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	<updated>2026-06-04T06:01:59Z</updated>
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		<title>Ruleset</title>
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		<updated>2026-06-03T13:34:18Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Shares */ Enacted &amp;quot;Everyone getting their fair shares&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Associates 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 Associate may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Guild Business]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Associates ==&lt;br /&gt;
A human with access to the blog who is not already a Associate may make a blog post making clear their wish to be a Associate (plural form Associates); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Associate. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Associates are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Associates who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Associate may cease to be a Associate at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Associate in this way may not become a Associate again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Associates ===&lt;br /&gt;
A Associate may be either Active or Idle. A Associate is only Active if their name is on the list of currently active Associates in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Associate may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Associate Idle if that Associate has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Associate 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”, “Associates”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Associates are not counted as Associates. The combined term “Idle Associates” can be used to refer to Associates who are Idle even in Proposals or rules that do not treat them as Associates, and any Votable Matter that specifically refers to a named Idle Associate 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 Associate Active if that Associate 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 Associate who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Associate Active should highlight the changed status of the relevant Associate 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 Associate 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 Associate Idled in a different Dynasty), the Associate is given the default value for new Associates, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Associate 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 Associate during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Associates (not including the Guild), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Associate may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Associates), or uphold, revert, or reject Dynastic Actions. An Idle Associate who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Associates 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 Associates.&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 Associate, known as the Guild. If there is no Guild, 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 Associate may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Guild has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Guild is not a Associate.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 249.&lt;br /&gt;
&lt;br /&gt;
The following Associate is the Guild: &amp;quot;Lawnomos&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 Associates 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 Associate 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 Associate‘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-Associate never has a Vote, even if they were a Associate previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Associate other than the Guild casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Guild. When the Guild 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 Guild’s Vote for the purposes of other rules unless otherwise specified. When the Guild 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 Associates who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Associate 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 Associate 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 Associate 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 Guild may use VETO as a voting icon to cast a Vote on a Proposal; when the Guild casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Guild 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, Associate A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Associate or idle Associate may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Associates are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Associate (other than the Guild) 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 Associate’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Associate 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 Associate.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Associate who posted the DoV becomes Guild, 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 Guild 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 Guild’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 Guild’s Imperial Style, which if specified is a set of nonbinding guidelines that the Guild 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 Guild or any Associate (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Associate’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. Associates 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 Associate within BlogNomic, and should announce publicly if they control both a non-Idle Associate and any Idle Associates. This extends to exerting full control over the actions of another Associate, defined here as the controlled Associate’s game behavior being functionally indistinguishable from if the controlling Associate was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Associate 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 Associate 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 Associate should not edit their own blog comments once posted, nor those of any other Associate.&lt;br /&gt;
* A Associate 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 Associate should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Associate 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 Associate 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 Associate must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Associate should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Associate should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Associate to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Associate 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 Associate or Associates 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 Associates and idle Associates 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 Associates 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;
==The Presidency==&lt;br /&gt;
&lt;br /&gt;
The President is publicly tracked, and is either an Associate, or empty.&lt;br /&gt;
If the Presidency is empty, each Associate has a publicly tracked Ballot, which may be either blank (the default) or any Associate with a share, and an Associate may change their own Ballot anytime. After the Presidency has been vacant for 24 hours, if Associates owning Quorum of all Shares have set their Ballot to the same Associate (the Candidate), and this has been true for all of the past 24 hours, anyone may appoint the Candidate as President.&lt;br /&gt;
&lt;br /&gt;
===Shares===&lt;br /&gt;
&lt;br /&gt;
Each Associate has a publicly tracked number of Shares, which defaults to the mean of all Player’s Shares, rounded down. The Share Price is publicly tracked and defaults to 5. Any Associate may Buy a Share as a Virtual Action by paying the Share Price in Credits. The Guild may (and should), once a Day, perform the Accounting action. When they do so, they, as an atomic action:&lt;br /&gt;
* Resolve all Buy a Share virtual actions&lt;br /&gt;
* Increase the Share Price by 1 for all Buy a Share virtual actions resolved during this atomic action, and decrease Debt by that same number (to a minimum of 0)&lt;br /&gt;
* If the Share Price did not increase in the prior step, reduce the Share Price by 1 to a minimum of 3&lt;br /&gt;
&lt;br /&gt;
The Guild may not otherwise resolve Buy a Share actions.&lt;br /&gt;
&lt;br /&gt;
==Systems and Directors==&lt;br /&gt;
&lt;br /&gt;
The Guild operates in publicly tracked Systems, each identified by a unique flavour text name. Every System has a publicly tracked Director, which is a Associate, or vacant (it’s default). If a System’s Director is vacant, the President may choose another Associate who controls a Vessel in that System to be that System’s Director. If there are less than Quorum Systems, the Guild may create a new System, choosing a name from the [[List of Stars]].&lt;br /&gt;
&lt;br /&gt;
==Vessels==&lt;br /&gt;
&lt;br /&gt;
Each System has a publicly tracked list of Vessels in that System. Each Vessel has a publicly tracked Owner, which is the Associate or Guild who created that Vessel.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
The Guild, every System, and every Associate each have a publicly tracked number of Credits, defaulting for each Associate to the low-median of every Associate’s Credits, and for each System and the Guild to 0. The Guild also has a publicly tracked Debt. If a Director spends Credits, those Credits come from that Director’s System, not from the Associate personally.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, the President may increase the Debt by 1 to give the Guild 20 Credits, minus the Debt. The President may also transfer the Guild’s Credits to Systems anytime, as long as no System has more than three times the Credits of any other System.&lt;br /&gt;
&lt;br /&gt;
Each Associate has a publicly tracked amount of Crypto, defaulting to the low-median of every Associate’s Crypto. An Associate may transfer any of their Credits to any other Associate’s Crypto. As a Communal Daily Action, anyone may transfer X from each Associate’s Crypto (or if there is not enough Crypto, as much as possible) to that Associate’s Credits, where X is the low-median of each Associate’s Crypto.&lt;br /&gt;
&lt;br /&gt;
When the Guild performs a Bounty Payout, the targeted Associate gains up to 8 Credits. The Guild chooses the exact amount and should publish and follow guidelines for this payout in their Bounty Notice.&lt;br /&gt;
&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 Guild specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Associate, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Associates may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Guild performs on behalf of a Associate. A Associate may initiate a virtual action by privately communicating to the Guild their request to do so, along with any additional information needed to carry it out. The Guild 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 Associate, and indicate to the Associate that their action has succeeded.&lt;br /&gt;
&lt;br /&gt;
If a Virtual Action fails, the Guild should tell the Associate 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 Guild 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 Guild 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 Associate may cancel a pending Virtual Action by privately communicating to the Guild 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 Guild should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Associate who initiated that Virtual Action, using the Guild’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 Associate who initiated that Virtual Action.&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Associates 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 Associate 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 Associates (or people who are not yet Associates) also face the same restrictions if they intend to become an active Associate 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 Associates 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;
==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 Guild 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 Guild 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 Associate (other than the Guild) who authored at least one of those votable matters and set that Bounty Notice to closed.&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 Associate 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 Associate per day. A Daily Communal Action may still not be performed if another Associate has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Associate 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 Associate per week. A Weekly Communal Action may still not be performed if another Associate has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Associates.&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 Guild is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Associate&#039;s Effective Vote Comment with respect to a given Votable Matter is that Associate&#039;s Comment to that Votable Matter, if any, that contains that Associate&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Associate 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. Associates , as well as people who are not Associates 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 Associates 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. Associates are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Associate cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Associate has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Associate or the Guild where the performance of the action is defined using the phrase “on behalf of” another Associate. When such an action is performed, any gamestate changes are applied as if the latter Associate had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Associate, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Associates is half the number of Associates  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Associates it is referring to, it is referring to a Quorum of all Associates.&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 Guild.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Associates” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Associate 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 Associate 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 Guild to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Guild 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;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&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 Guild, 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 Associate’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Associate performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Associate may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Associate 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 Associate, if doing so would not require the correcting Associate to make any decisions on behalf of the original Associate.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Associates are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Associate to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Associate 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 Guild is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Associate becomes the Guild, that sentence changes to “The following Associate is the Guild: ” followed by that Associate’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Guild 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 Associates, and are flavour text for all purposes other than referencing Associates. If the Guild changes their name by proposal, the sentence in question is updated to reflect the new name of the Guild.&lt;br /&gt;
&lt;br /&gt;
The identity of the Guild is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Guild 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 Associate with such access. Only a Associate with such access may Enact that Votable Matter. If that Votable Matter does not name a Associate 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 Associate 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 Associate 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 Associate 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 Associate performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Associate performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Associate arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Associate must redo the Atomic Action; for that purpose, the Associate 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 Associate 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 Associate can spend or pay from only their own values, and a rule that allows Associates to transfer or pay a numeric value to another Associate only allows them to transfer that value from themselves to that other Associate (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 Associate 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 Associates 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 Guild (including secretly random selections), then that information may only be revealed by the Guild when the ruleset allows it. If a Associate should already know such a piece of information (in that the Guild has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Guild may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Associate or Guild who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Associate or the singular name of a Associate and that Associate (or the Associate with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Associates, or the list of names of Associates, and that Associate (or the Associate with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Associate 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), Associates may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Guild has voted DEFERENTIAL on a Proposal, they (and any other Associates who have voted DEFERENTIAL on it) are not considered to be a Associate 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 Associate 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;
* Associates 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 Associates with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Associate 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 Associate 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 Associate if it is explicitly stated that it refers to a Associate&#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 Associate&#039;s (or prospective Associate&#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 Associate’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Associates may Kick each other” and “Associates may not Kick each other on Tuesdays” exist, and it is Tuesday, Associates 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 “Associates may Punch a Spaceman on Friday” and “Associates may not Punch Spacemen on Friday”, then Associates 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 Associate may have another Associate as a Mentor. Associates 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 Associate 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 Associate requests a Mentor, or a new Associate has joined the game and has no Mentor, the Guild should select a Tenured Associate and ask them to take that Associate 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 Guild should announce it in a blog post. The Guild 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 Associate 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 Guild, any Associate who has been active in at least three previous dynasties may act as Guild 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 Associate 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 Associates .&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 “Associate” and “Guild”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Associate (Player)&lt;br /&gt;
* Guild (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>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Guild_Business&amp;diff=34312</id>
		<title>Guild Business</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Guild_Business&amp;diff=34312"/>
