<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.blognomic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Misty%21</id>
	<title>BlogNomic Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blognomic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Misty%21"/>
	<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Special:Contributions/Misty!"/>
	<updated>2026-06-14T05:52:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23783</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23783"/>
		<updated>2023-07-13T14:45:52Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Initialisation */ enacting &amp;quot;By Any Means Reasonably Necessary&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 Machinists shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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. 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;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Machinists ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.&lt;br /&gt;
&lt;br /&gt;
A Machinist may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Machinists are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Machinists ===&lt;br /&gt;
&lt;br /&gt;
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Machinist is unidled, 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 Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Machinist, known as the Great Machine. If there is no Great Machine, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Machinists 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 Machinist 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 Machinist&#039;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-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine 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 Great Machine&#039;s Vote for the purposes of other rules unless otherwise specified.&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 Machinists who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Machinist 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 Machinist 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 Machinist 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 Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Machinist (other than the Great Machine) 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 Machinist&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist 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 number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. 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 Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Machinist&#039;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. Machinists 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 Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist&#039;s game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist should not edit their own blog comments once posted, nor those of any other Machinist.&lt;br /&gt;
* A Machinist should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.&lt;br /&gt;
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Machinist or Machinists 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 Machinists and idle Machinists 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 Machinists are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Initialisation==&lt;br /&gt;
&lt;br /&gt;
Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.&lt;br /&gt;
&lt;br /&gt;
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.&lt;br /&gt;
&lt;br /&gt;
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.&lt;br /&gt;
&lt;br /&gt;
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. The act of causing an Agenda to be fulfilled is never considered a disclosure, nor is taking reasonable steps towards fulfillment which do not include unnecessary revelations of information. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.&lt;br /&gt;
&lt;br /&gt;
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.&lt;br /&gt;
&lt;br /&gt;
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:&lt;br /&gt;
* Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.&lt;br /&gt;
* If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.&lt;br /&gt;
* If an active Machinist doesn’t own any Agendas, the Great Machine can and should at their earliest opportunity secretly randomly assign Reserve Agendas to that Machinist until they own exactly three Agendas. If not enough Reserve Agendas exist to do so, the Great Machine can create new Agendas until there are enough.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase One===&lt;br /&gt;
The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.&lt;br /&gt;
&lt;br /&gt;
Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.&lt;br /&gt;
&lt;br /&gt;
If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase Two===&lt;br /&gt;
The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.&lt;br /&gt;
&lt;br /&gt;
Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.&lt;br /&gt;
&lt;br /&gt;
After receiving a Machinist’s valid Schematic, the Great Machine must add the Agendas in it to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.&lt;br /&gt;
&lt;br /&gt;
The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.&lt;br /&gt;
&lt;br /&gt;
Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:&lt;br /&gt;
*Delete all Agendas that meet one or more of the following conditions:&lt;br /&gt;
**The Great Machine judges it to be unfairly easy or difficult to Fulfill&lt;br /&gt;
**The Great Machine judges it to be unfairly beneficial to the writer&lt;br /&gt;
**It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)&lt;br /&gt;
**It gives non-dynastic instructions&lt;br /&gt;
**It mentions an initialisation key with no intent to use mechanics related to it&lt;br /&gt;
* If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.&lt;br /&gt;
* Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.&lt;br /&gt;
* Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.&lt;br /&gt;
* Privately inform each Machinist the full text of the Agendas which they own.&lt;br /&gt;
* Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.&lt;br /&gt;
* Repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Brevity===&lt;br /&gt;
&lt;br /&gt;
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.&lt;br /&gt;
&lt;br /&gt;
==Desires==&lt;br /&gt;
&lt;br /&gt;
One might desire to &#039;&#039;&#039;Construct Housing&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
One might desire three &#039;&#039;&#039;Neighbors&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Machine’s Structure==&lt;br /&gt;
&lt;br /&gt;
The Great Machine contains three Megasystems: the &#039;&#039;&#039;System of Motion&#039;&#039;&#039;, the &#039;&#039;&#039;System of Dwelling&#039;&#039;&#039;, and the &#039;&#039;&#039;System of Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.&lt;br /&gt;
&lt;br /&gt;
===Resource Triangle===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly-tracked quantity of &#039;&#039;&#039;Coal&#039;&#039;&#039;, &#039;&#039;&#039;Housing&#039;&#039;&#039;, and &#039;&#039;&#039;Valves&#039;&#039;&#039;, each of which is an integer defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.&lt;br /&gt;
&lt;br /&gt;
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.&lt;br /&gt;
&lt;br /&gt;
===Subsystems===&lt;br /&gt;
&lt;br /&gt;
Megasystems have &#039;&#039;&#039;Facilities&#039;&#039;&#039; in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.&lt;br /&gt;
&lt;br /&gt;
===Damage and Repair===&lt;br /&gt;
&lt;br /&gt;
Each Megasystem has a publicly-tracked list of damaged Components known as its &amp;lt;b&amp;gt;Damaged Parts&amp;lt;/b&amp;gt; and a publicly-tracked list named &amp;lt;b&amp;gt;Repair Log&amp;lt;/b&amp;gt; defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.&lt;br /&gt;
&lt;br /&gt;
A Machinist may Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, and add the details to a new Repair Log entry.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Machinist may Salvage the megasystem they inhabit: they add a random component and one non-Paint Component of their choice to its Damaged Parts, and they gain a component of that chosen type.&lt;br /&gt;
&lt;br /&gt;
Any megasystem that has twenty or more Damaged Parts becomes &#039;&#039;&#039;Destroyed&#039;&#039;&#039;. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.&lt;br /&gt;
&lt;br /&gt;
==Crime &amp;amp; Commerce==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graffiti&#039;&#039;&#039; is found deep in the bowels of the machine. Each piece of Graffiti is a publicly tracked string of flavour text, located in a Megasystem. A Machinist may spend 1 Paint to create a piece of Graffiti in the Megasystem that they currently inhabit. A Machinist may spend 1 Paint to remove any number of characters from any number of pieces of Graffiti in the Megasystem that they currently inhabit.&lt;br /&gt;
&lt;br /&gt;
===Flea Market===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly tracked number of baubles.&lt;br /&gt;
&lt;br /&gt;
Machinists in the System of Dwelling may Trade in the &#039;&#039;&#039;Flea Market&#039;&#039;&#039;:&lt;br /&gt;
* First they pay baubles equal to the number of times they have Traded today.&lt;br /&gt;
* Then they pay 1 of a trade item to receive its cost, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.&lt;br /&gt;
&lt;br /&gt;
The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.&lt;br /&gt;
&lt;br /&gt;
===Punishment===&lt;br /&gt;
There is a publicly-tracked list named &#039;&#039;&#039;Lockdown&#039;&#039;&#039; where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Each Machinist has a personal list of the &#039;&#039;&#039;Components&#039;&#039;&#039; they are carrying, which is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.&lt;br /&gt;
&lt;br /&gt;
==Time&#039;s Passage==&lt;br /&gt;
&lt;br /&gt;
Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:&lt;br /&gt;
* Randomly select a Megasystem and add a random component to its Damaged Parts; do this twice if the Great Machine lacks a Destination.&lt;br /&gt;
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.&lt;br /&gt;
* Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.&lt;br /&gt;
&lt;br /&gt;
==Overland Navigation==&lt;br /&gt;
The Great Machine always has &amp;lt;strong&amp;gt;Surroundings&amp;lt;/strong&amp;gt; and can also have a &amp;lt;strong&amp;gt;Destination&amp;lt;/strong&amp;gt;; both of which are different publicly-tracked text strings from the list of Locations below. As a Daily Action Machinists in the System of Control may give the Great Machine a new Destination or change its Destination.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Dead city&lt;br /&gt;
* Snowdrifts&lt;br /&gt;
* Ice plains&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active] [Standard]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active] [Standard]==&lt;br /&gt;
If there are fewer than five Machinists, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active] [Standard]==&lt;br /&gt;
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active] [Standard]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the Great Machine is not a Machinist.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive]==&lt;br /&gt;
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active] [Standard]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication [Active]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the Great Machine is not considered a Machinist for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Machinists 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 Machinist 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 Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active] [Standard]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Machinists should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances [Active]==&lt;br /&gt;
&lt;br /&gt;
