station|yellow}} {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Jonathan&amp;lt;wbr/&amp;gt;Dark                      || Slick corporate cookie-cutter Pokes franchise, looks nothing like the original || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Jo|s|h}}                     || Aggressively compliant with pokescorp branding guidelines || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Nolemeldo                               || &amp;quot;Best lemonade in town&amp;quot; four years in a row until last year&#039;s corporate takeover || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}|| Simple, straightforward, but expertly cooked. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Vovix                                   || It&#039;s food.|| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trucks with Loans:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Bucky                 ||      -     || $100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31202</id>
		<title>Food Park</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31202"/>
		<updated>2025-08-11T13:59:37Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ {{progress bar|9|9|Menus on the Slate|color=#222|textcolor=#999}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Sign&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Dollars&lt;br /&gt;
|-&lt;br /&gt;
| Applebane             ||      Finest Grill     || {{letter|Closed|red}} || $96&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|a|r|ia}}   ||      {{pegboard|Aria|’|s| Aro|ma|t|ics}}      || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| arthexis              ||       {{pegboard|The C|o|nste|ll|ati|o|n}}    || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Ch|iii|ka}}||      {{pegboard|Melody&#039;s| Dine| and| Wine}}     || {{letter|Open|green}} || $150&lt;br /&gt;
|-&lt;br /&gt;
| Clucky                ||      Pokes&#039; Noodle Hut || {{letter|Closed|red}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| Darknight             ||      {{pegboard||Bat| Snacks}}    || {{letter|Open|green}} || $101&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog            ||      Edible Things               || {{letter|Closed|red}} || $125&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}           ||      {{pegboard|P|o|kes&#039; Ric|e| and B|e|an|s}}     || {{letter|Open|green}} || $135&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}}    ||      {{pegboard|G|r|i|ll N|o|i|r|}}     || {{letter|Dark|black}} || $137&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan&amp;lt;wbr/&amp;gt;Dark          ||      {{pegboard|Pok|e|s&#039; Ric|e| and B|e|ans}}     || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Jo|s|h}}   ||      {{pegboard|P|ok|es&#039; Bit|e| Me}}     || {{letter|Open|green}} || {{pegboard|$1|02||}}&lt;br /&gt;
|-&lt;br /&gt;
| Nolemeldo             ||      Ye Olde Lemon     || {{letter|Closed|red}} || $118&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}        ||      {{pegboard|Shi|sh|-kab|aba}}     || {{letter|Open|green}} || $164&lt;br /&gt;
|-&lt;br /&gt;
| Vovix                 ||      The Good Food     || {{letter|Open|green}} || $133&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customers:&#039;&#039;&#039; Cab Driver, Firefighter, Street Sweeper, Bridegroom, Fishmonger, Sports Mascot, Bartender, Private Detective, Long-Distance Runner, Photographer, Pest Control Worker, Backpacker, Schoolteacher, Skateboarder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pill|Trending Ingredient|Oyster|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Trendinesses:&#039;&#039;&#039; Oyster (6), Beef (5), Lamb (5), Chicken (5), Pork (5), Falafel (5), Wrap (5), Salad (5), Cheese (5), Sauce (5)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Customisation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Pitch&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Theme&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Fittings&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| - || Applebane                               || Cheap, filling food for students who can&#039;t be bothered to cook || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|a|r|ia}}                     || Your local aromantic-run eatery. || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || arthexis                                || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Ch|iii|ka}}                  || It seems like whomever who ran this cafe is from some kind of cultural person; having books for sale as well as songs playing in the background while selling food. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Clucky                                  || Temporarily Out Of Noodles || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Darknight                               || Food To Brood Over || {{box|Lighting Rig|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Desert&amp;lt;wbr/&amp;gt;frog                              || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}              || Beans. Rice. What more do you want from a Pokes-brand food truck? || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}} || Jazz, Trench Coats, and Mystery Meats || {{box|Second Station|yellow}} || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Jonathan&amp;lt;wbr/&amp;gt;Dark                      || Slick corporate cookie-cutter Pokes franchise, looks nothing like the original || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Jo|s|h}}                     || Aggressively compliant with pokescorp branding guidelines || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Nolemeldo                               || &amp;quot;Best lemonade in town&amp;quot; four years in a row until last year&#039;s corporate takeover || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}|| Simple, straightforward, but expertly cooked. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Vovix                                   || It&#039;s food.|| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trucks with Loans:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Bucky                 ||      -     || $100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31177</id>