		<updated>2026-06-03T13:32:10Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Enacted &amp;quot;How to become Rich&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|President|-|gold}} {{pill|Share Price|5|lightblue}} {{pill|Guild Credits|0|lightgreen}} {{pill|Guild Debt|10|orangered}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Associates&lt;br /&gt;
|-&lt;br /&gt;
! Associate !! Shares !! Credits !! Crypto !! Ballot&lt;br /&gt;
|-&lt;br /&gt;
| ais523 || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Darknight || 2 || 28 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| Josh || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| redtara || 1 || 20 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 2 || 28 || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars || 2 || 28 || 0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Systems&lt;br /&gt;
|-&lt;br /&gt;
! System !! Director !! Credits !! Vessels&lt;br /&gt;
|-&lt;br /&gt;
| Acrux || ais523 || 0 || ais523, Darknight, Josh&lt;br /&gt;
|-&lt;br /&gt;
| Rigel || Clucky || 0 || Chiiika, JonathanDark, Josh&lt;br /&gt;
|-&lt;br /&gt;
| Thuban || Chiiika || 0 || JonathanDark, redtara, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| Mira || redtara || 0 || ais523, Chiiika, whirlingstars&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || Josh || 0 || redtara, SingularByte, whirlingstars&lt;br /&gt;
|-&lt;br /&gt;
| Hamal || JonathanDark || 0 || Clucky, Clucky, Darknight&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34311</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34311"/>
		<updated>2026-06-03T13:21:57Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;How to become Rich&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Associates 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 Associate may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Guild Business]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Associates ==&lt;br /&gt;
A human with access to the blog who is not already a Associate may make a blog post making clear their wish to be a Associate (plural form Associates); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Associate. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Associates are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Associates who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Associate may cease to be a Associate at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Associate in this way may not become a Associate again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Associates ===&lt;br /&gt;
A Associate may be either Active or Idle. A Associate is only Active if their name is on the list of currently active Associates in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Associate may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Associate Idle if that Associate has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Associate 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”, “Associates”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Associates are not counted as Associates. The combined term “Idle Associates” can be used to refer to Associates who are Idle even in Proposals or rules that do not treat them as Associates, and any Votable Matter that specifically refers to a named Idle Associate 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 Associate Active if that Associate 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 Associate who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Associate Active should highlight the changed status of the relevant Associate 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 Associate 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 Associate Idled in a different Dynasty), the Associate is given the default value for new Associates, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Associate 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 Associate during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Associates (not including the Guild), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Associate may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Associates), or uphold, revert, or reject Dynastic Actions. An Idle Associate who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Associates 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 Associates.&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 Associate, known as the Guild. If there is no Guild, 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 Associate may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Guild has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Guild is not a Associate.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 249.&lt;br /&gt;
&lt;br /&gt;
The following Associate is the Guild: &amp;quot;Lawnomos&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 Associates 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 Associate 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 Associate‘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-Associate never has a Vote, even if they were a Associate previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Associate other than the Guild casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Guild. When the Guild 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 Guild’s Vote for the purposes of other rules unless otherwise specified. When the Guild 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 Associates who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Associate 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 Associate 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 Associate 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 Guild may use VETO as a voting icon to cast a Vote on a Proposal; when the Guild casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Guild 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, Associate A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Associate or idle Associate may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Associates are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Associate (other than the Guild) 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 Associate’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Associate 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 Associate.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Associate who posted the DoV becomes Guild, 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 Guild 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 Guild’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 Guild’s Imperial Style, which if specified is a set of nonbinding guidelines that the Guild 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 Guild or any Associate (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Associate’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. Associates 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 Associate within BlogNomic, and should announce publicly if they control both a non-Idle Associate and any Idle Associates. This extends to exerting full control over the actions of another Associate, defined here as the controlled Associate’s game behavior being functionally indistinguishable from if the controlling Associate was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Associate 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 Associate 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 Associate should not edit their own blog comments once posted, nor those of any other Associate.&lt;br /&gt;
* A Associate 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 Associate should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Associate 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 Associate 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 Associate must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Associate should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Associate should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Associate to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Associate 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 Associate or Associates 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 Associates and idle Associates 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 Associates 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;
==The Presidency==&lt;br /&gt;
&lt;br /&gt;
The President is publicly tracked, and is either an Associate, or empty.&lt;br /&gt;
If the Presidency is empty, each Associate has a publicly tracked Ballot, which may be either blank (the default) or any Associate with a share, and an Associate may change their own Ballot anytime. After the Presidency has been vacant for 24 hours, if Associates owning Quorum of all Shares have set their Ballot to the same Associate (the Candidate), and this has been true for all of the past 24 hours, anyone may appoint the Candidate as President.&lt;br /&gt;
&lt;br /&gt;
===Shares===&lt;br /&gt;
&lt;br /&gt;
Each Associate has a publicly tracked number of Shares, which defaults to the mean of all Player’s Shares, rounded down. The Share Price is publicly tracked and defaults to 5. Any Associate may Buy a Share as a Virtual Action by paying the Share Price in Credits, increasing the Share Price by 1, and reducing the Debt by 1, to a minimum of 0. The Guild may (and should), once a Day, resolve all Buy a Share virtual actions, and then, if none were resolved, reduce the Share Price by 1, to a minimum of 3. The Guild may not otherwise resolve Buy a Share actions.&lt;br /&gt;
&lt;br /&gt;
==Systems and Directors==&lt;br /&gt;
&lt;br /&gt;
The Guild operates in publicly tracked Systems, each identified by a unique flavour text name. Every System has a publicly tracked Director, which is a Associate, or vacant (it’s default). If a System’s Director is vacant, the President may choose another Associate who controls a Vessel in that System to be that System’s Director. If there are less than Quorum Systems, the Guild may create a new System, choosing a name from the [[List of Stars]].&lt;br /&gt;
&lt;br /&gt;
==Vessels==&lt;br /&gt;
&lt;br /&gt;
Each System has a publicly tracked list of Vessels in that System. Each Vessel has a publicly tracked Owner, which is the Associate or Guild who created that Vessel.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
The Guild, every System, and every Associate each have a publicly tracked number of Credits, defaulting for each Associate to the low-median of every Associate’s Credits, and for each System and the Guild to 0. The Guild also has a publicly tracked Debt. If a Director spends Credits, those Credits come from that Director’s System, not from the Associate personally.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, the President may increase the Debt by 1 to give the Guild 20 Credits, minus the Debt. The President may also transfer the Guild’s Credits to Systems anytime, as long as no System has more than three times the Credits of any other System.&lt;br /&gt;
&lt;br /&gt;
Each Associate has a publicly tracked amount of Crypto, defaulting to the low-median of every Associate’s Crypto. An Associate may transfer any of their Credits to any other Associate’s Crypto. As a Communal Daily Action, anyone may transfer X from each Associate’s Crypto (or if there is not enough Crypto, as much as possible) to that Associate’s Credits, where X is the low-median of each Associate’s Crypto.&lt;br /&gt;
&lt;br /&gt;
When the Guild performs a Bounty Payout, the targeted Associate gains up to 8 Credits. The Guild chooses the exact amount and should publish and follow guidelines for this payout in their Bounty Notice.&lt;br /&gt;
&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 Guild specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Associate, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Associates may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Guild performs on behalf of a Associate. A Associate may initiate a virtual action by privately communicating to the Guild their request to do so, along with any additional information needed to carry it out. The Guild 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 Associate, and indicate to the Associate that their action has succeeded.&lt;br /&gt;
&lt;br /&gt;
If a Virtual Action fails, the Guild should tell the Associate 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 Guild 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 Guild 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 Associate may cancel a pending Virtual Action by privately communicating to the Guild 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 Guild should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Associate who initiated that Virtual Action, using the Guild’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 Associate who initiated that Virtual Action.&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Associates 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 Associate 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 Associates (or people who are not yet Associates) also face the same restrictions if they intend to become an active Associate 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 Associates 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;
==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 Guild 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 Guild 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 Associate (other than the Guild) who authored at least one of those votable matters and set that Bounty Notice to closed.&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 Associate 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 Associate per day. A Daily Communal Action may still not be performed if another Associate has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Associate 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 Associate per week. A Weekly Communal Action may still not be performed if another Associate has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Associates.&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 Guild is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Associate&#039;s Effective Vote Comment with respect to a given Votable Matter is that Associate&#039;s Comment to that Votable Matter, if any, that contains that Associate&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Associate 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. Associates , as well as people who are not Associates 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 Associates 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. Associates are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Associate cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Associate has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Associate or the Guild where the performance of the action is defined using the phrase “on behalf of” another Associate. When such an action is performed, any gamestate changes are applied as if the latter Associate had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Associate, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Associates is half the number of Associates  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Associates it is referring to, it is referring to a Quorum of all Associates.&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 Guild.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Associates” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Associate 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 Associate 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 Guild to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Guild 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;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&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 Guild, 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 Associate’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Associate performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Associate may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Associate 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 Associate, if doing so would not require the correcting Associate to make any decisions on behalf of the original Associate.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Associates are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Associate to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Associate 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 Guild is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Associate becomes the Guild, that sentence changes to “The following Associate is the Guild: ” followed by that Associate’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Guild 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 Associates, and are flavour text for all purposes other than referencing Associates. If the Guild changes their name by proposal, the sentence in question is updated to reflect the new name of the Guild.&lt;br /&gt;
&lt;br /&gt;
The identity of the Guild is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Guild 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 Associate with such access. Only a Associate with such access may Enact that Votable Matter. If that Votable Matter does not name a Associate 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 Associate 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 Associate 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 Associate 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 Associate performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Associate performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Associate arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Associate must redo the Atomic Action; for that purpose, the Associate 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 Associate 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 Associate can spend or pay from only their own values, and a rule that allows Associates to transfer or pay a numeric value to another Associate only allows them to transfer that value from themselves to that other Associate (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 Associate 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 Associates 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 Guild (including secretly random selections), then that information may only be revealed by the Guild when the ruleset allows it. If a Associate should already know such a piece of information (in that the Guild has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Guild may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Associate or Guild who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Associate or the singular name of a Associate and that Associate (or the Associate with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Associates, or the list of names of Associates, and that Associate (or the Associate with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Associate 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), Associates may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Guild has voted DEFERENTIAL on a Proposal, they (and any other Associates who have voted DEFERENTIAL on it) are not considered to be a Associate 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 Associate 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;
* Associates 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 Associates with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Associate 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 Associate 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 Associate if it is explicitly stated that it refers to a Associate&#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 Associate&#039;s (or prospective Associate&#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 Associate’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Associates may Kick each other” and “Associates may not Kick each other on Tuesdays” exist, and it is Tuesday, Associates 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 “Associates may Punch a Spaceman on Friday” and “Associates may not Punch Spacemen on Friday”, then Associates 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 Associate may have another Associate as a Mentor. Associates 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 Associate 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 Associate requests a Mentor, or a new Associate has joined the game and has no Mentor, the Guild should select a Tenured Associate and ask them to take that Associate 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 Guild should announce it in a blog post. The Guild 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 Associate 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 Guild, any Associate who has been active in at least three previous dynasties may act as Guild 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 Associate 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 Associates .&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 “Associate” and “Guild”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Associate (Player)&lt;br /&gt;