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist&#039;s Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active] [Standard]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Machinist must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Machinist End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Inactive]==&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 Great Machine 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 Great Machine 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 Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Machinist 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 Machinist per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Machinist 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 Machinist per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.&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 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;
;Effective Vote Comment (EVC): A Machinist&#039;s Effective Vote Comment with respect to a given Votable Matter is that Machinist&#039;s Comment to that Votable Matter, if any, that contains that Machinist&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Machinist 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. Machinists , as well as people who are not Machinists 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 Machinists 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. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Machinists is half the number of Machinists  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist 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 be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Machinist 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 Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist 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 Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist 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 Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist 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 Machinist 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 Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (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 Machinist 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), 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 Machinists 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 Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Machinist 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 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), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Machinist 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;
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.&lt;br /&gt;
* A Machinist 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Machinist  if it is explicitly stated that it refers to a Machinist&#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 Machinist&#039;s (or prospective Machinist&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists 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 “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor 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 Machinist who has requested a change on their own behalf, 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 Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist 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 Great Machine should announce it in a blog post. The Great Machine 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 Machinist 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 Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine 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 Machinist 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 Machinists .&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 “Machinist” and “Great Machine”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Machinist (Player)&lt;br /&gt;
* Great Machine (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23782</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23782"/>
		<updated>2023-07-13T14:43:21Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Initialisation Phase Two */ enacting &amp;quot;No Prior Claims&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 Machinists shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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. 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;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Machinists ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.&lt;br /&gt;
&lt;br /&gt;
A Machinist may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Machinists are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Machinists ===&lt;br /&gt;
&lt;br /&gt;
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Machinist is unidled, 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 Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Machinist, known as the Great Machine. If there is no Great Machine, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Machinists 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 Machinist 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 Machinist&#039;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-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine 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 Great Machine&#039;s Vote for the purposes of other rules unless otherwise specified.&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 Machinists who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Machinist 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 Machinist 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 Machinist 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 Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Machinist (other than the Great Machine) 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 Machinist&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist 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 number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. 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 Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Machinist&#039;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. Machinists 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 Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist&#039;s game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist should not edit their own blog comments once posted, nor those of any other Machinist.&lt;br /&gt;
* A Machinist should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.&lt;br /&gt;
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Machinist or Machinists 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 Machinists and idle Machinists 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 Machinists are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Initialisation==&lt;br /&gt;
&lt;br /&gt;
Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.&lt;br /&gt;
&lt;br /&gt;
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.&lt;br /&gt;
&lt;br /&gt;
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.&lt;br /&gt;
&lt;br /&gt;
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.&lt;br /&gt;
&lt;br /&gt;
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.&lt;br /&gt;
&lt;br /&gt;
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:&lt;br /&gt;
* Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.&lt;br /&gt;
* If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.&lt;br /&gt;
* If an active Machinist doesn’t own any Agendas, the Great Machine can and should at their earliest opportunity secretly randomly assign Reserve Agendas to that Machinist until they own exactly three Agendas. If not enough Reserve Agendas exist to do so, the Great Machine can create new Agendas until there are enough.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase One===&lt;br /&gt;
The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.&lt;br /&gt;
&lt;br /&gt;
Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.&lt;br /&gt;
&lt;br /&gt;
If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase Two===&lt;br /&gt;
The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.&lt;br /&gt;
&lt;br /&gt;
Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.&lt;br /&gt;
&lt;br /&gt;
After receiving a Machinist’s valid Schematic, the Great Machine must add the Agendas in it to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.&lt;br /&gt;
&lt;br /&gt;
The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.&lt;br /&gt;
&lt;br /&gt;
Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:&lt;br /&gt;
*Delete all Agendas that meet one or more of the following conditions:&lt;br /&gt;
**The Great Machine judges it to be unfairly easy or difficult to Fulfill&lt;br /&gt;
**The Great Machine judges it to be unfairly beneficial to the writer&lt;br /&gt;
**It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)&lt;br /&gt;
**It gives non-dynastic instructions&lt;br /&gt;
**It mentions an initialisation key with no intent to use mechanics related to it&lt;br /&gt;
* If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.&lt;br /&gt;
* Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.&lt;br /&gt;
* Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.&lt;br /&gt;
* Privately inform each Machinist the full text of the Agendas which they own.&lt;br /&gt;
* Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.&lt;br /&gt;
* Repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Brevity===&lt;br /&gt;
&lt;br /&gt;
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.&lt;br /&gt;
&lt;br /&gt;
==Desires==&lt;br /&gt;
&lt;br /&gt;
One might desire to &#039;&#039;&#039;Construct Housing&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
One might desire three &#039;&#039;&#039;Neighbors&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Machine’s Structure==&lt;br /&gt;
&lt;br /&gt;
The Great Machine contains three Megasystems: the &#039;&#039;&#039;System of Motion&#039;&#039;&#039;, the &#039;&#039;&#039;System of Dwelling&#039;&#039;&#039;, and the &#039;&#039;&#039;System of Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.&lt;br /&gt;
&lt;br /&gt;
===Resource Triangle===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly-tracked quantity of &#039;&#039;&#039;Coal&#039;&#039;&#039;, &#039;&#039;&#039;Housing&#039;&#039;&#039;, and &#039;&#039;&#039;Valves&#039;&#039;&#039;, each of which is an integer defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.&lt;br /&gt;
&lt;br /&gt;
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.&lt;br /&gt;
&lt;br /&gt;
===Subsystems===&lt;br /&gt;
&lt;br /&gt;
Megasystems have &#039;&#039;&#039;Facilities&#039;&#039;&#039; in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.&lt;br /&gt;
&lt;br /&gt;
===Damage and Repair===&lt;br /&gt;
&lt;br /&gt;
Each Megasystem has a publicly-tracked list of damaged Components known as its &amp;lt;b&amp;gt;Damaged Parts&amp;lt;/b&amp;gt; and a publicly-tracked list named &amp;lt;b&amp;gt;Repair Log&amp;lt;/b&amp;gt; defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.&lt;br /&gt;
&lt;br /&gt;
A Machinist may Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, and add the details to a new Repair Log entry.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Machinist may Salvage the megasystem they inhabit: they add a random component and one non-Paint Component of their choice to its Damaged Parts, and they gain a component of that chosen type.&lt;br /&gt;
&lt;br /&gt;
Any megasystem that has twenty or more Damaged Parts becomes &#039;&#039;&#039;Destroyed&#039;&#039;&#039;. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.&lt;br /&gt;
&lt;br /&gt;
==Crime &amp;amp; Commerce==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graffiti&#039;&#039;&#039; is found deep in the bowels of the machine. Each piece of Graffiti is a publicly tracked string of flavour text, located in a Megasystem. A Machinist may spend 1 Paint to create a piece of Graffiti in the Megasystem that they currently inhabit. A Machinist may spend 1 Paint to remove any number of characters from any number of pieces of Graffiti in the Megasystem that they currently inhabit.&lt;br /&gt;
&lt;br /&gt;
===Flea Market===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly tracked number of baubles.&lt;br /&gt;
&lt;br /&gt;
Machinists in the System of Dwelling may Trade in the &#039;&#039;&#039;Flea Market&#039;&#039;&#039;:&lt;br /&gt;
* First they pay baubles equal to the number of times they have Traded today.&lt;br /&gt;
* Then they pay 1 of a trade item to receive its cost, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.&lt;br /&gt;
&lt;br /&gt;
The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.&lt;br /&gt;
&lt;br /&gt;