		<title>Food Park</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31177"/>
		<updated>2025-08-08T20:27:13Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: update menu count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ {{progress bar|5|11|Menus on the Slate|color=#222|textcolor=#999}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Sign&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Dollars&lt;br /&gt;
|-&lt;br /&gt;
| Applebane             ||      Finest Grill     || {{letter|Open|green}} || $96&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|a|r|ia}}   ||      {{pegboard|Aria|’|s| Aro|ma|t|ics}}      || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| arthexis              ||       {{pegboard|The C|o|nste|ll|ati|o|n}}    || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Ch|iii|ka}}||      {{pegboard|Melody&#039;s| Dine| and| Wine}}     || {{letter|Open|green}} || $150&lt;br /&gt;
|-&lt;br /&gt;
| Clucky                ||      Pokes&#039; Noodle Hut || {{letter|Closed|red}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| Darknight             ||      {{pegboard||Bat| Snacks}}    || {{letter|Open|green}} || $101&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog            ||      Edible Things               || {{letter|Open|green}} || $125&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}           ||      {{pegboard|P|o|kes&#039; Ric|e| and B|e|an|s}}     || {{letter|Open|green}} || $135&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}}    ||      {{pegboard|G|r|i|ll N|o|i|r|}}     || {{letter|Closed|red}} || $137&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan&amp;lt;wbr/&amp;gt;Dark          ||      {{pegboard|Pok|e|s&#039; Ric|e| and B|e|ans}}     || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Jo|s|h}}   ||      {{pegboard|P|ok|es&#039; Bit|e| Me}}     || {{letter|Open|green}} || {{pegboard|$1|02||}}&lt;br /&gt;
|-&lt;br /&gt;
| Nolemeldo             ||      Ye Olde Lemon     || {{letter|Closed|red}} || $118&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}        ||      {{pegboard|Shi|sh|-kab|aba}}     || {{letter|Open|green}} || $164&lt;br /&gt;
|-&lt;br /&gt;
| Vovix                 ||      The Good Food     || {{letter|Open|green}} || $133&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customers:&#039;&#039;&#039; Cab Driver, Firefighter, Street Sweeper, Bridegroom, Fishmonger, Sports Mascot, Bartender, Private Detective, Long-Distance Runner, Photographer, Pest Control Worker, Backpacker, Schoolteacher, Skateboarder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pill|Trending Ingredient|Oyster|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Trendinesses:&#039;&#039;&#039; Oyster (6), Beef (5), Lamb (5), Chicken (5), Pork (5), Falafel (5), Wrap (5), Salad (5), Cheese (5), Sauce (5)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Customisation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Pitch&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Theme&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Fittings&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| - || Applebane                               || Cheap, filling food for students who can&#039;t be bothered to cook || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|a|r|ia}}                     || Your local aromantic-run eatery. || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || arthexis                                || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Ch|iii|ka}}                  || It seems like whomever who ran this cafe is from some kind of cultural person; having books for sale as well as songs playing in the background while selling food. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Clucky                                  || Temporarily Out Of Noodles || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Darknight                               || - || {{box|Lighting Rig|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Desert&amp;lt;wbr/&amp;gt;frog                              || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}              || Beans. Rice. What more do you want from a Pokes-brand food truck? || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}} || Jazz, Trench Coats, and Mystery Meats || {{box|Second Station|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Jonathan&amp;lt;wbr/&amp;gt;Dark                      || Slick corporate cookie-cutter Pokes franchise, looks nothing like the original || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Jo|s|h}}                     || Aggressively compliant with pokescorp branding guidelines || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Nolemeldo                               || &amp;quot;Best lemonade in town&amp;quot; four years in a row until last year&#039;s corporate takeover || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}|| Simple, straightforward, but expertly cooked. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Vovix                                   || It&#039;s food.|| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trucks with Loans:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Bucky                 ||      -     || $100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31174</id>