* Guild (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>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Guild_Business&amp;diff=34310</id>
		<title>Guild Business</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Guild_Business&amp;diff=34310"/>
		<updated>2026-06-03T13:18:28Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Enacted &amp;quot;How to become President&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|President|-|gold}} {{pill|Share Price|5|lightblue}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Associate !! Shares !! Ballot&lt;br /&gt;
|-&lt;br /&gt;
| ais523 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Clucky || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Darknight || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Josh || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| redtara || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! System !! Director !! Vessels&lt;br /&gt;
|-&lt;br /&gt;
| Acrux || ais523 || ais523, Darknight, Josh&lt;br /&gt;
|-&lt;br /&gt;
| Rigel || Clucky || Chiiika, JonathanDark, Josh&lt;br /&gt;
|-&lt;br /&gt;
| Thuban || Chiiika || JonathanDark, redtara, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| Mira || redtara || ais523, Chiiika, whirlingstars&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || Josh || redtara, SingularByte, whirlingstars&lt;br /&gt;
|-&lt;br /&gt;
| Hamal || JonathanDark || Clucky, Clucky, Darknight&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34309</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34309"/>
		<updated>2026-06-03T12:45:28Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;How to become President&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Associates 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 Associate may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Guild Business]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Associates ==&lt;br /&gt;
A human with access to the blog who is not already a Associate may make a blog post making clear their wish to be a Associate (plural form Associates); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Associate. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Associates are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Associates who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Associate may cease to be a Associate at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Associate in this way may not become a Associate again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Associates ===&lt;br /&gt;
A Associate may be either Active or Idle. A Associate is only Active if their name is on the list of currently active Associates in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Associate may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Associate Idle if that Associate has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Associate 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”, “Associates”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Associates are not counted as Associates. The combined term “Idle Associates” can be used to refer to Associates who are Idle even in Proposals or rules that do not treat them as Associates, and any Votable Matter that specifically refers to a named Idle Associate 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 Associate Active if that Associate 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 Associate who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Associate Active should highlight the changed status of the relevant Associate 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 Associate 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 Associate Idled in a different Dynasty), the Associate is given the default value for new Associates, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Associate 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 Associate during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Associates (not including the Guild), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Associate may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Associates), or uphold, revert, or reject Dynastic Actions. An Idle Associate who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Associates 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 Associates.&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 Associate, known as the Guild. If there is no Guild, 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 Associate may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Guild has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Guild is not a Associate.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 249.&lt;br /&gt;
&lt;br /&gt;
The following Associate is the Guild: &amp;quot;Lawnomos&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 Associates 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 Associate 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 Associate‘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-Associate never has a Vote, even if they were a Associate previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Associate other than the Guild casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Guild. When the Guild 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 Guild’s Vote for the purposes of other rules unless otherwise specified. When the Guild 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 Associates who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Associate 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 Associate 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 Associate 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 Guild may use VETO as a voting icon to cast a Vote on a Proposal; when the Guild casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Guild 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, Associate A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Associate or idle Associate may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Associates are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Associate (other than the Guild) 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 Associate’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Associate 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 Associate.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Associate who posted the DoV becomes Guild, 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 Guild 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 Guild’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 Guild’s Imperial Style, which if specified is a set of nonbinding guidelines that the Guild 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 Guild or any Associate (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Associate’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. Associates 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 Associate within BlogNomic, and should announce publicly if they control both a non-Idle Associate and any Idle Associates. This extends to exerting full control over the actions of another Associate, defined here as the controlled Associate’s game behavior being functionally indistinguishable from if the controlling Associate was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Associate 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 Associate 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 Associate should not edit their own blog comments once posted, nor those of any other Associate.&lt;br /&gt;
* A Associate 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 Associate should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Associate 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 Associate 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 Associate must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Associate should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Associate should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Associate to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Associate 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 Associate or Associates 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 Associates and idle Associates 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 Associates 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;
==The Presidency==&lt;br /&gt;
&lt;br /&gt;
The President is publicly tracked, and is either an Associate, or empty.&lt;br /&gt;
If the Presidency is empty, each Associate has a publicly tracked Ballot, which may be either blank (the default) or any Associate with a share, and an Associate may change their own Ballot anytime. After the Presidency has been vacant for 24 hours, if Associates owning Quorum of all Shares have set their Ballot to the same Associate (the Candidate), and this has been true for all of the past 24 hours, anyone may appoint the Candidate as President.&lt;br /&gt;
&lt;br /&gt;
===Shares===&lt;br /&gt;
&lt;br /&gt;
Each Associate has a publicly tracked number of Shares, which defaults to the mean of all Player’s Shares, rounded down. The Share Price is publicly tracked and defaults to 5. Any Associate may Buy a Share as a Virtual Action by paying the Share Price in Credits, increasing the Share Price by 1, and reducing the Debt by 1, to a minimum of 0. The Guild may (and should), once a Day, resolve all Buy a Share virtual actions, and then, if none were resolved, reduce the Share Price by 1, to a minimum of 3. The Guild may not otherwise resolve Buy a Share actions.&lt;br /&gt;
&lt;br /&gt;
==Systems and Directors==&lt;br /&gt;
&lt;br /&gt;
The Guild operates in publicly tracked Systems, each identified by a unique flavour text name. Every System has a publicly tracked Director, which is a Associate, or vacant (it’s default). If a System’s Director is vacant, the President may choose another Associate who controls a Vessel in that System to be that System’s Director. If there are less than Quorum Systems, the Guild may create a new System, choosing a name from the [[List of Stars]].&lt;br /&gt;
&lt;br /&gt;
==Vessels==&lt;br /&gt;
&lt;br /&gt;
Each System has a publicly tracked list of Vessels in that System. Each Vessel has a publicly tracked Owner, which is the Associate or Guild who created that Vessel.&lt;br /&gt;
&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 Guild specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Associate, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Associates may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==Virtual Actions==&lt;br /&gt;
A Virtual Action is a type of action that the Guild performs on behalf of a Associate. A Associate may initiate a virtual action by privately communicating to the Guild their request to do so, along with any additional information needed to carry it out. The Guild 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 Associate, and indicate to the Associate that their action has succeeded.&lt;br /&gt;
&lt;br /&gt;
If a Virtual Action fails, the Guild should tell the Associate 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 Guild 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 Guild 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 Associate may cancel a pending Virtual Action by privately communicating to the Guild 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 Guild should publicly track the historical fact of the occurrence of that Virtual Action on behalf of the Associate who initiated that Virtual Action, using the Guild’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 Associate who initiated that Virtual Action.&lt;br /&gt;
==No Private Communication==&lt;br /&gt;
Associates 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 Associate 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 Associates (or people who are not yet Associates) also face the same restrictions if they intend to become an active Associate 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 Associates 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;
==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 Guild 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 Guild 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 Associate (other than the Guild) who authored at least one of those votable matters and set that Bounty Notice to closed.&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 Associate 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 Associate per day. A Daily Communal Action may still not be performed if another Associate has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Associate 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 Associate per week. A Weekly Communal Action may still not be performed if another Associate has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Associates.&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 Guild is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Associate&#039;s Effective Vote Comment with respect to a given Votable Matter is that Associate&#039;s Comment to that Votable Matter, if any, that contains that Associate&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Associate 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. Associates , as well as people who are not Associates 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 Associates 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. Associates are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Associate cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Associate has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Associate or the Guild where the performance of the action is defined using the phrase “on behalf of” another Associate. When such an action is performed, any gamestate changes are applied as if the latter Associate had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Associate, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Associates is half the number of Associates  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Associates it is referring to, it is referring to a Quorum of all Associates.&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 Guild.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Associates” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Associate 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 Associate 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 Guild to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Guild 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;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&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 Guild, 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 Associate’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Associate performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Associate may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Associate 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 Associate, if doing so would not require the correcting Associate to make any decisions on behalf of the original Associate.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Associates are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Associate to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Associate 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 Guild is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Associate becomes the Guild, that sentence changes to “The following Associate is the Guild: ” followed by that Associate’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Guild 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 Associates, and are flavour text for all purposes other than referencing Associates. If the Guild changes their name by proposal, the sentence in question is updated to reflect the new name of the Guild.&lt;br /&gt;
&lt;br /&gt;
The identity of the Guild is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Guild 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 Associate with such access. Only a Associate with such access may Enact that Votable Matter. If that Votable Matter does not name a Associate 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 Associate 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 Associate 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 Associate 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 Associate performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Associate performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Associate arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Associate must redo the Atomic Action; for that purpose, the Associate 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 Associate 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 Associate can spend or pay from only their own values, and a rule that allows Associates to transfer or pay a numeric value to another Associate only allows them to transfer that value from themselves to that other Associate (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 Associate 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 Associates 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 Guild (including secretly random selections), then that information may only be revealed by the Guild when the ruleset allows it. If a Associate should already know such a piece of information (in that the Guild has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Guild may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Associate or Guild who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Associate or the singular name of a Associate and that Associate (or the Associate with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Associates, or the list of names of Associates, and that Associate (or the Associate with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Associate 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), Associates may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Guild has voted DEFERENTIAL on a Proposal, they (and any other Associates who have voted DEFERENTIAL on it) are not considered to be a Associate 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 Associate 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;
* Associates 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 Associates with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Associate 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 Associate 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 Associate if it is explicitly stated that it refers to a Associate&#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 Associate&#039;s (or prospective Associate&#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 Associate’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Associates may Kick each other” and “Associates may not Kick each other on Tuesdays” exist, and it is Tuesday, Associates 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 “Associates may Punch a Spaceman on Friday” and “Associates may not Punch Spacemen on Friday”, then Associates 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 Associate may have another Associate as a Mentor. Associates 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 Associate 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 Associate requests a Mentor, or a new Associate has joined the game and has no Mentor, the Guild should select a Tenured Associate and ask them to take that Associate 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 Guild should announce it in a blog post. The Guild 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 Associate 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 Guild, any Associate who has been active in at least three previous dynasties may act as Guild 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 Associate 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 Associates .&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 “Associate” and “Guild”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Associate (Player)&lt;br /&gt;