===Punishment===&lt;br /&gt;
There is a publicly-tracked list named &#039;&#039;&#039;Lockdown&#039;&#039;&#039; where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Each Machinist has a personal list of the &#039;&#039;&#039;Components&#039;&#039;&#039; they are carrying, which is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.&lt;br /&gt;
&lt;br /&gt;
==Time&#039;s Passage==&lt;br /&gt;
&lt;br /&gt;
Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:&lt;br /&gt;
* Randomly select a Megasystem and add a random component to its Damaged Parts; do this twice if the Great Machine lacks a Destination.&lt;br /&gt;
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.&lt;br /&gt;
* Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.&lt;br /&gt;
&lt;br /&gt;
==Overland Navigation==&lt;br /&gt;
The Great Machine always has &amp;lt;strong&amp;gt;Surroundings&amp;lt;/strong&amp;gt; and can also have a &amp;lt;strong&amp;gt;Destination&amp;lt;/strong&amp;gt;; both of which are different publicly-tracked text strings from the list of Locations below. As a Daily Action Machinists in the System of Control may give the Great Machine a new Destination or change its Destination.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Dead city&lt;br /&gt;
* Snowdrifts&lt;br /&gt;
* Ice plains&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active] [Standard]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active] [Standard]==&lt;br /&gt;
If there are fewer than five Machinists, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active] [Standard]==&lt;br /&gt;
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active] [Standard]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the Great Machine is not a Machinist.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive]==&lt;br /&gt;
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active] [Standard]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication [Active]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the Great Machine is not considered a Machinist for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Machinists 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 Machinist 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 Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active] [Standard]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Machinists should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances [Active]==&lt;br /&gt;
&lt;br /&gt;
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist&#039;s Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active] [Standard]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Machinist must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Machinist End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Inactive]==&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 Great Machine 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 Great Machine 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 Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Machinist 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 Machinist per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Machinist 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 Machinist per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.&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 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;
;Effective Vote Comment (EVC): A Machinist&#039;s Effective Vote Comment with respect to a given Votable Matter is that Machinist&#039;s Comment to that Votable Matter, if any, that contains that Machinist&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Machinist 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. Machinists , as well as people who are not Machinists 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 Machinists 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. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Machinists is half the number of Machinists  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist 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 be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Machinist 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 Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist 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 Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist 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 Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist 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 Machinist 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 Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (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 Machinist 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), 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 Machinists 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 Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Machinist 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 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), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Machinist 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;
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.&lt;br /&gt;
* A Machinist 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Machinist  if it is explicitly stated that it refers to a Machinist&#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 Machinist&#039;s (or prospective Machinist&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists 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 “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor 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 Machinist who has requested a change on their own behalf, 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 Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist 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 Great Machine should announce it in a blog post. The Great Machine 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 Machinist 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 Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine 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 Machinist 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 Machinists .&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 “Machinist” and “Great Machine”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Machinist (Player)&lt;br /&gt;
* Great Machine (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23781</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23781"/>
		<updated>2023-07-13T14:41:10Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Initialisation */ enacting &amp;quot;Late to the Party&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 Machinists shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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. 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;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Machinists ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.&lt;br /&gt;
&lt;br /&gt;
A Machinist may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Machinists are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Machinists ===&lt;br /&gt;
&lt;br /&gt;
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Machinist is unidled, 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 Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Machinist, known as the Great Machine. If there is no Great Machine, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Machinists 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 Machinist 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 Machinist&#039;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-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine 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 Great Machine&#039;s Vote for the purposes of other rules unless otherwise specified.&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 Machinists who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Machinist 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 Machinist 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 Machinist 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 Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Machinist (other than the Great Machine) 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 Machinist&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist 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 number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. 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 Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Machinist&#039;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. Machinists 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 Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist&#039;s game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist should not edit their own blog comments once posted, nor those of any other Machinist.&lt;br /&gt;
* A Machinist should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.&lt;br /&gt;
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Machinist or Machinists 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 Machinists and idle Machinists 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 Machinists are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Initialisation==&lt;br /&gt;
&lt;br /&gt;
Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.&lt;br /&gt;
&lt;br /&gt;
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.&lt;br /&gt;
&lt;br /&gt;
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.&lt;br /&gt;
&lt;br /&gt;
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.&lt;br /&gt;
&lt;br /&gt;
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.&lt;br /&gt;
&lt;br /&gt;
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:&lt;br /&gt;
* Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.&lt;br /&gt;
* If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.&lt;br /&gt;
* If an active Machinist doesn’t own any Agendas, the Great Machine can and should at their earliest opportunity secretly randomly assign Reserve Agendas to that Machinist until they own exactly three Agendas. If not enough Reserve Agendas exist to do so, the Great Machine can create new Agendas until there are enough.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase One===&lt;br /&gt;
The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.&lt;br /&gt;
&lt;br /&gt;
Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.&lt;br /&gt;
&lt;br /&gt;
If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase Two===&lt;br /&gt;
The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.&lt;br /&gt;
&lt;br /&gt;
Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.&lt;br /&gt;
&lt;br /&gt;
After receiving a Machinist’s written Agendas as a result of them Sending a Schematic, the Great Machine must add them to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.&lt;br /&gt;
&lt;br /&gt;
The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.&lt;br /&gt;
&lt;br /&gt;
Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:&lt;br /&gt;
*Delete all Agendas that meet one or more of the following conditions:&lt;br /&gt;
**The Great Machine judges it to be unfairly easy or difficult to Fulfill&lt;br /&gt;
**The Great Machine judges it to be unfairly beneficial to the writer&lt;br /&gt;
**It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)&lt;br /&gt;
**It gives non-dynastic instructions&lt;br /&gt;
**It mentions an initialisation key with no intent to use mechanics related to it&lt;br /&gt;
* If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.&lt;br /&gt;
* Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.&lt;br /&gt;
* Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.&lt;br /&gt;
* Privately inform each Machinist the full text of the Agendas which they own.&lt;br /&gt;
* Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.&lt;br /&gt;
* Repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Brevity===&lt;br /&gt;
&lt;br /&gt;
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.&lt;br /&gt;
&lt;br /&gt;
==Desires==&lt;br /&gt;
&lt;br /&gt;
One might desire to &#039;&#039;&#039;Construct Housing&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