		<title>Food Park</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31174"/>
		<updated>2025-08-08T19:29:12Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ {{progress bar|5|12|Menus on the Slate|color=#222|textcolor=#999}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Sign&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Dollars&lt;br /&gt;
|-&lt;br /&gt;
| Applebane             ||      Finest Grill     || {{letter|Open|green}} || $96&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|a|r|ia}}   ||      {{pegboard|Aria|’|s| Aro|ma|t|ics}}      || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| arthexis              ||       {{pegboard|The C|o|nste|ll|ati|o|n}}    || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Ch|iii|ka}}||      {{pegboard|Melody&#039;s| Dine| and| Wine}}     || {{letter|Open|green}} || $150&lt;br /&gt;
|-&lt;br /&gt;
| Clucky                ||      Pokes&#039; Noodle Hut || {{letter|Closed|red}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| Darknight             ||      {{pegboard||Bat| Snacks}}    || {{letter|Open|green}} || $101&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog            ||      Edible Things               || {{letter|Open|green}} || $125&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}           ||      {{pegboard|P|o|kes&#039; Ric|e| and B|e|an|s}}     || {{letter|Open|green}} || $135&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}}    ||      {{pegboard|G|r|i|ll N|o|i|r|}}     || {{letter|Closed|red}} || $137&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan&amp;lt;wbr/&amp;gt;Dark          ||      {{pegboard|Pok|e|s&#039; Ric|e| and B|e|ans}}     || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Jo|s|h}}   ||      {{pegboard|P|ok|es&#039; Bit|e| Me}}     || {{letter|Open|green}} || {{pegboard|$1|02||}}&lt;br /&gt;
|-&lt;br /&gt;
| Nolemeldo             ||      Ye Olde Lemon     || {{letter|Open|green}} || $118&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}        ||      {{pegboard|Shi|sh|-kab|aba}}     || {{letter|Open|green}} || $164&lt;br /&gt;
|-&lt;br /&gt;
| Vovix                 ||      The Good Food     || {{letter|Open|green}} || $133&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customers:&#039;&#039;&#039; Cab Driver, Firefighter, Street Sweeper, Bridegroom, Fishmonger, Sports Mascot, Bartender, Private Detective, Long-Distance Runner, Photographer, Pest Control Worker, Backpacker, Schoolteacher, Skateboarder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pill|Trending Ingredient|Oyster|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Trendinesses:&#039;&#039;&#039; Oyster (6), Beef (5), Lamb (5), Chicken (5), Pork (5), Falafel (5), Wrap (5), Salad (5), Cheese (5), Sauce (5)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Customisation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Pitch&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Theme&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Fittings&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| - || Applebane                               || Cheap, filling food for students who can&#039;t be bothered to cook || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|a|r|ia}}                     || Your local aromantic-run eatery. || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || arthexis                                || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Ch|iii|ka}}                  || It seems like whomever who ran this cafe is from some kind of cultural person; having books for sale as well as songs playing in the background while selling food. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Clucky                                  || Temporarily Out Of Noodles || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Darknight                               || - || {{box|Lighting Rig|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Desert&amp;lt;wbr/&amp;gt;frog                              || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}              || Beans. Rice. What more do you want from a Pokes-brand food truck? || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}} || Jazz, Trench Coats, and Mystery Meats || {{box|Second Station|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Jonathan&amp;lt;wbr/&amp;gt;Dark                      || Slick corporate cookie-cutter Pokes franchise, looks nothing like the original || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Jo|s|h}}                     || Aggressively compliant with pokescorp branding guidelines || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Nolemeldo                               || &amp;quot;Best lemonade in town&amp;quot; four years in a row until last year&#039;s corporate takeover || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}|| Simple, straightforward, but expertly cooked. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Vovix                                   || It&#039;s food.|| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trucks with Loans:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Bucky                 ||      -     || $100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31164</id>
		<title>Food Park</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Food_Park&amp;diff=31164"/>
		<updated>2025-08-07T20:09:28Z</updated>