* Guild (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>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Stars_background.png&amp;diff=34308</id>
		<title>File:Stars background.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Stars_background.png&amp;diff=34308"/>
		<updated>2026-06-02T20:26:34Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Originally __td_seamless_space_background_3_by_janisschmidt_ddv14fm.png from https://www.deviantart.com/janisschmidt/art/TD-Seamless-Space-Background-3-838180786

© 2020 - 2026 JanisSchmidt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Originally __td_seamless_space_background_3_by_janisschmidt_ddv14fm.png from https://www.deviantart.com/janisschmidt/art/TD-Seamless-Space-Background-3-838180786&lt;br /&gt;
&lt;br /&gt;
© 2020 - 2026 JanisSchmidt&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34285</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34285"/>
		<updated>2026-06-01T11:31:38Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - 01 June 2026&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game: ais523, Darknight, JonathanDark, Lawnomos and redtara&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/report_card Report Card]&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34284</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34284"/>
		<updated>2026-06-01T11:29:42Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - 01 June 2026&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game: ais523, Darknight, JonathanDark, Lawnomos and redtara&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34283</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34283"/>
		<updated>2026-06-01T11:29:29Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - 01 June 2026&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game: ais523, Darknight, JonathanDark, Lawnomos, redtara&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34282</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34282"/>
		<updated>2026-06-01T11:29:13Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - 01 June 2026&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game: ais523, Darknight, JonathanDark, Lawnomos&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34281</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34281"/>
		<updated>2026-06-01T11:28:47Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - 01 June 2026&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34280</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34280"/>
		<updated>2026-06-01T11:27:52Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Ascension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - &#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter of which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34279</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34279"/>
		<updated>2026-06-01T11:27:35Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Ascension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - &#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise and ending the dynasty after the end of Round 3, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34278</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34278"/>
		<updated>2026-06-01T11:26:49Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Ascension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - &#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
During Round 3, there was a general feeling that the rounds were taking long enough. Josh [https://blognomic.com/archive/one_more_shot_another_round proposed to change the conditions for victory] to be whoever was the Lead Defuser for the past two instances of Ending the Round rather than three, which may have positioned Josh to take the win at the end of Round 3 depending on the interpretation of the phrase &amp;quot;last two instances&amp;quot;, but if not, might have extended the dynasty to Round 4 or beyond depending on whether the Lead Defuser would have remained the same Defuser over the next Round.&lt;br /&gt;
&lt;br /&gt;
Instead, both JonathanDark and Lawnomos countered with a chop based on Expertise, JonathanDark [https://blognomic.com/archive/grading_on_a_curve1 proposing a linear chop] and Lawnomos [https://blognomic.com/archive/square_slices_of_the_pie proposing an exponential chop], the latter which was enacted. Following this, Desertfrog idled out due to blog inactivity before attempting Josh&#039;s design, in theory robbing Josh of potential Expertise for the chop, so Josh [https://blognomic.com/archive/snooze_equity proposed to earn the Expertise he would have had if Desertfrog had started and failed his Design]. This notion was rejected and a debate ensued in which Josh idled out. The resulting chop was between Darknight, JonathanDark, and Lawnomos. ais523 performed the Graduation action and [https://blognomic.com/archive/graduation Lawnomos won the chop and achieved victory].&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34273</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34273"/>
		<updated>2026-05-31T14:40:29Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Posts of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - &#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
*; Round 3&lt;br /&gt;
*:* [https://blognomic.com/archive/design_ngised Design ngiseD] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_nothing_fancy nothing Fancy] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_circling_the_drain Circling the Drain] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_tsar_bomba Tsar Bomba] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_a_lesson_in_repair A Lesson in Repair] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/color_clues The Colors are the Clue] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/defuse_not_refuse Defuse, not Refuse] (Lawnomos)&lt;br /&gt;
* [https://blognomic.com/archive/square_slices_of_the_pie Square slices of the pie] (Lawnomos)&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34272</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34272"/>
		<updated>2026-05-31T13:41:50Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;The Standard Safeguard Against Idle Snipers&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
If there is exactly one inComplete Design, then anyone may change the Claim of the Defuser who has had a blank Claim for longest (out of the Defusers who could legally change their own Claim to that Design’s Creator) to that Design’s Creator, where “for longest” is interpreted as counting only continuous periods of having a blank Claim that contain the present time, with ties resolved at random.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If the Round is 3, set the Round to 4, then perform the Graduation atomic action, then skip the remaining steps of Ending the Round.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
==Graduating==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked number named Low Grade and a publicly tracked number named High Grade. Low Grade and High Grade are publicly tracked in a separate table known as the Graduation Grade where the rows of the table are alphabetically sorted by Defuser name in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a Low Grade equal to 1 plus the High Grade of the Defuser preceding them in the Graduation Grade (or a Low Grade of 1 if there no Defuser preceding them), and a High Grade equal to that Defuser’s current Expertise squared plus the High Grade of the Defuser preceding them (or a High Grade equal to that Defuser’s current Expertise squared if there no Defuser preceding them).&lt;br /&gt;
&lt;br /&gt;
Graduation is an atomic action with the following steps:&lt;br /&gt;
* Roll DICEX, where X equals the High Grade of the Defuser in the last row of the Graduation Grade. The result of this roll is the Graduation Line.&lt;br /&gt;
* Select the Defuser from the Graduation Grade where the Graduation Line is between that Defuser’s Low Grade and High Grade inclusive.&lt;br /&gt;
* Make a blog post in the “Story Post” category detailing the result of the Graduation Line and the name of the selected Defuser. The selected Defuser has achieved victory.&lt;br /&gt;
&lt;br /&gt;
==Endgame==&lt;br /&gt;
&lt;br /&gt;
For the purpose of dynastic rules, Defusers who did not create a Design while the Round was 3 are not considered to be Defusers. (This does not affect who is considered to be a Defuser by core rules or the Appendix.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
==Low-Player Mode==&lt;br /&gt;
The Core Rule Dormancy is flavour text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34269</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34269"/>
		<updated>2026-05-30T12:40:04Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Building Blocks */ Enacted &amp;quot;[Building Blocks] Let us finish&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
If there is exactly one inComplete Design, then anyone may change the Claim of the Defuser who has had a blank Claim for longest (out of the Defusers who could legally change their own Claim to that Design’s Creator) to that Design’s Creator, where “for longest” is interpreted as counting only continuous periods of having a blank Claim that contain the present time, with ties resolved at random.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If the Round is 3, set the Round to 4, then perform the Graduation atomic action, then skip the remaining steps of Ending the Round.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
==Graduating==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked number named Low Grade and a publicly tracked number named High Grade. Low Grade and High Grade are publicly tracked in a separate table known as the Graduation Grade where the rows of the table are alphabetically sorted by Defuser name in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a Low Grade equal to 1 plus the High Grade of the Defuser preceding them in the Graduation Grade (or a Low Grade of 1 if there no Defuser preceding them), and a High Grade equal to that Defuser’s current Expertise squared plus the High Grade of the Defuser preceding them (or a High Grade equal to that Defuser’s current Expertise squared if there no Defuser preceding them).&lt;br /&gt;
&lt;br /&gt;
Graduation is an atomic action with the following steps:&lt;br /&gt;
* Roll DICEX, where X equals the High Grade of the Defuser in the last row of the Graduation Grade. The result of this roll is the Graduation Line.&lt;br /&gt;
* Select the Defuser from the Graduation Grade where the Graduation Line is between that Defuser’s Low Grade and High Grade inclusive.&lt;br /&gt;
* Make a blog post in the “Story Post” category detailing the result of the Graduation Line and the name of the selected Defuser. The selected Defuser has achieved victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
==Low-Player Mode==&lt;br /&gt;
The Core Rule Dormancy is flavour text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34266</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34266"/>
		<updated>2026-05-29T11:18:37Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Desertfrog has been idled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 31 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 30 || - || {{box|Ash|gray}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 45 || Josh || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Graduation Grade&lt;br /&gt;
|-&lt;br /&gt;
! Defuser        !! Low Grade !! High Grade&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 1    || 289&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 290  || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 1251 || 2150&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 2151 || 4175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 36 || - || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 290  || 1585&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34263</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34263"/>
		<updated>2026-05-28T22:53:16Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Graduating */ Enacted &amp;quot;Slightly more accurate squares&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
If there is exactly one inComplete Design, then anyone may change the Claim of the Defuser who has had a blank Claim for longest (out of the Defusers who could legally change their own Claim to that Design’s Creator) to that Design’s Creator, where “for longest” is interpreted as counting only continuous periods of having a blank Claim that contain the present time.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If the Round is 3, set the Round to 4, then perform the Graduation atomic action, then skip the remaining steps of Ending the Round.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
==Graduating==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked number named Low Grade and a publicly tracked number named High Grade. Low Grade and High Grade are publicly tracked in a separate table known as the Graduation Grade where the rows of the table are alphabetically sorted by Defuser name in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a Low Grade equal to 1 plus the High Grade of the Defuser preceding them in the Graduation Grade (or a Low Grade of 1 if there no Defuser preceding them), and a High Grade equal to that Defuser’s current Expertise squared plus the High Grade of the Defuser preceding them (or a High Grade equal to that Defuser’s current Expertise squared if there no Defuser preceding them).&lt;br /&gt;
&lt;br /&gt;
Graduation is an atomic action with the following steps:&lt;br /&gt;
* Roll DICEX, where X equals the High Grade of the Defuser in the last row of the Graduation Grade. The result of this roll is the Graduation Line.&lt;br /&gt;
* Select the Defuser from the Graduation Grade where the Graduation Line is between that Defuser’s Low Grade and High Grade inclusive.&lt;br /&gt;
* Make a blog post in the “Story Post” category detailing the result of the Graduation Line and the name of the selected Defuser. The selected Defuser has achieved victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34262</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34262"/>
		<updated>2026-05-27T15:49:59Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Claiming */ Enacted &amp;quot;Last One&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
If there is exactly one inComplete Design, then anyone may change the Claim of the Defuser who has had a blank Claim for longest (out of the Defusers who could legally change their own Claim to that Design’s Creator) to that Design’s Creator, where “for longest” is interpreted as counting only continuous periods of having a blank Claim that contain the present time.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If the Round is 3, set the Round to 4, then perform the Graduation atomic action, then skip the remaining steps of Ending the Round.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
==Graduating==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked number named Low Grade and a publicly tracked number named High Grade. Low Grade and High Grade are publicly tracked in a separate table known as the Graduation Grade where the rows of the table are alphabetically sorted by Defuser name in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a Low Grade equal to 1 plus the High Grade of the Defuser preceding them in the Graduation Grade, (0 if there is not such a Defuser), and a High Grade equal to that Defuser’s current Expertise squared plus the High Grade of the Defuser preceding them.&lt;br /&gt;
&lt;br /&gt;
Graduation is an atomic action with the following steps:&lt;br /&gt;
* Roll DICEX, where X equals the High Grade of the Defuser in the last row of the Graduation Grade. The result of this roll is the Graduation Line.&lt;br /&gt;
* Select the Defuser from the Graduation Grade where the Graduation Line is between that Defuser’s Low Grade and High Grade inclusive.&lt;br /&gt;
* Make a blog post in the “Story Post” category detailing the result of the Graduation Line and the name of the selected Defuser. The selected Defuser has achieved victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
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===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34261</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34261"/>
		<updated>2026-05-27T15:43:56Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Enacted &amp;quot;Square Slices of the Pie&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 36 || - || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 31 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 30 || - || {{box|Ash|gray}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 45 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Graduation Grade&lt;br /&gt;
|-&lt;br /&gt;
! Defuser        !! Low Grade !! High Grade&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 1    || 289&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 290  || 1585&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 1586 || 2546&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 2547 || 3446&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 3447 || 5471&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34260</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34260"/>
		<updated>2026-05-27T15:31:49Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;Square Slices of the Pie&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If the Round is 3, set the Round to 4, then perform the Graduation atomic action, then skip the remaining steps of Ending the Round.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
==Graduating==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked number named Low Grade and a publicly tracked number named High Grade. Low Grade and High Grade are publicly tracked in a separate table known as the Graduation Grade where the rows of the table are alphabetically sorted by Defuser name in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a Low Grade equal to 1 plus the High Grade of the Defuser preceding them in the Graduation Grade, (0 if there is not such a Defuser), and a High Grade equal to that Defuser’s current Expertise squared plus the High Grade of the Defuser preceding them.&lt;br /&gt;
&lt;br /&gt;
Graduation is an atomic action with the following steps:&lt;br /&gt;
* Roll DICEX, where X equals the High Grade of the Defuser in the last row of the Graduation Grade. The result of this roll is the Graduation Line.&lt;br /&gt;
* Select the Defuser from the Graduation Grade where the Graduation Line is between that Defuser’s Low Grade and High Grade inclusive.&lt;br /&gt;
* Make a blog post in the “Story Post” category detailing the result of the Graduation Line and the name of the selected Defuser. The selected Defuser has achieved victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34236</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34236"/>
		<updated>2026-05-18T22:16:41Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 36 || - || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || ais523 || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || JonathanDark (1st) || {{box|Pulse Meter|yellow}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || JonathanDark (2nd) || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34227</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34227"/>
		<updated>2026-05-17T13:29:33Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Enacted &amp;quot;Really, No Takebacks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || JonathanDark || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Darknight (3rd) || {{box|Pulse Meter|yellow}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || Darknight (2nd) || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34225</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34225"/>
		<updated>2026-05-16T10:36:55Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Claiming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || Darknight (3rd) || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Darknight (2nd) || {{box|Pulse Meter|yellow}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34224</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34224"/>