One might desire three &#039;&#039;&#039;Neighbors&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Machine’s Structure==&lt;br /&gt;
&lt;br /&gt;
The Great Machine contains three Megasystems: the &#039;&#039;&#039;System of Motion&#039;&#039;&#039;, the &#039;&#039;&#039;System of Dwelling&#039;&#039;&#039;, and the &#039;&#039;&#039;System of Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.&lt;br /&gt;
&lt;br /&gt;
===Resource Triangle===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly-tracked quantity of &#039;&#039;&#039;Coal&#039;&#039;&#039;, &#039;&#039;&#039;Housing&#039;&#039;&#039;, and &#039;&#039;&#039;Valves&#039;&#039;&#039;, each of which is an integer defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.&lt;br /&gt;
&lt;br /&gt;
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.&lt;br /&gt;
&lt;br /&gt;
===Subsystems===&lt;br /&gt;
&lt;br /&gt;
Megasystems have &#039;&#039;&#039;Facilities&#039;&#039;&#039; in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.&lt;br /&gt;
&lt;br /&gt;
===Damage and Repair===&lt;br /&gt;
&lt;br /&gt;
Each Megasystem has a publicly-tracked list of damaged Components known as its &amp;lt;b&amp;gt;Damaged Parts&amp;lt;/b&amp;gt; and a publicly-tracked list named &amp;lt;b&amp;gt;Repair Log&amp;lt;/b&amp;gt; defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.&lt;br /&gt;
&lt;br /&gt;
A Machinist may Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, and add the details to a new Repair Log entry.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Machinist may Salvage the megasystem they inhabit: they add a random component and one non-Paint Component of their choice to its Damaged Parts, and they gain a component of that chosen type.&lt;br /&gt;
&lt;br /&gt;
Any megasystem that has twenty or more Damaged Parts becomes &#039;&#039;&#039;Destroyed&#039;&#039;&#039;. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.&lt;br /&gt;
&lt;br /&gt;
==Crime &amp;amp; Commerce==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graffiti&#039;&#039;&#039; is found deep in the bowels of the machine. Each piece of Graffiti is a publicly tracked string of flavour text, located in a Megasystem. A Machinist may spend 1 Paint to create a piece of Graffiti in the Megasystem that they currently inhabit. A Machinist may spend 1 Paint to remove any number of characters from any number of pieces of Graffiti in the Megasystem that they currently inhabit.&lt;br /&gt;
&lt;br /&gt;
===Flea Market===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly tracked number of baubles.&lt;br /&gt;
&lt;br /&gt;
Machinists in the System of Dwelling may Trade in the &#039;&#039;&#039;Flea Market&#039;&#039;&#039;:&lt;br /&gt;
* First they pay baubles equal to the number of times they have Traded today.&lt;br /&gt;
* Then they pay 1 of a trade item to receive its cost, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.&lt;br /&gt;
&lt;br /&gt;
The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.&lt;br /&gt;
&lt;br /&gt;
===Punishment===&lt;br /&gt;
There is a publicly-tracked list named &#039;&#039;&#039;Lockdown&#039;&#039;&#039; where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Each Machinist has a personal list of the &#039;&#039;&#039;Components&#039;&#039;&#039; they are carrying, which is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.&lt;br /&gt;
&lt;br /&gt;
==Time&#039;s Passage==&lt;br /&gt;
&lt;br /&gt;
Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:&lt;br /&gt;
* Randomly select a Megasystem and add a random component to its Damaged Parts; do this twice if the Great Machine lacks a Destination.&lt;br /&gt;
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.&lt;br /&gt;
* Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.&lt;br /&gt;
&lt;br /&gt;
==Overland Navigation==&lt;br /&gt;
The Great Machine always has &amp;lt;strong&amp;gt;Surroundings&amp;lt;/strong&amp;gt; and can also have a &amp;lt;strong&amp;gt;Destination&amp;lt;/strong&amp;gt;; both of which are different publicly-tracked text strings from the list of Locations below. As a Daily Action Machinists in the System of Control may give the Great Machine a new Destination or change its Destination.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Dead city&lt;br /&gt;
* Snowdrifts&lt;br /&gt;
* Ice plains&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active] [Standard]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active] [Standard]==&lt;br /&gt;
If there are fewer than five Machinists, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active] [Standard]==&lt;br /&gt;
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active] [Standard]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the Great Machine is not a Machinist.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive]==&lt;br /&gt;
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active] [Standard]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication [Active]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the Great Machine is not considered a Machinist for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Machinists 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 Machinist 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 Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active] [Standard]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Machinists should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances [Active]==&lt;br /&gt;
&lt;br /&gt;
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist&#039;s Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active] [Standard]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Machinist must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Machinist End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Inactive]==&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 Great Machine 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 Great Machine 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 Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Machinist 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 Machinist per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Machinist 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 Machinist per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.&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 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;
;Effective Vote Comment (EVC): A Machinist&#039;s Effective Vote Comment with respect to a given Votable Matter is that Machinist&#039;s Comment to that Votable Matter, if any, that contains that Machinist&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Machinist 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. Machinists , as well as people who are not Machinists 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 Machinists 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. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Machinists is half the number of Machinists  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist 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 be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Machinist 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 Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist 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 Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist 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 Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist 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 Machinist 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 Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (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 Machinist 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), 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 Machinists 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 Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Machinist 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 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), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Machinist 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;
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.&lt;br /&gt;
* A Machinist 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Machinist  if it is explicitly stated that it refers to a Machinist&#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 Machinist&#039;s (or prospective Machinist&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists 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 “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor 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 Machinist who has requested a change on their own behalf, 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 Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist 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 Great Machine should announce it in a blog post. The Great Machine 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 Machinist 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 Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine 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 Machinist 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 Machinists .&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 “Machinist” and “Great Machine”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Machinist (Player)&lt;br /&gt;
* Great Machine (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23780</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23780"/>
		<updated>2023-07-13T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Dynastic Rules */ enacting &amp;quot;Perpetual Motion&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 Machinists shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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. 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;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Machinists ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.&lt;br /&gt;
&lt;br /&gt;
A Machinist may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Machinists are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Machinists ===&lt;br /&gt;
&lt;br /&gt;
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Machinist is unidled, 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 Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Machinist, known as the Great Machine. If there is no Great Machine, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Machinists 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 Machinist 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 Machinist&#039;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-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine 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 Great Machine&#039;s Vote for the purposes of other rules unless otherwise specified.&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 Machinists who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Machinist 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 Machinist 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 Machinist 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 Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Machinist (other than the Great Machine) 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 Machinist&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist 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 number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. 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 Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Machinist&#039;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. Machinists 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 Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist&#039;s game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist should not edit their own blog comments once posted, nor those of any other Machinist.&lt;br /&gt;
* A Machinist should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.&lt;br /&gt;
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Machinist or Machinists 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 Machinists and idle Machinists 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 Machinists are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Initialisation==&lt;br /&gt;
&lt;br /&gt;
Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.&lt;br /&gt;
&lt;br /&gt;
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.&lt;br /&gt;
&lt;br /&gt;
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.&lt;br /&gt;
&lt;br /&gt;
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.&lt;br /&gt;
&lt;br /&gt;
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.&lt;br /&gt;
&lt;br /&gt;
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:&lt;br /&gt;
* Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.&lt;br /&gt;
* If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase One===&lt;br /&gt;
The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.&lt;br /&gt;
&lt;br /&gt;
Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.&lt;br /&gt;
&lt;br /&gt;
If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase Two===&lt;br /&gt;
The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.&lt;br /&gt;
&lt;br /&gt;
Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.&lt;br /&gt;
&lt;br /&gt;
After receiving a Machinist’s written Agendas as a result of them Sending a Schematic, the Great Machine must add them to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.&lt;br /&gt;
&lt;br /&gt;
The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.&lt;br /&gt;
&lt;br /&gt;
Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:&lt;br /&gt;
*Delete all Agendas that meet one or more of the following conditions:&lt;br /&gt;
**The Great Machine judges it to be unfairly easy or difficult to Fulfill&lt;br /&gt;
**The Great Machine judges it to be unfairly beneficial to the writer&lt;br /&gt;
**It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)&lt;br /&gt;
**It gives non-dynastic instructions&lt;br /&gt;
**It mentions an initialisation key with no intent to use mechanics related to it&lt;br /&gt;
* If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.&lt;br /&gt;
* Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.&lt;br /&gt;
* Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.&lt;br /&gt;
* Privately inform each Machinist the full text of the Agendas which they own.&lt;br /&gt;
* Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.&lt;br /&gt;
* Repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Brevity===&lt;br /&gt;
&lt;br /&gt;
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.&lt;br /&gt;
&lt;br /&gt;
==Desires==&lt;br /&gt;
&lt;br /&gt;
One might desire to &#039;&#039;&#039;Construct Housing&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
One might desire three &#039;&#039;&#039;Neighbors&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Machine’s Structure==&lt;br /&gt;
&lt;br /&gt;
The Great Machine contains three Megasystems: the &#039;&#039;&#039;System of Motion&#039;&#039;&#039;, the &#039;&#039;&#039;System of Dwelling&#039;&#039;&#039;, and the &#039;&#039;&#039;System of Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.&lt;br /&gt;
&lt;br /&gt;
===Resource Triangle===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly-tracked quantity of &#039;&#039;&#039;Coal&#039;&#039;&#039;, &#039;&#039;&#039;Housing&#039;&#039;&#039;, and &#039;&#039;&#039;Valves&#039;&#039;&#039;, each of which is an integer defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.&lt;br /&gt;
&lt;br /&gt;
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.&lt;br /&gt;
&lt;br /&gt;
===Subsystems===&lt;br /&gt;
&lt;br /&gt;
Megasystems have &#039;&#039;&#039;Facilities&#039;&#039;&#039; in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.&lt;br /&gt;
&lt;br /&gt;
===Damage and Repair===&lt;br /&gt;
&lt;br /&gt;
Each Megasystem has a publicly-tracked list of damaged Components known as its &amp;lt;b&amp;gt;Damaged Parts&amp;lt;/b&amp;gt; and a publicly-tracked list named &amp;lt;b&amp;gt;Repair Log&amp;lt;/b&amp;gt; defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.&lt;br /&gt;
&lt;br /&gt;
A Machinist may Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, and add the details to a new Repair Log entry.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Machinist may Salvage the megasystem they inhabit: they add a random component and one non-Paint Component of their choice to its Damaged Parts, and they gain a component of that chosen type.&lt;br /&gt;
&lt;br /&gt;
Any megasystem that has twenty or more Damaged Parts becomes &#039;&#039;&#039;Destroyed&#039;&#039;&#039;. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.&lt;br /&gt;
&lt;br /&gt;
==Crime &amp;amp; Commerce==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graffiti&#039;&#039;&#039; is found deep in the bowels of the machine. Each piece of Graffiti is a publicly tracked string of flavour text, located in a Megasystem. A Machinist may spend 1 Paint to create a piece of Graffiti in the Megasystem that they currently inhabit. A Machinist may spend 1 Paint to remove any number of characters from any number of pieces of Graffiti in the Megasystem that they currently inhabit.&lt;br /&gt;
&lt;br /&gt;
===Flea Market===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly tracked number of baubles.&lt;br /&gt;
&lt;br /&gt;
Machinists in the System of Dwelling may Trade in the &#039;&#039;&#039;Flea Market&#039;&#039;&#039;:&lt;br /&gt;
* First they pay baubles equal to the number of times they have Traded today.&lt;br /&gt;
* Then they pay 1 of a trade item to receive its cost, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.&lt;br /&gt;
&lt;br /&gt;
The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.&lt;br /&gt;
&lt;br /&gt;
===Punishment===&lt;br /&gt;
There is a publicly-tracked list named &#039;&#039;&#039;Lockdown&#039;&#039;&#039; where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Each Machinist has a personal list of the &#039;&#039;&#039;Components&#039;&#039;&#039; they are carrying, which is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.&lt;br /&gt;
&lt;br /&gt;
==Time&#039;s Passage==&lt;br /&gt;
&lt;br /&gt;
Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:&lt;br /&gt;
* Randomly select a Megasystem and add a random component to its Damaged Parts; do this twice if the Great Machine lacks a Destination.&lt;br /&gt;
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.&lt;br /&gt;
* Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.&lt;br /&gt;
&lt;br /&gt;
==Overland Navigation==&lt;br /&gt;
The Great Machine always has &amp;lt;strong&amp;gt;Surroundings&amp;lt;/strong&amp;gt; and can also have a &amp;lt;strong&amp;gt;Destination&amp;lt;/strong&amp;gt;; both of which are different publicly-tracked text strings from the list of Locations below. As a Daily Action Machinists in the System of Control may give the Great Machine a new Destination or change its Destination.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Dead city&lt;br /&gt;
* Snowdrifts&lt;br /&gt;
* Ice plains&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active] [Standard]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active] [Standard]==&lt;br /&gt;
If there are fewer than five Machinists, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active] [Standard]==&lt;br /&gt;
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active] [Standard]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the Great Machine is not a Machinist.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive]==&lt;br /&gt;
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active] [Standard]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication [Active]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the Great Machine is not considered a Machinist for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Machinists 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 Machinist 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 Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active] [Standard]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Machinists should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances [Active]==&lt;br /&gt;
&lt;br /&gt;
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist&#039;s Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active] [Standard]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Machinist must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Machinist End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Inactive]==&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 Great Machine 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 Great Machine 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 Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Machinist 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 Machinist per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Machinist 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 Machinist per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.&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 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;
;Effective Vote Comment (EVC): A Machinist&#039;s Effective Vote Comment with respect to a given Votable Matter is that Machinist&#039;s Comment to that Votable Matter, if any, that contains that Machinist&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Machinist 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. Machinists , as well as people who are not Machinists 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 Machinists 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. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Machinists is half the number of Machinists  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist 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 be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Machinist 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 Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist 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 Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist 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 Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist 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 Machinist 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 Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (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 Machinist 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), 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 Machinists 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 Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Machinist 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 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), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Machinist 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;
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.&lt;br /&gt;
* A Machinist 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Machinist  if it is explicitly stated that it refers to a Machinist&#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 Machinist&#039;s (or prospective Machinist&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists 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 “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor 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 Machinist who has requested a change on their own behalf, 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 Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist 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 Great Machine should announce it in a blog post. The Great Machine 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 Machinist 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 Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine 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 Machinist 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 Machinists .&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 “Machinist” and “Great Machine”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Machinist (Player)&lt;br /&gt;
* Great Machine (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23779</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23779"/>
		<updated>2023-07-13T14:33:08Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Dynastic Rules */ Enacting &amp;quot;Sabotage&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 Machinists shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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. 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;