		<summary type="html">&lt;p&gt;Eternalservererror: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ {{progress bar|3|13|Menus on the Slate|color=#222|textcolor=#999}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Truck Name&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Dollars&lt;br /&gt;
|-&lt;br /&gt;
| Applebane             ||      Finest Grill     || {{letter|Open|green}} || $96&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|a|r|ia}}   ||      {{pegboard|Aria|’|s| Aro|ma|t|ics}}      || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| arthexis              ||       {{pegboard|The C|o|nste|ll|ati|o|n}}    || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Ch|iii|ka}}||      {{pegboard|Melody&#039;s| Dine| and| Wine}}     || {{letter|Open|green}} || $150&lt;br /&gt;
|-&lt;br /&gt;
| Clucky                ||      Pokes&#039; Noodle Hut || {{letter|Open|green}} || $104&lt;br /&gt;
|-&lt;br /&gt;
| Darknight             ||      {{pegboard||Bat| Snacks}}    || {{letter|Open|green}} || $101&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog            ||      Edible Things               || {{letter|Open|green}} || $125&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}           ||      {{pegboard|P|o|kes&#039; Ric|e| and B|e|an|s}}     || {{letter|Open|green}} || $135&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}}    ||      {{pegboard|G|r|i|ll N|o|i|r|}}     || {{letter|Open|green}} || $137&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan&amp;lt;wbr/&amp;gt;Dark          ||      {{pegboard|Pok|e|s&#039; Ric|e| and B|e|ans}}     || {{letter|Open|green}} || $127&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Jo|s|h}}   ||      {{pegboard|P|ok|es&#039; Bit|e| Me}}     || {{letter|Open|green}} || {{pegboard|$1|02||}}&lt;br /&gt;
|-&lt;br /&gt;
| Nolemeldo             ||      Ye Olde Lemon     || {{letter|Open|green}} || $118&lt;br /&gt;
|-&lt;br /&gt;
| {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}        ||      {{pegboard|Shi|sh|-kab|aba}}     || {{letter|Open|green}} || $164&lt;br /&gt;
|-&lt;br /&gt;
| Vovix                 ||      The Good Food     || {{letter|Open|green}} || $133&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Customers:&#039;&#039;&#039; Cab Driver, Firefighter, Street Sweeper, Bridegroom, Fishmonger, Sports Mascot, Bartender, Private Detective, Long-Distance Runner, Photographer, Pest Control Worker, Backpacker, Schoolteacher, Skateboarder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pill|Trending Ingredient|Oyster|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Trendinesses:&#039;&#039;&#039; Oyster (6), Beef (5), Lamb (5), Chicken (5), Pork (5), Falafel (5), Wrap (5), Salad (5), Cheese (5), Sauce (5)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background:#222;text-transform:uppercase;font-size:1.1em;font-family:impact;color:#fff;text-align:center;border:none;padding:0.5em;&amp;quot;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Customisation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Pitch&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Theme&lt;br /&gt;
! style=&amp;quot;color:yellow; font-weight:normal; background:#222;&amp;quot; | Fittings&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| - || Applebane                               || Cheap, filling food for students who can&#039;t be bothered to cook || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|a|r|ia}}                     || Your local aromantic-run eatery. || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || arthexis                                || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Ch|iii|ka}}                  || It seems like whomever who ran this cafe is from some kind of cultural person; having books for sale as well as songs playing in the background while selling food. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Clucky                                  || Temporarily Out Of Noodles || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Darknight                               || - || {{box|Lighting Rig|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Desert&amp;lt;wbr/&amp;gt;frog                              || - || - &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Doomed&amp;lt;wbr/&amp;gt;I|d|eas}}              || Beans. Rice. What more do you want from a Pokes-brand food truck? || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|et|e|rna|l&amp;lt;wbr/&amp;gt;s|er|v|er|err|or}} || Jazz, Trench Coats, and Mystery Meats || {{box|Second Station|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Jonathan&amp;lt;wbr/&amp;gt;Dark                      || Slick corporate cookie-cutter Pokes franchise, looks nothing like the original || {{box|Lighting Rig|yellow}} &lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Jo|s|h}}                     || Aggressively compliant with pokescorp branding guidelines || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Nolemeldo                               || &amp;quot;Best lemonade in town&amp;quot; four years in a row until last year&#039;s corporate takeover || {{box|Drinks Fridge|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{pegboard|Trapdo|or|&amp;lt;wbr/&amp;gt;s|p|y|d|e|r}}|| Simple, straightforward, but expertly cooked. || - &lt;br /&gt;
|-&lt;br /&gt;
| - || Vovix                                   || It&#039;s food.|| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trucks with Loans:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
| Bucky                 ||      -     || $100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Eternalservererror</name></author>
	</entry>
</feed>