		<updated>2026-05-16T10:36:34Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Darknight (2nd) || {{box|Pulse Meter|yellow}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34223</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34223"/>
		<updated>2026-05-16T10:35:39Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;Defuse, not Refuse&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
If a Defuser’s claim has been empty continuously for the past 48 hours, anyone may set their Claim to the Creator of a randomly chosen Design which was created since the round most recently changed, and which is not Complete and for which they are not on the Defusers who Failed.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If there is a single Defuser whose Expertise is higher than every other Defuser, set the Lead Defuser to that Defuser, otherwise set the Lead Defuser to blank.&lt;br /&gt;
* If the Lead Defuser has been non-blank and has been set to the same Defuser during the most recent three instances of Ending the Round:&lt;br /&gt;
** Make a Story Post with the title “Graduation Announcement” and the text “X has graduated” in the body of that post, where X is the name of that Defuser and the body of that post does not contain the name of any other Defuser. This post created by performing this step is known as the Graduation Announcement.&lt;br /&gt;
** The Defuser named in the Graduation Announcement has achieved victory.&lt;br /&gt;
** Skip all remaining steps in this atomic action.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34220</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34220"/>
		<updated>2026-05-15T11:36:14Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Claiming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || Lawnomos || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || - || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34217</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34217"/>
		<updated>2026-05-14T22:25:12Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Darknight created a Design, and setting Darknight&amp;#039;s Claim to blank since it&amp;#039;s an idle Defuser who hasn&amp;#039;t created a Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || - || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34216</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34216"/>
		<updated>2026-05-14T22:24:05Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Claiming */ Enacted &amp;quot;Bomb School Drop-Out&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design or Refused that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design or Refused that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores half the number of Defusers who Refused that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser did not Refuse that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Refusing===&lt;br /&gt;
Refuse a Design is an action performed by posting a comment to a non-defused Design containing only the word “refusing” (capitalisation doesn’t matter). A Defuser may Refuse a Design if all of the following criteria are true:&lt;br /&gt;
* That Defuser has not performed Cutting a Wire on that Design, and&lt;br /&gt;
* That Defuser is not claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim has been blank for the past 72 hours is known as a Timid Defuser. If a non-defused Design was created at least 168 hours (7 days) ago, any Defuser or the Supervisor may make a comment to that Design containing the text “X is refusing”, where “X” is the name of a Timid Defuser who has not Cut a Wire on that Design and did not Refuse that Design, at which point that Timid Defuser is considered to have Refused that Design.&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
Any Defuser or the Supervisor may set a Defuser’s Claim to blank if that Defuser’s Claim is an idle Defuser who did not create a Design since the Round was most recently initialised or changed.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If there is a single Defuser whose Expertise is higher than every other Defuser, set the Lead Defuser to that Defuser, otherwise set the Lead Defuser to blank.&lt;br /&gt;
* If the Lead Defuser has been non-blank and has been set to the same Defuser during the most recent three instances of Ending the Round:&lt;br /&gt;
** Make a Story Post with the title “Graduation Announcement” and the text “X has graduated” in the body of that post, where X is the name of that Defuser and the body of that post does not contain the name of any other Defuser. This post created by performing this step is known as the Graduation Announcement.&lt;br /&gt;
** The Defuser named in the Graduation Announcement has achieved victory.&lt;br /&gt;
** Skip all remaining steps in this atomic action.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34215</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34215"/>
		<updated>2026-05-13T20:38:37Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Josh failed Lawnomos&amp;#039; Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || - || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34214</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34214"/>
		<updated>2026-05-13T18:49:22Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Chiiika has been idled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34213</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34213"/>
		<updated>2026-05-13T13:22:20Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Adding a Tool after gaining Expertise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} {{box|Probe|silver}}|| Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34212</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34212"/>
		<updated>2026-05-13T11:36:52Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Chiiika has failed JonathanDark&amp;#039;s Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34211</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34211"/>
		<updated>2026-05-13T11:33:37Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: My Claim is set to blank after a successful Defusal Check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 24 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 22 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 16 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}}{{box|Multimeter|blue}} {{box|Probe|silver}}  || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34208</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34208"/>
		<updated>2026-05-13T02:00:36Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Designs */ Enacted &amp;quot;Never defused ≠ unsafely defused&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design or Refused that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, and this Design is Defused, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design or Refused that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores half the number of Defusers who Refused that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser did not Refuse that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Refusing===&lt;br /&gt;
Refuse a Design is an action performed by posting a comment to a non-defused Design containing only the word “refusing” (capitalisation doesn’t matter). A Defuser may Refuse a Design if all of the following criteria are true:&lt;br /&gt;
* That Defuser has not performed Cutting a Wire on that Design, and&lt;br /&gt;
* That Defuser is not claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim has been blank for the past 72 hours is known as a Timid Defuser. If a non-defused Design was created at least 168 hours (7 days) ago, any Defuser or the Supervisor may make a comment to that Design containing the text “X is refusing”, where “X” is the name of a Timid Defuser who has not Cut a Wire on that Design and did not Refuse that Design, at which point that Timid Defuser is considered to have Refused that Design.&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If there is a single Defuser whose Expertise is higher than every other Defuser, set the Lead Defuser to that Defuser, otherwise set the Lead Defuser to blank.&lt;br /&gt;
* If the Lead Defuser has been non-blank and has been set to the same Defuser during the most recent three instances of Ending the Round:&lt;br /&gt;
** Make a Story Post with the title “Graduation Announcement” and the text “X has graduated” in the body of that post, where X is the name of that Defuser and the body of that post does not contain the name of any other Defuser. This post created by performing this step is known as the Graduation Announcement.&lt;br /&gt;
** The Defuser named in the Graduation Announcement has achieved victory.&lt;br /&gt;
** Skip all remaining steps in this atomic action.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34205</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34205"/>
		<updated>2026-05-12T14:53:48Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Claiming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Desertfrog || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34204</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34204"/>
		<updated>2026-05-12T14:53:15Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Lawnomos failed Desertfrog&amp;#039;s Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34203</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34203"/>
		<updated>2026-05-12T11:53:02Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Adding a Tool after having created a Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || - || {{box|Multimeter|blue}} {{box|Tape Measure|orange}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34202</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34202"/>
		<updated>2026-05-12T11:49:43Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Setting my Equipment now that my Claim is blank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || - || {{box|Multimeter|blue}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34201</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34201"/>
		<updated>2026-05-12T11:48:36Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: I failed Josh&amp;#039;s Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || - ||- || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34200</id>
		<title>The Eleventh Dynasty of ais523</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Eleventh_Dynasty_of_ais523&amp;diff=34200"/>
		<updated>2026-05-11T16:20:54Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Posts of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ais523_XI_banner.jpg|right|600px]]&lt;br /&gt;
&#039;&#039;&#039;04 April 2026 - &#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
&lt;br /&gt;
[https://blognomic.com/archive/time_to_defuse Time to Defuse]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Defusal School! This is a safe place for new Defusers to experiment and learn defusal in a safe environment – the bombs we use here are practice bombs, and they won’t kill or injure you (although if you do end up accidentally detonating some, expect to end up on the shameful list of Defusers Who Failed). We’re going to start with something very simple, with no tools but a wire cutter; but once you get the hang of those (or maybe even if you don’t), I imagine we’ll be moving on to more complex designs and a wider range of technique for dealing with them.&lt;br /&gt;
&lt;br /&gt;
You’ll also get the chance to come up with your own designs to challenge your fellow Defusers with. Try to prove you’re the best!&lt;br /&gt;
&lt;br /&gt;
Change “Trail” to “Supervisor” and “Settler” to “Defuser”. Keep zero of the existing dynastic rules. Remove the existing building blocks except for “Precondition Unidling”, and add “No Cooperation”. Set the gamestate tracking page to “Defusal School”.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Styles]]: Designer, Protective, Casual, Scam-Averse, Guarded, Instinctual, Obedient&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players create Designs which consist of a number of coloured wires, each having some secretly chosen effect. Other players then attempt to defuse those devices by cutting one wire at a time, with the designer revealing what, if anything, happens.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of the game: ais523, Automaticat, Darknight, Desertfrog, JonathanDark, Josh, Kevan and Lawnomos.&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of the game:&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
* [[Ruleset 248]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
&lt;br /&gt;
* [[Defusal School]]&lt;br /&gt;
* Design tracking posts:&lt;br /&gt;
*; Round 1&lt;br /&gt;
*:* [https://blognomic.com/archive/design_get_defusing Get defusing!] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_bomb_in_the_crawlspace Bomb in the crawlspace] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_for_living_ii Design for Living II] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_failsafe Failsafe] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_whats_in_box_12 What&#039;s in box #12] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/cut_the_red_wire_design Cut the Red Wire] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/rgb_design RGB] (Desertfrog)&lt;br /&gt;
*:* [https://blognomic.com/archive/i18n i18n] (Chiiika)&lt;br /&gt;
*; Round 2&lt;br /&gt;
*:* [https://blognomic.com/archive/design_the_first_boss_fight The First Boss Fight] (ais523)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_empty_column Empty Column] (ServusCallidus)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_two_bars Two Bars] (JonathanDark)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_lese_majeste Lèse-majesté] (Josh)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_double_cross Double Cross] (whirlingstars)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_l10n l10n] (Chiiika)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_snip_snip_boom Snip Snip Boom] (Lawnomos)&lt;br /&gt;
*:* [https://blognomic.com/archive/fresh_box_hold_the_anchovies Fresh box, hold the anchovies] (Darknight)&lt;br /&gt;
*:* [https://blognomic.com/archive/design_design_design_design &amp;lt;nowiki&amp;gt;[Design [Design] [Design [Design]]]&amp;lt;/nowiki&amp;gt;] (Desertfrog)&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/in_which_ais523_fights_against_the_appendix In which ais523 fights against the Appendix] (ais523) defined Designs as being made up of various types of Wires which could be cut, possibly using Tools&lt;br /&gt;
* [https://blognomic.com/archive/a_real_live_wire A Real Live Wire] (Kevan) allowed some wires to power others (and to lose power when cut)&lt;br /&gt;
* [https://blognomic.com/archive/experts_at_exploding Experts at Exploding] (Desertfrog) added Expertise scores&lt;br /&gt;
* [https://blognomic.com/archive/testing_circumstances Testing Circumstances] (Josh) added Test Chambers with various environmental conditions&lt;br /&gt;
* [https://blognomic.com/archive/wire_cut_timing Wire Cut Timing] (ais523) allowed players to optionally claim a Design that they wanted to work on alone&lt;br /&gt;
* [https://blognomic.com/archive/tools_of_the_trade3 Tools of the Trade] (JonathanDark) introduced a way to gather tools, and the first example: the Tracer&lt;br /&gt;
* [https://blognomic.com/archive/wire_out_of_place Wire Out of Place] (Kevan) added some constraints on how wires could be placed&lt;br /&gt;
* [https://blognomic.com/archive/round_window Round Window] (Kevan)&lt;br /&gt;
* [https://blognomic.com/archive/bomb_refusal Bomb Refusal] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/clingboom1 Clingboom] (Josh)&lt;br /&gt;
* [https://blognomic.com/archive/unconditional Unconditional] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/school_shenanigans School Shenanigans] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/getting_ready_for_round_2 Getting ready for round 2] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/running_out_of_time1 Running out of time] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/another_carrot_and_stick Another carrot and stick] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/todays_lesson_is_about Today&#039;s lesson is about...] (ServusCallidus)&lt;br /&gt;
* [https://blognomic.com/archive/top_of_the_class1 Top of the class] (JonathanDark)&lt;br /&gt;
* [https://blognomic.com/archive/in_for_the_assist In for the assist] (ais523)&lt;br /&gt;
* [https://blognomic.com/archive/accelerated_start Accelerated start] (ais523)&lt;br /&gt;
&lt;br /&gt;
{{to be completed}}&lt;br /&gt;
&lt;br /&gt;
===Core Amendments===&lt;br /&gt;
&lt;br /&gt;
* [https://blognomic.com/archive/the_mirror_meta The Mirror Meta] (Josh) added some guidance to the Community Guidelines&lt;br /&gt;
* [https://blognomic.com/archive/building_blocks_strategic_advice_vs_collaboration Strategic Advise vs Collaboration] (JonathanDark)&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34198</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34198"/>
		<updated>2026-05-11T03:33:26Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Submitted a Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Josh ||- || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34197</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34197"/>
		<updated>2026-05-11T03:29:34Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Oops, I can&amp;#039;t add a Tool since my Claim wasn&amp;#039;t empty at the start of the Round (this is true for everyone else as well)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 21 || Darknight || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Josh ||- || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34193</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34193"/>
		<updated>2026-05-10T02:55:08Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Adding a Tool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 15 || Darknight || {{box|Blindfold|black}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Josh || {{box|Multimeter|blue}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34192</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34192"/>
		<updated>2026-05-10T02:53:49Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Destroying Ash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 15 || Darknight || {{box|Blindfold|black}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Josh || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34191</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34191"/>
		<updated>2026-05-10T02:27:58Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Correcting Max Cost and Max Wires&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|3|lightblue}}&lt;br /&gt;
{{pill|Max Cost|18|yellow}}&lt;br /&gt;
{{pill|Max Wires|6|green}}&lt;br /&gt;
{{pill|Lesson|Repair|silver}}&lt;br /&gt;
{{pill|Lead Defuser|Josh|gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        ||  9 || JonathanDark || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || Chiiika || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 15 || Darknight || {{box|Blindfold|black}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || Josh || {{box|Ash|gray}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 26 || Lawnomos || {{box|Pulse Meter|yellow}} || Designing&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || Desertfrog || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Designing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus || 7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34186</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34186"/>
		<updated>2026-05-10T01:48:13Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Dynastic Rules */ Enacted &amp;quot;Accelerated Start&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design or Refused that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design or Refused that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores half the number of Defusers who Refused that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
* Each Defuser whose Claim is the Creator of this Design has their Claim set to blank.&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser did not Refuse that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Refusing===&lt;br /&gt;
Refuse a Design is an action performed by posting a comment to a non-defused Design containing only the word “refusing” (capitalisation doesn’t matter). A Defuser may Refuse a Design if all of the following criteria are true:&lt;br /&gt;