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Machinists ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.&lt;br /&gt;
&lt;br /&gt;
A Machinist may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Machinists are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.&lt;br /&gt;
&lt;br /&gt;
===Idle Machinists ===&lt;br /&gt;
&lt;br /&gt;
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Machinist is unidled, 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 Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Machinist, known as the Great Machine. If there is no Great Machine, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Machinists 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 Machinist 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 Machinist&#039;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-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine 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 Great Machine&#039;s Vote for the purposes of other rules unless otherwise specified.&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 Machinists who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Machinist 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 Machinist 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 Machinist 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 Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Machinist (other than the Great Machine) 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 Machinist&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist 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 number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. 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 Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Machinist&#039;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. Machinists 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 Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist&#039;s game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist should not edit their own blog comments once posted, nor those of any other Machinist.&lt;br /&gt;
* A Machinist should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Machinist 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 Machinist 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 Machinist must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.&lt;br /&gt;
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Machinist or Machinists 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 Machinists and idle Machinists 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 Machinists are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Initialisation==&lt;br /&gt;
&lt;br /&gt;
Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.&lt;br /&gt;
&lt;br /&gt;
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.&lt;br /&gt;
&lt;br /&gt;
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.&lt;br /&gt;
&lt;br /&gt;
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.&lt;br /&gt;
&lt;br /&gt;
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.&lt;br /&gt;
&lt;br /&gt;
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:&lt;br /&gt;
* Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.&lt;br /&gt;
* If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase One===&lt;br /&gt;
The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.&lt;br /&gt;
&lt;br /&gt;
Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.&lt;br /&gt;
&lt;br /&gt;
If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Initialisation Phase Two===&lt;br /&gt;
The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.&lt;br /&gt;
&lt;br /&gt;
Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.&lt;br /&gt;
&lt;br /&gt;
After receiving a Machinist’s written Agendas as a result of them Sending a Schematic, the Great Machine must add them to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.&lt;br /&gt;
&lt;br /&gt;
The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.&lt;br /&gt;
&lt;br /&gt;
Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:&lt;br /&gt;
*Delete all Agendas that meet one or more of the following conditions:&lt;br /&gt;
**The Great Machine judges it to be unfairly easy or difficult to Fulfill&lt;br /&gt;
**The Great Machine judges it to be unfairly beneficial to the writer&lt;br /&gt;
**It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)&lt;br /&gt;
**It gives non-dynastic instructions&lt;br /&gt;
**It mentions an initialisation key with no intent to use mechanics related to it&lt;br /&gt;
* If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.&lt;br /&gt;
* Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.&lt;br /&gt;
* Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.&lt;br /&gt;
* Privately inform each Machinist the full text of the Agendas which they own.&lt;br /&gt;
* Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.&lt;br /&gt;
* Repeal this subrule.&lt;br /&gt;
&lt;br /&gt;
===Brevity===&lt;br /&gt;
&lt;br /&gt;
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.&lt;br /&gt;
&lt;br /&gt;
==Desires==&lt;br /&gt;
&lt;br /&gt;
One might desire to &#039;&#039;&#039;Construct Housing&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
One might desire three &#039;&#039;&#039;Neighbors&#039;&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Machine’s Structure==&lt;br /&gt;
&lt;br /&gt;
The Great Machine contains three Megasystems: the &#039;&#039;&#039;System of Motion&#039;&#039;&#039;, the &#039;&#039;&#039;System of Dwelling&#039;&#039;&#039;, and the &#039;&#039;&#039;System of Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.&lt;br /&gt;
&lt;br /&gt;
===Resource Triangle===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly-tracked quantity of &#039;&#039;&#039;Coal&#039;&#039;&#039;, &#039;&#039;&#039;Housing&#039;&#039;&#039;, and &#039;&#039;&#039;Valves&#039;&#039;&#039;, each of which is an integer defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.&lt;br /&gt;
&lt;br /&gt;
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.&lt;br /&gt;
&lt;br /&gt;
===Subsystems===&lt;br /&gt;
&lt;br /&gt;
Megasystems have &#039;&#039;&#039;Facilities&#039;&#039;&#039; in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.&lt;br /&gt;
&lt;br /&gt;
===Damage and Repair===&lt;br /&gt;
&lt;br /&gt;
Each Megasystem has a publicly-tracked list of damaged Components known as its &amp;lt;b&amp;gt;Damaged Parts&amp;lt;/b&amp;gt; and a publicly-tracked list named &amp;lt;b&amp;gt;Repair Log&amp;lt;/b&amp;gt; defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.&lt;br /&gt;
&lt;br /&gt;
A Machinist may Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, and add the details to a new Repair Log entry.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Machinist may Salvage the megasystem they inhabit: they add a random component and one non-Paint Component of their choice to its Damaged Parts, and they gain a component of that chosen type.&lt;br /&gt;
&lt;br /&gt;
Any megasystem that has twenty or more Damaged Parts becomes &#039;&#039;&#039;Destroyed&#039;&#039;&#039;. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.&lt;br /&gt;
&lt;br /&gt;
==Crime &amp;amp; Commerce==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graffiti&#039;&#039;&#039; is found deep in the bowels of the machine. Each piece of Graffiti is a publicly tracked string of flavour text, located in a Megasystem. A Machinist may spend 1 Paint to create a piece of Graffiti in the Megasystem that they currently inhabit. A Machinist may spend 1 Paint to remove any number of characters from any number of pieces of Graffiti in the Megasystem that they currently inhabit.&lt;br /&gt;
&lt;br /&gt;
===Flea Market===&lt;br /&gt;
&lt;br /&gt;
Each Machinist has a publicly tracked number of baubles.&lt;br /&gt;
&lt;br /&gt;
Machinists in the System of Dwelling may Trade in the &#039;&#039;&#039;Flea Market&#039;&#039;&#039;:&lt;br /&gt;
* First they pay baubles equal to the number of times they have Traded today.&lt;br /&gt;
* Then they pay 1 of a trade item to receive its cost, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.&lt;br /&gt;
&lt;br /&gt;
The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.&lt;br /&gt;
&lt;br /&gt;
===Punishment===&lt;br /&gt;
There is a publicly-tracked list named &#039;&#039;&#039;Lockdown&#039;&#039;&#039; where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Each Machinist has a personal list of the &#039;&#039;&#039;Components&#039;&#039;&#039; they are carrying, which is publicly tracked.&lt;br /&gt;
&lt;br /&gt;
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.&lt;br /&gt;
&lt;br /&gt;
==Time&#039;s Passage==&lt;br /&gt;
&lt;br /&gt;
Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:&lt;br /&gt;
* Randomly select a Megasystem and add a random component to its Damaged Parts.&lt;br /&gt;
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.&lt;br /&gt;
* Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active] [Standard]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active] [Standard]==&lt;br /&gt;
If there are fewer than five Machinists, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active] [Standard]==&lt;br /&gt;
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active] [Standard]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the Great Machine is not a Machinist.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive]==&lt;br /&gt;
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active] [Standard]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Private Communication [Active]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the Great Machine is not considered a Machinist for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Machinists 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 Machinist 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 Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active] [Standard]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Machinists should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Declared Alliances [Active]==&lt;br /&gt;
&lt;br /&gt;
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist&#039;s Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active] [Standard]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Machinist must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Machinist End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Inactive]==&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 Great Machine 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 Great Machine 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 Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Machinist 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 Machinist per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Machinist 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 Machinist per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.&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 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;
;Effective Vote Comment (EVC): A Machinist&#039;s Effective Vote Comment with respect to a given Votable Matter is that Machinist&#039;s Comment to that Votable Matter, if any, that contains that Machinist&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Machinist 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. Machinists , as well as people who are not Machinists 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 Machinists 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. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Machinists is half the number of Machinists  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist 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 be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Machinist 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 Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist 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 Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist 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 Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist 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 Machinist 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 Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (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 Machinist 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), 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 Machinists 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 Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Machinist 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 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), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Machinist 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;
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.&lt;br /&gt;
* A Machinist 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Machinist  if it is explicitly stated that it refers to a Machinist&#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 Machinist&#039;s (or prospective Machinist&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists 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 “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).&lt;br /&gt;
&lt;br /&gt;
==Mentors==&lt;br /&gt;
&lt;br /&gt;
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor 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 Machinist who has requested a change on their own behalf, 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 Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist 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 Great Machine should announce it in a blog post. The Great Machine 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 Machinist 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 Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine 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 Machinist 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 Machinists .&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 “Machinist” and “Great Machine”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Machinist (Player)&lt;br /&gt;
* Great Machine (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Scale_Model&amp;diff=23777</id>
		<title>The Scale Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Scale_Model&amp;diff=23777"/>
		<updated>2023-07-13T14:24:15Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Hello?  Helllooo?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Machinists&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Alliances&lt;br /&gt;
|-&lt;br /&gt;
| Bucky || JonathanDark, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark || Bucky, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| Josh || Kevan, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| Kevan || Josh, SingularByte&lt;br /&gt;
|-&lt;br /&gt;
| lendunistus ||   &lt;br /&gt;
|-&lt;br /&gt;
| Lulu || JonathanDark, Bucky&lt;br /&gt;
|-&lt;br /&gt;
| Maldor ||   &lt;br /&gt;
|-&lt;br /&gt;
| Raven1207 ||   &lt;br /&gt;
|-&lt;br /&gt;
| SingularByte || Josh, Kevan &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Idle players&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Reality&amp;diff=23406</id>
		<title>Reality</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Reality&amp;diff=23406"/>
		<updated>2023-06-02T15:15:36Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Benbot unidles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Mindjackers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level !! Anchor&lt;br /&gt;
|-&lt;br /&gt;
| Benbot || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Bucky || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Chiiika || 1 ||&lt;br /&gt;
|- &lt;br /&gt;
| JonathanDark || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Kevan || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| lemon || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Misty || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Raven1207 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| redtara || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| summai || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder || 1 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23163</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23163"/>
		<updated>2023-05-04T21:46:30Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Dynastic Rules */ Enacting Failed Ultimatum&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 Engineers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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 Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already an Engineer may make a blog post making clear their wish to be an Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Engineer.&lt;br /&gt;
&lt;br /&gt;
An Engineer may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Engineers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
===Idle Engineers ===&lt;br /&gt;
&lt;br /&gt;
If an Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When an Engineer is unidled, 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 Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render an Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle an Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Engineer, known as the City Architect. If there is no City Architect, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Engineer 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Engineers 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 Engineer 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. An Engineer&#039;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-Engineer never has a Vote, even if they were an Engineer previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If an Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect 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 City Architect&#039;s Vote for the purposes of other rules unless otherwise specified.&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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.&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 Engineers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Engineer 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 Engineer 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 an Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Engineers actively disagree as to the interpretation of the Ruleset, or if an Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 an Engineer (other than the City Architect) 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;
An Engineer&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer 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 number of FOR Votes greater than 2/3rds of the number of Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Engineer who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. 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 City Architect must either Pass the Mantle (by making a post naming an Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 an Engineer&#039;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. Engineers 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 Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer&#039;s game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* An Engineer 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;
* An Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* An Engineer should not edit their own blog comments once posted, nor those of any other Engineer.&lt;br /&gt;
* An Engineer should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* An Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* An Engineer 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;
* An Engineer 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. An Engineer must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* An Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* An Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause an Engineer to achieve victory.&lt;br /&gt;
* An Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Engineer or Engineers 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 Engineers and idle Engineers 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 Engineers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[Rare]&amp;quot;, its Default Status is Inactive, otherwise, its Default Status is Active.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active]==&lt;br /&gt;
If there are fewer than five Engineers, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active]==&lt;br /&gt;
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the City Architect is not an Engineer.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive] [Rare]==&lt;br /&gt;
The City Architect may be recipient of the Mantle, as if they were an Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Construction Site]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Collaboration [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the City Architect is not considered an Engineer for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Engineers 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 Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Alliances [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; an Engineer&#039;s Alliance defaults to an empty set. An Engineer may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if an Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to an Engineer who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). An Engineer must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Rare] [Inactive]==&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 City Architect 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 City Architect 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 Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Rare] [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, an Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When an Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Engineer 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 Engineer per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Engineer 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 Engineer per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Engineers.&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 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;
;Effective Vote Comment (EVC): An Engineer&#039;s Effective Vote Comment with respect to a given Votable Matter is that Engineer&#039;s Comment to that Votable Matter, if any, that contains that Engineer&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, an Engineer 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. Engineers , as well as people who are not Engineers 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 Engineers 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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Engineers is half the number of Engineers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Engineer 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 be altered by its author if it is less than 4 hours old and either no Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as an Engineer who has been an Engineer for fewer than seven days or an Engineer that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
&lt;br /&gt;
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Engineer&#039;s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If an Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
An Engineer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 an Engineer with such access. Only an Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name an Engineer 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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer 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 an Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If an Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer 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 Engineer 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, an Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (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;
* An Engineer 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), 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 Engineers 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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If an Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Engineer 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 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), Engineers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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;