* That Defuser has not performed Cutting a Wire on that Design, and&lt;br /&gt;
* That Defuser is not claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim has been blank for the past 72 hours is known as a Timid Defuser. If a non-defused Design was created at least 168 hours (7 days) ago, any Defuser or the Supervisor may make a comment to that Design containing the text “X is refusing”, where “X” is the name of a Timid Defuser who has not Cut a Wire on that Design and did not Refuse that Design, at which point that Timid Defuser is considered to have Refused that Design.&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim is blank may set their Claim to the Creator of any inComplete Design created since the Round most recently changed, unless three other Defusers also have their Claim set to that value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If there is a single Defuser whose Expertise is higher than every other Defuser, set the Lead Defuser to that Defuser, otherwise set the Lead Defuser to blank.&lt;br /&gt;
* If the Lead Defuser has been non-blank and has been set to the same Defuser during the most recent three instances of Ending the Round:&lt;br /&gt;
** Make a Story Post with the title “Graduation Announcement” and the text “X has graduated” in the body of that post, where X is the name of that Defuser and the body of that post does not contain the name of any other Defuser. This post created by performing this step is known as the Graduation Announcement.&lt;br /&gt;
** The Defuser named in the Graduation Announcement has achieved victory.&lt;br /&gt;
** Skip all remaining steps in this atomic action.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
* Create a list of all Defusers in random order, then set each Defuser’s Claim to the Defuser below them on the list (wrapping round from the end to the start if necessary).&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || If the Round is at least 3, any Defuser or the Supervisor may remove this sentence, otherwise the rest of the text in this Effect is flavor text. For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34180</id>
		<title>Defusal School</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Defusal_School&amp;diff=34180"/>
		<updated>2026-05-08T19:24:32Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: Desertfrog failed whirlingstars&amp;#039; Design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pill|Round|2|lightblue}}&lt;br /&gt;
{{pill|Max Cost|15|yellow}}&lt;br /&gt;
{{pill|Max Wires|5|green}}&lt;br /&gt;
{{pill|Lesson|Power|silver}}&lt;br /&gt;
{{pill|Lead Defuser| - |gold}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Use {{box| X | Y }} to display equipment, where X is the equipment name and Y is a color for it. --&amp;gt;&lt;br /&gt;
! Defuser        !! Expertise !! Claim !! Equipment !! Status&lt;br /&gt;
|-&lt;br /&gt;
| Chiiika        || 0 || - || {{box|Pulse Meter|yellow}}{{box|Tracer|red}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Darknight      || 17 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Desertfrog     || 9 || - || - || Ready&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   || 13 || - || {{box|Ash|gray}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Josh           || 19 || - || {{box|Pulse Meter|yellow}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| Lawnomos       || 13 || - || {{box|Pulse Meter|yellow}} {{box|Solder|brown}} {{box|Tracer|red}} {{box|Ejector Seat|green}} || Ready&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
| Automaticat    || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          || 0 || - || - || Designing&lt;br /&gt;
|-&lt;br /&gt;
| ServusCallidus ||  7 || ais523 || {{box|Blindfold|black}} || Ready&lt;br /&gt;
|-&lt;br /&gt;
| whirlingstars  || 4 || Josh || {{box|Ash|gray}} || Ready&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34176</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=34176"/>
		<updated>2026-05-08T12:23:37Z</updated>

		<summary type="html">&lt;p&gt;JonathanDark: /* Designs */ Enacted &amp;quot;Reinstating the Designs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Core Rules =&lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Defusers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the &amp;quot;core rules&amp;quot; of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Defuser may update it to do so.&lt;br /&gt;
&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Defusal School]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.&lt;br /&gt;
&lt;br /&gt;
== Defusers ==&lt;br /&gt;
A human with access to the blog who is not already a Defuser may make a blog post making clear their wish to be a Defuser (plural form Defusers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Defuser. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)&lt;br /&gt;
&lt;br /&gt;
Some Defusers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Defusers who wish to become Admins should submit a Proposal or CfJ to that effect. An Admin may make a blog post clearly stating their wish to resign under this rule. In response, any Admin may remove them from their post as Admin.&lt;br /&gt;
&lt;br /&gt;
A Defuser may cease to be a Defuser at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Defuser in this way may not become a Defuser again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Defusers ===&lt;br /&gt;
A Defuser may be either Active or Idle. A Defuser is only Active if their name is on the list of currently active Defusers in the Sidebar; otherwise they are Idle.&lt;br /&gt;
&lt;br /&gt;
A Defuser may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Defuser Idle if that Defuser has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Defuser has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.&lt;br /&gt;
&lt;br /&gt;
For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Defusers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Defusers are not counted as Defusers. The combined term “Idle Defusers” can be used to refer to Defusers who are Idle even in Proposals or rules that do not treat them as Defusers, and any Votable Matter that specifically refers to a named Idle Defuser can affect them as if they were Active. Idle admins may act as Admins as if they were Active.&lt;br /&gt;
&lt;br /&gt;
An Admin may make a Defuser Active if that Defuser is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Defuser who would become Active has become Idle within the past 48 hours (2 days), and within the current Dynasty. Admins who are making any Defuser Active should highlight the changed status of the relevant Defuser and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.&lt;br /&gt;
&lt;br /&gt;
When a Defuser is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Defuser Idled in a different Dynasty), the Defuser is given the default value for new Defusers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
When a Defuser becomes idle due to inactivity, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Defuser during the current and subsequent dynasty.&lt;br /&gt;
&lt;br /&gt;
===Dormancy===&lt;br /&gt;
If there are fewer than four Active Defusers (not including the Supervisor), then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
===Recusants===&lt;br /&gt;
An Idle Defuser may post or vote on a Proposal or CfJ provided that it does not, even conditionally, create, repeal, change, or amend dynastic rules or gamestate defined by dynastic rules (apart from idling or unidling Defusers), or uphold, revert, or reject Dynastic Actions. An Idle Defuser who makes or votes upon such a Proposal or CfJ is, for the purposes of that Proposal or CfJ, a Recusant. When resolving a Proposal or CfJ, all Idle Defusers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Defusers.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==&lt;br /&gt;
BlogNomic is divided into a number of &#039;&#039;&#039;Dynasties&#039;&#039;&#039;. Each Dynasty may be headed by a single Defuser, known as the Supervisor. If there is no Supervisor, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Defuser may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out. &lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum and the Supervisor has posted an Ascension Address during this Interregnum, then Proposals may be submitted as if the game was not in Hiatus.&lt;br /&gt;
If the game is in an Interregnum, Proposals may be submitted and resolved as if the game was not in Hiatus provided they do not change the Dynastic Rules or Gamestate defined by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Supervisor is not a Defuser.&lt;br /&gt;
&lt;br /&gt;
Each Dynasty is tracked by a number. The current Dynasty Number is 248.&lt;br /&gt;
&lt;br /&gt;
The following Defuser is the Supervisor: &amp;quot;ais523&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Defusers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
===Votes===&lt;br /&gt;
Each Defuser may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Defuser‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Defuser never has a Vote, even if they were a Defuser previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Defuser other than the Supervisor casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Supervisor. When the Supervisor has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Supervisor’s Vote for the purposes of other rules unless otherwise specified. When the Supervisor themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Popular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. &lt;br /&gt;
&lt;br /&gt;
A Votable Matter is &#039;&#039;&#039;Unpopular&#039;&#039;&#039; if any of the following are true:&lt;br /&gt;
* The number of Defusers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by dynastic or Building Blocks rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable Matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a Votable Matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a Votable Matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A Votable Matter may not be resolved except as directed by the ruleset, and the status of a resolved Votable Matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of Votable Matter (as well as any other considerations regarding the legality of the Votable Matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:&lt;br /&gt;
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.&lt;br /&gt;
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.&lt;br /&gt;
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Defuser may submit a &#039;&#039;&#039;Proposal&#039;&#039;&#039; to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Defuser already has 2 Proposals pending or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
=== Special Proposal Voting ===&lt;br /&gt;
&lt;br /&gt;
When a Defuser casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, even if the author later changes their Vote. The Supervisor may use VETO as a voting icon to cast a Vote on a Proposal; when the Supervisor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Supervisor later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
=== Resolution of Proposals ===&lt;br /&gt;
&lt;br /&gt;
The oldest Pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
* It has been open for voting for at least 24 hours.&lt;br /&gt;
* It has not been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
The oldest Pending Proposal may be &#039;&#039;&#039;Failed&#039;&#039;&#039; by any Admin, if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It has been Vetoed or Withdrawn.&lt;br /&gt;
&lt;br /&gt;
If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Defuser A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
Any Defuser or idle Defuser may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. Calls for Judgement are intended to be used only to resolve disagreements about the interpretation of the Ruleset, to address aspects of the game that need urgent attention, or to address mistakes in gamestate tracking. If a CfJ is used for other purposes, this does not cause the CfJ to become invalid, but Defusers are encouraged (but not required) to vote AGAINST such CfJs.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL on a CfJ is never considered a valid vote.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify corrections to any gamestate-tracking entities.&lt;br /&gt;
&lt;br /&gt;
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.&lt;br /&gt;
&lt;br /&gt;
This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==&lt;br /&gt;
&lt;br /&gt;
If a Defuser (other than the Supervisor) believes that they have achieved victory in the current Dynasty, they may make a &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.&lt;br /&gt;
&lt;br /&gt;
A Defuser’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. A vote of DEFERENTIAL on a DoV is never considered a valid vote. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Defuser may be made unidle, and no new player joining requests may be administered.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Enacted by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has a FOR Vote from every Defuser.&lt;br /&gt;
* It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Defuser who posted the DoV becomes Supervisor, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. When a DoV is enacted then all game actions that led up to it are considered to be upheld.&lt;br /&gt;
&lt;br /&gt;
If the game is in an Interregnum then the new Supervisor must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Supervisor’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:&lt;br /&gt;
* New dynasty-specific terms as outline in the rule “Synonyms”&lt;br /&gt;
* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)&lt;br /&gt;
* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section&lt;br /&gt;
* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”&lt;br /&gt;
* The Supervisor’s Imperial Style, which if specified is a set of nonbinding guidelines that the Supervisor is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].&lt;br /&gt;
&lt;br /&gt;
If it has not been done since the most recent posting of an Ascension Address, the Supervisor or any Defuser (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:&lt;br /&gt;
* Create a wiki page called “Ruleset X” where X is the current Dynasty Number, and replace that page’s contents with a copy of the current ruleset (replacing its contents if it already exists).&lt;br /&gt;
* Increase the current Dynasty Number by 1&lt;br /&gt;
* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.&lt;br /&gt;
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.&lt;br /&gt;
* Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number&lt;br /&gt;
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.&lt;br /&gt;
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.&lt;br /&gt;
&lt;br /&gt;
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
The following are BlogNomic’s rules of &#039;&#039;&#039;fair play&#039;&#039;&#039;. If any of these rules are found to have been broken, or if a Defuser’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Defusers should vote against any DoV that relies on having broken a fair play rule.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one non-Idle Defuser within BlogNomic, and should announce publicly if they control both a non-Idle Defuser and any Idle Defusers. This extends to exerting full control over the actions of another Defuser, defined here as the controlled Defuser’s game behavior being functionally indistinguishable from if the controlling Defuser was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Defuser should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.&lt;br /&gt;
* A Defuser should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* A Defuser should not edit their own blog comments once posted, nor those of any other Defuser.&lt;br /&gt;
* A Defuser should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.&lt;br /&gt;
* A Defuser should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Defuser should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).&lt;br /&gt;
* A Defuser should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Defuser must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Defuser should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Defuser should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Defuser to achieve victory. For the purposes of this bullet point, such a scam is one in which rules from one or more of these sections of the ruleset are used to achieve victory in a manner that does not have a dependency on a specific set of dynastic rules.&lt;br /&gt;
* A Defuser should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.&lt;br /&gt;
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Defuser or Defusers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:&lt;br /&gt;
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.&lt;br /&gt;
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.&lt;br /&gt;
&lt;br /&gt;
All Defusers and idle Defusers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Defusers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
A Design is a 3x3 grid of cells. Each cell of a Design has an address (a concatenation of its row, numbered 1-3 from top to bottom, and its column, labelled A-C from left to right). Each Cell may contain one or zero Components. Each Design has a Creator, who is the Defuser, idle Defuser or Supervisor who created it, and a list of Defusers Who Failed, which is a list of names of Defusers and Idle Defusers that is initially empty (and is tracked in the comments to that Design’s Story Post).&lt;br /&gt;
&lt;br /&gt;
The Components that may be used in a Design are: Wires and Payload. Each Wire must be defined as per the rule Wire Types. A Payload requires no further definition and may be included in a Design at no further cost.&lt;br /&gt;
&lt;br /&gt;
The Cost of a Design is calculated as the total Cost of its Wires. The Cost of a Design at the time it is created may not exceed the Max Cost of the Round it is made in; nor may it have more Wires than the Max Wires of the round in which it is made. Max Cost and Max Wires are publicly tracked numbers, calculated as follows: Max Cost is 9 plus three times the Round, and Max Wires is 3 plus the Round.&lt;br /&gt;
&lt;br /&gt;
Creating a Design is an action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* For each cell of their Design, select one or zero Components. A Design must have at least one Payload, and each Wire must be placed in a legally compliant cell.&lt;br /&gt;
* Privately communicate their Design to the Supervisor, along with a legal sequence of Cut actions that would (if Processed) safely defuse that Design.&lt;br /&gt;
* Create a Story Post (starting with the word “Design” in the title or having the text “[Design]” in the title), listing the Wires and the number of Payloads with their cell addresses within the design (specifying each Wire’s colour, but leaving the Types and Outputs secret). This Story Post is considered to be the Design’s Story Post, and is used to track the Design.&lt;br /&gt;
&lt;br /&gt;
A Design is considered to be defused if all its Wires are Broken, and to have been defused “safely” if it has been defused, and no Effects of Unsafe Types of that Design’s Wires were applied since the last time all its Wires were Uncut.&lt;br /&gt;
&lt;br /&gt;
If all the Wires of a Design are Broken, or all Defusers other than the creator of that Design have either Failed that Design or Refused that Design, the Supervisor or the Creator of that Design should at their earliest convenience perform a Defusal Check, which is an atomic action with the following steps:&lt;br /&gt;
&lt;br /&gt;
* If no Defuser has yet scored from this Design, the Defuser who most recently Cut a Wire of this Design scores 1 and if the Design was made by the Supervisor, they then score 1 again.&lt;br /&gt;
* If that Design was not safely defused since the last time all its Wires were Uncut, and if this step has been performed at least five times for that Design with the same Defuser claiming that Design each time, add that Defuser to that Design’s list of Defusers Who Failed.&lt;br /&gt;
* If that Design was defused, but not safely since the last time all of the Wires in that Design were set to Uncut, set the State of all Wires in that Design to Uncut by commenting on that Design that the bomb was defused unsafely and has been reset.&lt;br /&gt;
* If that Design has never been defused safely, and there is at least one Defuser other than the creator of that Design who has not yet Failed that Design or Refused that Design, skip the remaining steps of this action.&lt;br /&gt;
* If that Design was defused safely:&lt;br /&gt;
** The Defuser who most recently Cut a Wire of this Design scores an amount determined by the Scoring Scale for this Design.&lt;br /&gt;
** The Defuser (if any) who was most recently added to this Design’s list of Defusers Who Failed during a Process a Wire action scores half the amount specified by the Scoring Scale.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores the number of Defusers Who Failed on that Design.&lt;br /&gt;
* The Creator of that Design (if they are not the Supervisor) scores half the number of Defusers who Refused that Design.&lt;br /&gt;
* Post a comment on that Design, specifying the Type and Output of each Wire in that Design, and (if the Design was not defused safely) specifying a sequence of Wires which would (if Cut and Processed) have defused that Design from its initial state. From this point onwards, no further Defusal Checks may be performed on this Design (this status is known as the Design being “Complete”, and is tracked by this comment).&lt;br /&gt;
&lt;br /&gt;
===Wire Types===&lt;br /&gt;
Each Wire has the following variables:&lt;br /&gt;
* a Color (which can be White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, or Black), which is tracked in its Design’s Story Post, and must be the only wire of this Color within the Design, and cannot be changed once the Wire is created;&lt;br /&gt;
* a State (which can be Broken, Active, or Uncut, and is initially Uncut when that Design is created), which is tracked in the comments to the Design&#039;s Story Post; and&lt;br /&gt;
* a Type (which has one of the values listed in the rule &amp;quot;Wire Types&amp;quot;), which is Sealed information, tracked secretly both by the Supervisor and by that Design&#039;s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
* an Output (which can be another Wire in the same Design, or nothing, defaulting to nothing), which is Sealed information, tracked secretly both by the Supervisor and by that Design’s Creator, and cannot be changed once the Wire is created.&lt;br /&gt;
&lt;br /&gt;
The table below is a list of the legal Types of Wire, and the Category, Cost, Safety and Effect of each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Category !! Cost !! Safety !! Expected Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dummy || Mechanism || 1 (-1 if Green) || Safe || - || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Inhibitor || Mechanism || 2 || Safe || Diagonally adjacent to its Output || No immediate effect when Processed.&lt;br /&gt;
|-&lt;br /&gt;
| Repair || Mechanism || 2 || Safe || Orthogonally adjacent to its Output || This Wire’s Output becomes Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor || Mechanism || 3 || Safe || - || The next time one of this Design’s Wires is Processed, its Effect is not applied.&lt;br /&gt;
|-&lt;br /&gt;
| Electrified || Destructive || 5 || Unsafe || In row 1 or 3, and/or in column A or C. || Replace a random Tool in the Equipment of the Defuser who Cut this Wire with Ash, unless there are no such Tools.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger || Explosive || 5 || Unsafe || Orthogonally adjacent to all Payloads || Make a comment stating that the bomb explodes. The Defuser who Cut this Wire is added to the list of Defusers Who Failed for this Design, and all of this Design’s Wires become Uncut (in effect, allowing other Defusers to try on another bomb of the same Design).&lt;br /&gt;
|-&lt;br /&gt;
| Fuse || Explosive || 6 || Unsafe || Diagonally adjacent to all Payloads || The next time one of this Design’s Wires is Processed, that Wire is treated as though its Type were Trigger rather than its actual Type, regardless of that Wire’s position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the above Effects, &amp;quot;the Defuser who Cut this Wire&amp;quot; refers specifically to the Defuser who most recently Cut it.&lt;br /&gt;
&lt;br /&gt;
While a Wire that is the Output of at least one Broken Power Wire or is the Output of at least one Unbroken Inhibitor Wire is being Processed, its Effect is not applied.&lt;br /&gt;
&lt;br /&gt;
A Wire’s Cost is normally equal to the cost of its Type. However, if a Wire’s Type has one or more Expected Positions, then that Wire is more cost-effective to place in those Positions in the list of Parts than in other positions: the Cost of the Wire is increased by 3 if it is not in any of its Expected Positions.&lt;br /&gt;
&lt;br /&gt;
== Cutting Wires ==&lt;br /&gt;
A Defuser may Cut a particular Wire of a non-defused Design at any time that all of the following conditions hold:&lt;br /&gt;
* That Wire is Uncut, and&lt;br /&gt;
* That Defuser is claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser did not Refuse that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
When a Defuser Cuts a Wire, that Wire becomes Active. For each Wire, the time at which it was most recently Cut is known as its Cut Time. If multiple Wires are Cut in the same comment, the Cut Time of Wires that were Cut earlier in the comment is considered to be earlier than the Cut Time of Wires that were cut later in the comment.&lt;br /&gt;
&lt;br /&gt;
A Defuser Cuts a Wire by posting a comment to that Wire’s Design’s Story Post stating that the Defuser is Cutting a Wire and specifying the color and/or position of that Wire (e.g. “I cut the red wire”  or “I cut the wire at 1a”) and optionally a Tool in that Defuser’s Equipment to be used with that Cutting of that Wire (e.g. “I cut the red wire with my Tracer”). Defusers must not post such comments except when taking the action of Cutting a Wire. It is not necessary to explicitly say “and the wire becomes active” in addition to the comment that Cuts the Wire; this change to tracking is considered to be implicit in the comment made when cutting the Wire. Where a single blog comment contains multiple valid attempts to perform a Cut action, each Cut action after the first is only considered to have occurred after the Cut action above it has been Processed.&lt;br /&gt;
&lt;br /&gt;
If a Design contains any Active Wires, any person who is tracking that Design&#039;s Wire&#039;s Types (i.e. either that Design&#039;s Creator or the Supervisor) may (and is encouraged to) Process a Wire, which is an action performed using the following steps:&lt;br /&gt;
# Out of the Active Wires in that Design, identify the one with the least recent Cut Time;&lt;br /&gt;
# Set that Wire to be Broken;&lt;br /&gt;
# If a Tool was used when that Wire was most recently Cut, apply the Effect of that Tool to that Wire;&lt;br /&gt;
# Apply the Effect of that Wire&#039;s Type;&lt;br /&gt;
# Make a comment to that Design&#039;s Story Post, stating any changes that occurred to publicly tracked gamestate and to gamestate tracked in that Design&#039;s Story Post or its Comments.&lt;br /&gt;
Such an action follows the same rules as an Atomic Action except that all comments made during this action are combined into a single comment, and the gamestate tracking wiki page need not be updated during the action (instead, variables tracked on that page are considered to be updated when the comment in the last step is made, and if necessary the wiki tracker should be updated to reflect the new gamestate after the action is complete).&lt;br /&gt;
&lt;br /&gt;
If an Effect affects future actions rather than applying immediately (e.g. the Effect of Suppressor), this information is not revealed publicly, but instead is used to modify future Process a Wire actions. The fact that a future action should be modified is not explicitly tracked, but rather is determined by reference to other gamestate variables (specifically the Types of each Wire on that Design and the history of Process a Wire actions on that Design, with the latter being tracked in the comments to that Design&#039;s Story Post).&lt;br /&gt;
&lt;br /&gt;
===Refusing===&lt;br /&gt;
Refuse a Design is an action performed by posting a comment to a non-defused Design containing only the word “refusing” (capitalisation doesn’t matter). A Defuser may Refuse a Design if all of the following criteria are true:&lt;br /&gt;
* That Defuser has not performed Cutting a Wire on that Design, and&lt;br /&gt;
* That Defuser is not claiming that Design, and&lt;br /&gt;
* That Defuser is not on the list of Defusers Who Failed for that Design, and&lt;br /&gt;
* That Defuser is not the Creator of that Design.&lt;br /&gt;
&lt;br /&gt;
A Defuser whose Claim has been blank for the past 72 hours is known as a Timid Defuser. If a non-defused Design was created at least 168 hours (7 days) ago, any Defuser or the Supervisor may make a comment to that Design containing the text “X is refusing”, where “X” is the name of a Timid Defuser who has not Cut a Wire on that Design and did not Refuse that Design, at which point that Timid Defuser is considered to have Refused that Design.&lt;br /&gt;
&lt;br /&gt;
===Claiming===&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Claim, which is either blank (the default) or another Defuser or idle Defuser.&lt;br /&gt;
&lt;br /&gt;
For each Design that was not safely defused, out of the Defusers whose Claim is set to that Design’s Creator, the Defuser whose Claim changed least recently is said to be “claiming” that Design (other Defusers whose Claim is that value are not “claiming” that design). If there are no such Defusers, or if the Design is defused, then nobody is claiming that Design. If multiple Defusers have their Claim set to the same non-blank value, the gamestate tracking page should indicate the relative order of the times at which those values were set.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is not claiming a Design, at any time that Defuser may set their own Claim to any legal value.&lt;br /&gt;
&lt;br /&gt;
If a Defuser is claiming a Design that has had no Active Wires at any point in the last 48 hours, and has been claiming that Design continuously for the past 48 hours, anyone may add that Defuser to the list of Defusers Who Failed for that Design. If a Defuser is claiming a Design for which that Defuser is on the list of Defusers Who Failed, anyone may set that Defuser’s Claim to blank.&lt;br /&gt;
&lt;br /&gt;
==Rounds and Scoring==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Expertise, an integer (which could be positive, negative, or zero), and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly tracked Round, a number.&lt;br /&gt;
&lt;br /&gt;
The Lead Defuser is either blank or the name of a Defuser, defaulting to blank, and is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
When a Defuser “scores” a number, that Defuser’s Expertise is increased by that number times the Round, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
If a Defuser has not created a Design since the Round was most recently initialised or changed, that Defuser may create a Design. The Supervisor may Create Designs as if they were a Defuser.&lt;br /&gt;
&lt;br /&gt;
If every Defuser has created a Design since the Round was most recently initialised or changed, and all those Designs are Complete, then any Defuser or the Supervisor may perform Ending the Round, which is an atomic action with the following steps:&lt;br /&gt;
* If there is a single Defuser whose Expertise is higher than every other Defuser, set the Lead Defuser to that Defuser, otherwise set the Lead Defuser to blank.&lt;br /&gt;
* If the Lead Defuser has been non-blank and has been set to the same Defuser during the most recent three instances of Ending the Round:&lt;br /&gt;
** Make a Story Post with the title “Graduation Announcement” and the text “X has graduated” in the body of that post, where X is the name of that Defuser and the body of that post does not contain the name of any other Defuser. This post created by performing this step is known as the Graduation Announcement.&lt;br /&gt;
** The Defuser named in the Graduation Announcement has achieved victory.&lt;br /&gt;
** Skip all remaining steps in this atomic action.&lt;br /&gt;
* Increase the Round by 1.&lt;br /&gt;
* Set the Lesson to a Wire Type randomly chosen from the Wire Types with a Cost 2 or greater.&lt;br /&gt;
&lt;br /&gt;
Any Designs that were posted while the Round was 1 are considered Complete, and Defusal Checks cannot be performed on them.&lt;br /&gt;
&lt;br /&gt;
===Scoring Scale===&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale determines the amount a Defuser scores. In the rules for the Scoring Scale, “Failed” for a Design is the number of entries in the list of Defusers Who Failed that is publicly tracked in that Design at the moment that the score is determined.&lt;br /&gt;
&lt;br /&gt;
The Scoring Scale for a Design is:&lt;br /&gt;
&lt;br /&gt;
* score = 2 if Failed = 0 or 1&lt;br /&gt;
* score = 1.5 if Failed = 2 or 3&lt;br /&gt;
* score = 1 if Failed = 4 or 5&lt;br /&gt;
* score = 0.5 if Failed &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Each Defuser has a publicly tracked Equipment which is either empty or a list of Tools (defaulting to empty). A Defuser whose Claim is empty may set their Equipment to any value that contains no more than 1 Tool. A Defuser whose Claim is empty and who has not performed this action since they last gained Expertise or created a Design may add 1 Tool to their Equipment. An Ejector Seat cannot be added this way, except by a Defuser who has created a Design since the Round became 2.&lt;br /&gt;
&lt;br /&gt;
A Tool is one of the following, where each Tool has an Effect that is applied to a Defuser who has that Tool in their Equipment. For a Tool whose Effects apply to a Wire in a Design or to a Design itself (and not to another Defuser), the Effect of that Tool is only triggered for a Design if the Defuser who initiated that Effect was claiming that Design at that moment the Effect was triggered, otherwise the Effect of that Tool is ignored:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tool !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ash || You may not add Tools to your Equipment. If you have had Ash in your equipment continuously since the Round was last changed, you may destroy this Ash.&lt;br /&gt;
|-&lt;br /&gt;
| Tracer || If that Wire is the output of at least one non-Broken Power Wire, its Effect is not applied during this Process a Wire action; instead, destroy one of that Defuser’s Tracers and set one secretly random such Power Wire to be Broken.&lt;br /&gt;
|-&lt;br /&gt;
| Blindfold || The Effects of non-Blindfold Tools do not apply to you, and you cannot use non-Blindfold Tools to Cut Wires. If you would score 1 from a Defusal Check on a Design you did not Create, you instead score 2.&lt;br /&gt;
|-&lt;br /&gt;
| Solder || You can spend one Solder in your Equipment (by destroying it) to cause a Broken Wire in the Design you are claiming to become Uncut.&lt;br /&gt;
|-&lt;br /&gt;
| Insulated Cutter || If that Wire’s Type is Destructive, then during this Process a Wire action, it does not change any of your tracked variables (but its effect is still applied in other respects).&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Meter || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is a Dummy, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Ejector Seat || You can spend one Ejector Seat in your Equipment (by destroying it) to change another Defuser’s Claim to the Design you are currently Claiming (as long as that Defuser is not currently Claiming a Design), then change your own Claim to blank.&lt;br /&gt;
|-&lt;br /&gt;
| Probe || For each Design, in response to your first request in that Design’s tracking post’s comments to learn the Category of the Type of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request. If that Category is not “Mechanism”, all Probes in your Equipment are destroyed when the Supervisor answers the request.&lt;br /&gt;
|-&lt;br /&gt;
| Multimeter || If the Round is at least 3, any Defuser or the Supervisor may remove this sentence, otherwise the rest of the text in this Effect is flavor text. For each Design, in response to your first request in that Design’s tracking post’s comments to learn what the Output is of a particular Wire of that Design, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request.&lt;br /&gt;
|-&lt;br /&gt;
| Tape Measure || For each Design, In response to your first request in that Design’s tracking post’s comments to learn whether or not a particular Wire of that Design is in an Expected Position for that wire, the Supervisor or Creator of the Design may (and should at their earliest convenience) truthfully answer the request (if the Wire has no Expected Position, it is not in an Expected Position). This effect is flavour text if the Round is 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Defuser who has one or more Tools in their Equipment is said to have those Tools. Destroying a Defuser’s Tool removes it from that Defuser’s Equipment.&lt;br /&gt;
&lt;br /&gt;
When applying a Tool’s Effect, each reference to “that Wire” in that Effect is the Wire upon which that Tool’s Effect is being applied, and each reference to “that Defuser” in that Effect refers to the Defuser who most recently Cut that Wire with that Tool.&lt;br /&gt;
&lt;br /&gt;
==Pranking==&lt;br /&gt;
&lt;br /&gt;
Defuser have a Status, which is publicly tracked. Defusers can be Designing, or Ready, and these are Statuses. Defusers who have not yet submitted a Design since the Round last changed are always Designing, and only they can be Designing. All other Defusers are Ready. When a Defuser submits a Design, they become Ready.&lt;br /&gt;
&lt;br /&gt;
Non-Designing Defusers can set their Status to any other Non-Designing Status.&lt;br /&gt;
&lt;br /&gt;
==Lesson==&lt;br /&gt;
&lt;br /&gt;
The current Lesson is a publicly tracked variable, which can only be Wire Types. The Cost of Wires with a Type of the current Lesson is 0 instead of any other Cost, only for the Supervisor. Designs that the Supervisor creates must contain at least one Wire with the current Lesson’s Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#bbb;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building Blocks =&lt;br /&gt;
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.&lt;br /&gt;
&lt;br /&gt;
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a Votable Matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.&lt;br /&gt;
&lt;br /&gt;
When a Supervisor specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section.&lt;br /&gt;
&lt;br /&gt;
Whenever the text of a Building Block rule is changed in the ruleset, or a new Building Block rule is added to the ruleset, those changes are also made to the [[Building Blocks]] page of the wiki.&lt;br /&gt;
&lt;br /&gt;
==Precondition Unidling==&lt;br /&gt;
&lt;br /&gt;
A Proposal that would (if adopted) amend the dynastic ruleset or dynastic gamestate, and that was submitted by an idle Defuser, is known as Precondition Call.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers may submit Precondition Calls as if they were not idle. The author of a Precondition Call is not considered to have a vote on that Proposal while they remain idle, and Recusants may not vote on Precondition Calls&lt;br /&gt;
&lt;br /&gt;
If a Precondition Call enacts, the enacting admin must unidle its author immediately after enacting that Proposal (unless such an unidling would be impossible, perhaps because the author was already unidled)&lt;br /&gt;
&lt;br /&gt;
==No Cooperation==&lt;br /&gt;
In this dynasty, Defusers are expected to avoid co-operating to effect Victory, except through the use of co-operative mechanisms defined in the Dynastic rules, general strategic advice that does not involve planning coordinated actions and resources between two or more Defusers, any activities carried out as part of a Mentorship, and the posting of votable matters and casting of votes. The Mentor clause that a Mentor and mentee “may work together to achieve victory” does not apply in this dynasty.&lt;br /&gt;
&lt;br /&gt;
Idle Defusers are considered to be Defusers for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that another Defuser has gone against this expectation in some way during the current dynasty, then they are encouraged to vote against all DoVs from that Defuser during that dynasty. If a Defuser feels that a DoV has come about as a result of one or more other Defusers making a sincere attempt to ‘kingmake’ for the Declarant, even if the author of the DoV was not a party to that cooperation, then they are encouraged to vote against it. This overrules the encouragement to vote according to the perception of a victory in the rule “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
===Imperatives===&lt;br /&gt;
;Can: “is able to”&lt;br /&gt;
;Shall: “is required to”&lt;br /&gt;
;Should: “is recommended that”&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
;Daily Action: If a game action is a Daily Action, each Defuser able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Defuser per day. A Daily Communal Action may still not be performed if another Defuser has performed that action within the last ten hours.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Defuser able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Defuser per week. A Weekly Communal Action may still not be performed if another Defuser has performed that action within the last twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Defusers.&lt;br /&gt;
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.&lt;br /&gt;
;Dynastic Action: An action that is defined only in the Dynastic rules.&lt;br /&gt;
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Supervisor is not a dynastic variable.)&lt;br /&gt;
;Effective Vote Comment (EVC): A Defuser&#039;s Effective Vote Comment with respect to a given Votable Matter is that Defuser&#039;s Comment to that Votable Matter, if any, that contains that Defuser&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Defuser may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.&lt;br /&gt;
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Defusers , as well as people who are not Defusers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.&lt;br /&gt;
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Defusers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).&lt;br /&gt;
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Defusers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored. A Defuser cannot achieve victory if achieving that victory relies on matching the contents of any flavour text gamestate that Defuser has with the criteria for achieving victory.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;hiatus&amp;quot;&amp;gt;Hiatus&amp;lt;/span&amp;gt;: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved unless a core rule permits doing so for that type of Hiatus. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Indirect Action: An action performed by a Defuser or the Supervisor where the performance of the action is defined using the phrase “on behalf of” another Defuser. When such an action is performed, any gamestate changes are applied as if the latter Defuser had performed that action directly, with the exception that the person performing the action may make any decisions necessary to perform that action without regard to the benefit of the latter Defuser, unless otherwise specified by the rules for that action.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Quorum: Quorum of a subset of Defusers is half the number of Defusers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Defusers it is referring to, it is referring to a Quorum of all Defusers.&lt;br /&gt;
;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though the rejected attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.&lt;br /&gt;
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a Votable Matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that Votable Matter to have been correctly resolved, but a resolved Votable Matter should have the correct status wherever possible; if any admin believes that a resolved Votable Matter has an incorrect status then they may correct it.&lt;br /&gt;
;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.&lt;br /&gt;
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.&lt;br /&gt;
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Supervisor.&lt;br /&gt;
;Story Post: A Story Post is a post (that is not a Proposal, Call for Judgement, or Declaration of Victory) that follows a format specified by a dynastic rule, and is either in the “Story Post” category, (if it is a Votable Matter) the “Story Post—Votable Matter” category, or in no category. As an exception to the rule against changing the categories of posts in “Official Posts”, if a Story Post is ever in no category, it may be edited into the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Defusers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.&lt;br /&gt;
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.&lt;br /&gt;
;Title: The title of a post is never considered to include, for the purposes of any rule, any text that was automatically generated by the blog software as a result of the author putting it into the appropriate category.&lt;br /&gt;
;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though the upheld attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with the rule “Votable Matters” and its subrules. The word “Vote”, used as a verb, means the act of casting such a Vote. The definition of the word Vote in either noun or verb form cannot be redefined by a dynastic rule.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Defuser may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
An official post may only be removed as allowed by the Ruleset. An official post may only be altered by its author as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a Votable Matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.&lt;br /&gt;
&lt;br /&gt;
An official post may be altered by its author if it is less than 30 minutes old and either no Defuser has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icon; this provision may be overruled by dynastic or Building Blocks rules.&lt;br /&gt;
&lt;br /&gt;
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Supervisor to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Supervisor may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.&lt;br /&gt;
&lt;br /&gt;
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a Votable Matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CfJ. An illegal CfJ cannot cause itself to become legal.&lt;br /&gt;
&lt;br /&gt;
An Official Post is considered to consist only of text or other content clearly visible while looking at the blog’s output of that Official Post’s underlying code, and links clearly marked as links by the blog.&lt;br /&gt;
&lt;br /&gt;
====Date and Time Tracking====&lt;br /&gt;
&lt;br /&gt;
The Entry Date field of an Official Post may be modified by its author, an Admin, or the Supervisor, only under the following conditions and only in the following ways:&lt;br /&gt;
* If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.&lt;br /&gt;
* If an Official Post has been made visible on the blog within the preceding 6 hours, then the Entry Date field may be amended to match the timestamp for the first revision of the post (i.e. the timestamp for the initially posted version).&lt;br /&gt;
&lt;br /&gt;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Defuser’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. Likewise, when performing a sequence of actions in quick succession that would otherwise require multiple comments to be posted in a row to the same blog post, the Defuser performing them may combine those comments into a single comment (as long as it is clear which actions were performed), performing any wiki page updates that would otherwise have been performed between the comments immediately after posting the combined comment. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Defuser may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Defuser feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:&lt;br /&gt;
&lt;br /&gt;
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.&lt;br /&gt;
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Defuser, if doing so would not require the correcting Defuser to make any decisions on behalf of the original Defuser.&lt;br /&gt;
&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Defusers are encouraged to raise a Call for Judgement.&lt;br /&gt;
&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate. Unless the rule defining the action specifies otherwise, this occurrence is tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
A week (168 hours) after each attempt by a Defuser to perform an action, the values to which that attempt changed publicly tracked dynastic variables on their public trackers are automatically upheld, unless the attempt is challenged. (If an attempt does not change the value of a particular variable on the tracker, this does not cause the value of that unchanged variable to be upheld.) An attempt can be challenged in a blog post or comment (e.g. by stating that the attempt may not have succeeded or that the value of the variable is wrong), by making a CFJ that would uphold, reject or revert the attempt, or by making an edit to the tracker that purports to correct the effects of that attempt on publicly tracked dynastic variables (including by reverting its changes on the purported basis that attempted action was illegal).&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Defuser may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&lt;br /&gt;
&lt;br /&gt;
===Imperial Tracking===&lt;br /&gt;
&lt;br /&gt;
The identity of the current dynasty’s Supervisor is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Defuser becomes the Supervisor, that sentence changes to “The following Defuser is the Supervisor: ” followed by that Defuser’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Supervisor this Dynasty.”.&lt;br /&gt;
&lt;br /&gt;
All names after the colon in the last sentence of “Dynasties” are considered to be references to Defusers, and are flavour text for all purposes other than referencing Defusers. If the Supervisor changes their name by proposal, the sentence in question is updated to reflect the new name of the Supervisor.&lt;br /&gt;
&lt;br /&gt;
The identity of the Supervisor is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Supervisor personally.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.&lt;br /&gt;
&lt;br /&gt;
* The DICE&#039;&#039;N&#039;&#039; command can be used to generate a random number between 1 and N.&lt;br /&gt;
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.&lt;br /&gt;
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.&lt;br /&gt;
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.&lt;br /&gt;
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Defuser with such access. Only a Defuser with such access may Enact that Votable Matter. If that Votable Matter does not name a Defuser with such access, that Votable Matter is Illegal.&lt;br /&gt;
&lt;br /&gt;
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Defuser making the roll before or while making the roll. The Dice Roller is considered to fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the Defuser performing the selection holds a genuine belief that their random selection method is uniform.  If a selection is explicitly specified as being “secretly” random, the Defuser making this determination may do so using a private method of their choosing, instead of the Dice Roller.&lt;br /&gt;
&lt;br /&gt;
==Atomic Actions==&lt;br /&gt;
&lt;br /&gt;
An Atomic Action combines otherwise separate game actions into a single action.&lt;br /&gt;
&lt;br /&gt;
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.&lt;br /&gt;
* When a Defuser performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action except when required as part of the steps of that Atomic Action, or achieve victory, until all the steps are complete or 72 hours have passed.&lt;br /&gt;
* If a rule allows the Defuser performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Defuser arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action. If the step required posting a blog post, it is undone by editing the blog post to explain that its creation was undone (rather than by deleting the post). If the step required posting a comment, it is undone by adding another comment to the same post, explaining that the comment was undone (rather than by deleting the comment). A post or comment that is undone this way as part of correcting an Atomic Action no longer has any effect on the ruleset or gamestate.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Defuser must redo the Atomic Action; for that purpose, the Defuser uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Defuser would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)&lt;br /&gt;
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.&lt;br /&gt;
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Defuser can spend or pay from only their own values, and a rule that allows Defusers to transfer or pay a numeric value to another Defuser only allows them to transfer that value from themselves to that other Defuser (of their choice unless otherwise stated).&lt;br /&gt;
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.&lt;br /&gt;
* A Defuser who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.&lt;br /&gt;
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), false (for variables or states that may only be either true or false), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Defusers are not considered to be legal values for game variables, nor for list items within game variables.&lt;br /&gt;
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)&lt;br /&gt;
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.&lt;br /&gt;
* If a piece of information is described as being tracked secretly or privately by the Supervisor (including secretly random selections), then that information may only be revealed by the Supervisor when the ruleset allows it. If a Defuser should already know such a piece of information (in that the Supervisor has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Supervisor may repeat it to them. Additionally; if a piece of private information is described as being Sealed; the Defuser or Supervisor who tracked that information may reveal it during an Interregnum or during any later dynasty.&lt;br /&gt;
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.&lt;br /&gt;
* If a game variable is defined to hold a singular Defuser or the singular name of a Defuser and that Defuser (or the Defuser with the matching name) goes idle, that variable is set to its default value. If a game variable is defined to hold a list of Defusers, or the list of names of Defusers, and that Defuser (or the Defuser with the matching name) goes idle, it is removed from the list (if this would cause the list to become invalid, the list is instead set to its default value&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page (or image or Template) becomes gamestate as a result of a Votable Matter enacting, that content shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the new gamestate did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Defuser may delete it from the ruleset.&lt;br /&gt;
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration may not be treated as containing ruletext, and may not be considered to possess any meaning other than that given to it by ruletext, and a caption to an illustration must be treated as flavour text.&lt;br /&gt;
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Defusers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&lt;br /&gt;
* If the Supervisor has voted DEFERENTIAL on a Proposal, they (and any other Defusers who have voted DEFERENTIAL on it) are not considered to be a Defuser for the purposes of totaling quorum on that Proposal.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in BlogNomic is in UTC.&lt;br /&gt;
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
* A Defuser may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).&lt;br /&gt;
&lt;br /&gt;
===Spelling and formatting===&lt;br /&gt;
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* Defusers may correct obvious spelling, punctuation, typographical, and/or formatting mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Defusers with the corresponding forms of the singular ‘they’.&lt;br /&gt;
* A Defuser may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.&lt;br /&gt;
* A Defuser may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Defuser if it is explicitly stated that it refers to a Defuser&#039;s name.&lt;br /&gt;
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.&lt;br /&gt;
* The names of rules and wiki pages (other than the Ruleset) are flavour text.&lt;br /&gt;
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.&lt;br /&gt;
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.&lt;br /&gt;
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.&lt;br /&gt;
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.&lt;br /&gt;
* When changing their name or joining the game for the first time, a Defuser&#039;s (or prospective Defuser&#039;s ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes. A Defuser’s name may only be changed as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* The Ruleset may impose no limitation on the ability of a CfJ to alter the Gamestate or Ruleset. If an enacted CfJ calls for a change that the Ruleset prohibits or considers impossible then the CfJ has priority (with the exception of the prohibition on votable matters making changes that apply to its own enactment). An enacted Proposal has priority over the Dynastic rules or Building Blocks, but may not make changes that are prohibited or contradicted by the Appendix or Core Rules.&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Defusers may Kick each other” and “Defusers may not Kick each other on Tuesdays” exist, and it is Tuesday, Defusers may not Kick each other);&lt;br /&gt;
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Defusers may Punch a Spaceman on Friday” and “Defusers may not Punch Spacemen on Friday”, then Defusers may not Punch Spacemen on Friday).&lt;br /&gt;
* This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Defuser may have another Defuser as a Mentor. Defusers who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Defuser who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Defuser requests a Mentor, or a new Defuser has joined the game and has no Mentor, the Supervisor should select a Tenured Defuser and ask them to take that Defuser on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Supervisor should announce it in a blog post. The Supervisor should take care to consider game balance when selecting a potential mentor.&lt;br /&gt;
&lt;br /&gt;
A relationship between a mentor and a mentee is a Mentorship. A Defuser may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.&lt;br /&gt;
&lt;br /&gt;
If there is no Supervisor, any Defuser who has been active in at least three previous dynasties may act as Supervisor for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor must do===&lt;br /&gt;
&lt;br /&gt;
A mentor must do the following:&lt;br /&gt;
&lt;br /&gt;
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;&lt;br /&gt;
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;&lt;br /&gt;
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds&lt;br /&gt;
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;&lt;br /&gt;
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Defuser or arrange a handover to another mentor if requested.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should do===&lt;br /&gt;
The following sets out suggested best practice for Mentorship relationships:&lt;br /&gt;
&lt;br /&gt;
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.&lt;br /&gt;
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Defusers .&lt;br /&gt;
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.&lt;br /&gt;
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.&lt;br /&gt;
&lt;br /&gt;
===Things that a mentor should not do===&lt;br /&gt;
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.&lt;br /&gt;
&lt;br /&gt;
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.&lt;br /&gt;
*The mentor should not seek to dissuade the mentee from pursuing other alliances.&lt;br /&gt;
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.&lt;br /&gt;
&lt;br /&gt;
== Synonyms ==&lt;br /&gt;
&lt;br /&gt;
A dynasty may provide extra theming by using alternative terms for words like “Defuser” and “Supervisor”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Defuser (Player)&lt;br /&gt;
* Supervisor (Emperor)&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JonathanDark</name></author>
	</entry>
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