* An Engineer 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;
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
* An Engineer 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of an Engineer  if it is explicitly stated that it refers to an Engineer&#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, an Engineer&#039;s (or prospective Engineer&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers 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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).&lt;br /&gt;
===Archives===&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;
An Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor 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 an Engineer who has requested a change on their own behalf, 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 Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer 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 City Architect should announce it in a blog post. The City Architect 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. An Engineer 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 City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect 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 Engineer 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 Engineers .&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 “Engineer” and “City Architect”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Engineer (Player)&lt;br /&gt;
* City Architect (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&amp;diff=23158</id>
		<title>Template:Dynastic Histories</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&amp;diff=23158"/>
		<updated>2023-05-04T02:01:05Z</updated>

		<summary type="html">&lt;p&gt;Misty!: retroactively editing my name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; align = &amp;quot;center&amp;quot; style=&amp;quot;margin:24px auto 8px auto; border:2px solid #006;border-collapse: collapse; width: 75%;&amp;quot;&lt;br /&gt;
|-d&lt;br /&gt;
|style=&amp;quot;background-color:#006; text-align:center; width:5%; color: #FFF;&amp;quot; | [[Main_Page#Dynastic_History|&amp;lt;b style=&amp;quot;border: none; color: #FFF;&amp;quot;&amp;gt;Dynastic Histories&amp;lt;/b&amp;gt;]]&amp;lt;div style=&amp;quot;float:right; font-size:0.7em&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Template:Dynastic Histories|&amp;lt;span style=&amp;quot;color:#FFF&amp;quot;&amp;gt;Edit&amp;lt;/span&amp;gt;]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fff; text-align:center; width:95%; color:#006; font-size: 8pt;&amp;quot; |&lt;br /&gt;
[[Round One]] -&lt;br /&gt;
[[The First Dynasty of Myke|Myke I]] - &lt;br /&gt;
[[The First Dynasty of Lyndse|Lyndse I]] - &lt;br /&gt;
[[The First Dynasty of Geran / The Second Dynasty of Myke|Myke II]] - &lt;br /&gt;
[[The First Dynasty of Kevan|Kevan I]] - &lt;br /&gt;
[[The First Dynasty of Anthony|Anthony I]] - &lt;br /&gt;
[[The First Dynasty of est|Est I]] - &lt;br /&gt;
[[The Second Dynasty of Kevan|Kevan II]] - &lt;br /&gt;
[[The First Dynasty of Damanor|Damanor I]] - &lt;br /&gt;
[[The Third Dynasty of Kevan|Kevan III]] - &lt;br /&gt;
[[The First Dynasty of Cayvie|Cayvie I]] - &lt;br /&gt;
[[The First Dynasty of Joranj|Josh I]] - &lt;br /&gt;
[[The First Dynasty of Keitalia|Keitalia I]] - &lt;br /&gt;
[[The First Dynasty of SatyrEyes|SatyrEyes I]] - &lt;br /&gt;
&#039;&#039;[[The First Metadynasty|Metadynasty I]]&#039;&#039; - &lt;br /&gt;
[[The Second Dynasty of Cayvie|Cayvie II]] - &lt;br /&gt;
[[The First Dynasty of Brendan|Brendan I]] - &lt;br /&gt;
[[The Fourth Dynasty of Kevan|Kevan IV]] - &lt;br /&gt;
[[The First Dynasty of Knightking|Knightking I]] - &lt;br /&gt;
[[The First Dynasty of Chronos Phaenon|Chronos Phaenon I]] - &lt;br /&gt;
[[The First Dynasty of TrumanCapote|TrumanCapote I]] - &lt;br /&gt;
[[The Second Dynasty of Knightking|Knightking II]] - &lt;br /&gt;
[[The First Dynasty of Quazie|Quazie I]] - &lt;br /&gt;
[[The First Dynasty of Simon|Simon I]] - &lt;br /&gt;
[[The First Dynasty of AngryGrasshopper|AngryGrasshopper I]] - &lt;br /&gt;
[[The First Dynasty of Rodney|Rodney I]] - &lt;br /&gt;
[[The First Dynasty of Aaron|Aaron I]] - &lt;br /&gt;
[[The Second Dynasty of Josh|Josh II]] - &lt;br /&gt;
&#039;&#039;[[The Second Metadynasty|Metadynasty II]]&#039;&#039; - &lt;br /&gt;
[[The Second Dynasty of Chronos Phaenon|Chronos Phaenon II]] - &lt;br /&gt;
[[The First Dynasty of Excalabur|Excalabur I]] - &lt;br /&gt;
[[The Second Dynasty of Excalabur|Excalabur II]] - &lt;br /&gt;
[[The First Dynasty of 75th Trombone|75th Trombone I]] - &lt;br /&gt;
[[The First Dynasty of Elias IX|Elias IX I]] - &lt;br /&gt;
&#039;&#039;[[The Third Metadynasty|Metadynasty III]]&#039;&#039; - &lt;br /&gt;
[[The Second Dynasty of Angry Grasshopper|Angry Grasshopper II]] - &lt;br /&gt;
[[The First Dynasty of Hix|Hix I]] - &lt;br /&gt;
[[The First Dynasty of Thelonious|Thelonious I]] - &lt;br /&gt;
[[The Second Dynasty of Elias IX|Elias IX II]] - &lt;br /&gt;
[[The Second Dynasty of Rodney|Rodney II]] - &lt;br /&gt;
[[The First Dynasty of Clucky|Clucky I]] - &lt;br /&gt;
[[The First Dynasty of Doremi|Doremi I]] - &lt;br /&gt;
[[The Third Dynasty of Chronos Phaenon|Chronos Phaenon III]] - &lt;br /&gt;
[[The First Dynasty of Amnistar|Amnistar I]] - &lt;br /&gt;
[[The Second Dynasty of Clucky|Clucky II]] - &lt;br /&gt;
[[The Second Dynasty of Amnistar|Amnistar II]] - &lt;br /&gt;
[[The First Dynasty of Bucky|Bucky I]] - &lt;br /&gt;
[[The Third Dynasty of Clucky|Clucky III]] -&lt;br /&gt;
[[The Third Dynasty of Josh|Josh III]] -&lt;br /&gt;
[[The Fifth Dynasty of Kevan|Kevan V]] -&lt;br /&gt;
[[The Second Dynasty of Hix|Hix II]] - &lt;br /&gt;
[[The First Dynasty of spikebrennan|Spikebrennan I]] -&lt;br /&gt;
[[The First Dynasty of Jack|Jack I]] -&lt;br /&gt;
[[The First Dynasty of Purplebeard|Purplebeard I]] -&lt;br /&gt;
[[The First Dynasty of Rodlen|Rodlen I]] -&lt;br /&gt;
[[The First Dynasty of Yoda|Yoda I]] -&lt;br /&gt;
[[The Third Dynasty of Amnistar|Amnistar III]] -&lt;br /&gt;
[[The First Dynasty of Darknight|Darknight I]] -&lt;br /&gt;
[[The Second Dynasty of Bucky|Bucky II]] -&lt;br /&gt;
[[The Second Dynasty of Yoda|Yoda II]] -&lt;br /&gt;
&#039;&#039;[[The Fourth Metadynasty|Metadynasty IV]]&#039;&#039; -&lt;br /&gt;
[[The First Dynasty of arthexis|Arthexis I]] -&lt;br /&gt;
[[The Fourth Dynasty of Amnistar|Amnistar IV]] -&lt;br /&gt;
[[The First Dynasty of Devenger|Devenger I]] -&lt;br /&gt;
[[The First Dynasty of ais523|Ais523 I]] -&lt;br /&gt;
[[The First Dynasty of yuri_dragon_17|Ienpw III I]] -&lt;br /&gt;
[[The First Dynasty of Qwazukee|Qwazukee I]] -&lt;br /&gt;
[[The First Dynasty of Darth Cliche|Klisz I]] -&lt;br /&gt;
&#039;&#039;[[The Fifth Metadynasty|Metadynasty V]]&#039;&#039; -&lt;br /&gt;
[[The Third Dynasty of Bucky|Bucky III]] -&lt;br /&gt;
[[The First Dynasty of Wakukee|Wakukee I]] -&lt;br /&gt;
[[The Sixth Dynasty of Kevan|Kevan VI]] -&lt;br /&gt;
[[The Second Dynasty of ais523|Ais523 II]] -&lt;br /&gt;
[[The Fourth Dynasty of Josh|Josh IV]] -&lt;br /&gt;
[[The Second Dynasty of Purplebeard|Purplebeard II]] -&lt;br /&gt;
[[The Third Dynasty of ais523|Ais523 III]] -&lt;br /&gt;
[[The Second Dynasty of Ienpw III|Ienpw III II]] -&lt;br /&gt;
[[The Second Dynasty of Darth Cliche|Klisz II]] -&lt;br /&gt;
[[The First Dynasty of lilomar|Lilomar I]] -&lt;br /&gt;
[[The First Dynasty of coppro|Coppro I]] -&lt;br /&gt;
[[The Fourth Dynasty of ais523|Ais523 IV]] -&lt;br /&gt;
[[The Seventh Dynasty of Kevan|Kevan VII]] -&lt;br /&gt;
[[The Second Dynasty of Brendan|Brendan II]] -&lt;br /&gt;
[[The First Dynasty of Alecto|Alecto I]] -&lt;br /&gt;
[[The Fifth Dynasty of Josh|Josh V]] - &lt;br /&gt;
[[The Fourth Dynasty of Clucky|Clucky IV]] -&lt;br /&gt;
[[The Third Dynasty of Purplebeard|Purplebeard III]] -&lt;br /&gt;
[[The Eighth Dynasty of Kevan|Kevan VIII]] -&lt;br /&gt;
[[The Fifth Dynasty of ais523|Ais523 V]] -&lt;br /&gt;
[[The Fourth Dynasty of Purplebeard|Purplebeard IV]] -&lt;br /&gt;
[[The Third Dynasty of Yoda|Yoda III]] -&lt;br /&gt;
[[The Fourth Dynasty of Bucky|Bucky IV]] -&lt;br /&gt;
[[The Ninth Dynasty of Kevan|Kevan IX]] -&lt;br /&gt;
[[The First Dynasty of Bateleur|Bateleur I]] -&lt;br /&gt;
&#039;&#039;[[The Sixth Metadynasty|Metadynasty VI]]&#039;&#039; - &lt;br /&gt;
[[The Second Dynasty of coppro|Coppro II]] -&lt;br /&gt;
[[The Sixth Dynasty of ais523|Ais523 VI]] -&lt;br /&gt;
[[The First Dynasty of Cpt_Koen|Cpt Koen I]] -&lt;br /&gt;
[[The First Dynasty of southpointingchariot|Southpointingchariot I]] -&lt;br /&gt;
[[The Sixth Dynasty of Josh|Josh VI]] -&lt;br /&gt;
[[The Third Machine of scshunt|Scshunt III]] -&lt;br /&gt;
[[The First Dynasty of Quirck|Quirck I]] -&lt;br /&gt;
[[The Fifth Dynasty of Clucky|Clucky V]] -&lt;br /&gt;
[[The Fifth Dynasty of Bucky|Bucky V]] -&lt;br /&gt;
[[The Tenth Dynasty of Kevan|Kevan X]] -&lt;br /&gt;
[[The Seventh Dynasty of Josh|Josh VII]] -&lt;br /&gt;
[[The Eleventh Dynasty of Kevan|Kevan XI]] -&lt;br /&gt;
[[The Fourth Dynasty of scshunt|Scshunt IV]] -&lt;br /&gt;
[[The First Dynasty of RaichuKFM|RaichuKFM I]] -&lt;br /&gt;
[[The First Dynasty of Larrytheturtle|Larrytheturtle I]] -&lt;br /&gt;
[[The First Dynasty of Skju|Skju I]] -&lt;br /&gt;
&#039;&#039;[[The Seventh Metadynasty|Metadynasty VII]]&#039;&#039; -&lt;br /&gt;
[[The Fifth Dynasty of Purplebeard|Purplebeard V]] -&lt;br /&gt;
[[The First Dynasty of Spitemaster|Spitemaster I]] -&lt;br /&gt;
[[The Eighth Dynasty of Josh|Josh VIII]] - &lt;br /&gt;
[[The Second Dynasty of RaichuKFM|RaichuKFM II]] -&lt;br /&gt;
[[The First Dynasty of The Alien|The Alien I]] -&lt;br /&gt;
[[The First Dynasty of Benzene|Benzene I]] -&lt;br /&gt;
[[The Third Dynasty of RaichuKFM|RaichuKFM III]] -&lt;br /&gt;
[[The Sixth Dynasty of Purplebeard|Purplebeard VI]] -&lt;br /&gt;
[[The Twelfth Dynasty of Kevan|Kevan XII]] -&lt;br /&gt;
[[The First Dynasty of Ayesdeeef|Ayesdeeef I]] -&lt;br /&gt;
[[The Sixth Dynasty of Bucky|Bucky VI]] -&lt;br /&gt;
[[The Thirteenth Dynasty of Kevan|Kevan XIII]] -&lt;br /&gt;
[[The Ninth Dynasty of Josh|Josh IX]] -&lt;br /&gt;
[[The First Dynasty of Mideg|Mideg I]] -&lt;br /&gt;
[[The Fourteenth Dynasty of Kevan|Kevan XIV]] -&lt;br /&gt;
[[The Third Dynasty of Brendan|Brendan III]] -&lt;br /&gt;
[[The Fifteenth Dynasty of Kevan|Kevan XV]] -&lt;br /&gt;
[[The First Dynasty of Tantusar|Tantusar I]] -&lt;br /&gt;
[[The Tenth Dynasty of Josh|Josh X]] -&lt;br /&gt;
[[The Sixteenth Dynasty of Kevan|Kevan XVI]] -&lt;br /&gt;
[[The First Dynasty of Thrawn|Thrawn I]] -&lt;br /&gt;
[[The Fourth Dynasty of Brendan|Brendan IV]] -&lt;br /&gt;
[[The Seventeenth Dynasty of Kevan|Kevan XVII]] -&lt;br /&gt;
[[The First Dynasty of Moonroof|Moonroof I]] -&lt;br /&gt;
[[The Fourth Dynasty of RaichuKFM|RaichuKFM IV]] -&lt;br /&gt;
[[The Second Dynasty of Larrytheturtle|Larrytheturtle II]] -&lt;br /&gt;
[[The Fifth Dynasty of Brendan|Brendan V]] -&lt;br /&gt;
[[The Eighteenth Dynasty of Kevan|Kevan XVIII]] -&lt;br /&gt;
[[The Sixth Dynasty of Brendan|Brendan VI]] -&lt;br /&gt;
[[The Fifth Dynasty of RaichuKFM|RaichuKFM V]] -&lt;br /&gt;
[[The Nineteenth Dynasty of Kevan|Kevan XIX]] -&lt;br /&gt;
[[The Seventh Dynasty of Brendan|Brendan VII]] -&lt;br /&gt;
[[The Twentieth Dynasty of Kevan|Kevan XX]] -&lt;br /&gt;
[[The First Dynasty of Viv|Viv I]] -&lt;br /&gt;
[[The First Dynasty of pokes|Pokes I]] - &lt;br /&gt;
[[The First Dynasty of Sphinx|Sphinx I]] -&lt;br /&gt;
[[The First Dynasty of Cuddlebeam|Madrid I]] -&lt;br /&gt;
[[The Second Dynasty of Pokes|Pokes II]] - &lt;br /&gt;
[[The Second Dynasty of Cuddlebeam|Madrid II]] -&lt;br /&gt;
&#039;&#039;[[The Eighth Metadynasty|Metadynasty VIII]]&#039;&#039; -&lt;br /&gt;
[[The First Dynasty of Axemabaro|Axemabaro I]] -&lt;br /&gt;
[[The First Dynasty of Diabecko|Diabecko I]] -&lt;br /&gt;
[[The Twenty-First Dynasty of Kevan|Kevan XXI]] -&lt;br /&gt;
[[The First Coregency of Diabecko and card|Diabecko &amp;amp; Card I]] -&lt;br /&gt;
[[The Twenty-Second Dynasty of Kevan|Kevan XXII]] -&lt;br /&gt;
[[The First Dynasty of Derrick|Derrick I]] -&lt;br /&gt;
[[The First Dynasty of card|Card I]] -&lt;br /&gt;
[[The Third Dynasty of Cuddlebeam|Madrid III]] -&lt;br /&gt;
[[The Second Dynasty of card|Card II]] -&lt;br /&gt;
[[The Twenty-Third Dynasty of Kevan|Kevan XXIII]] -&lt;br /&gt;
[[The Third Dynasty of pokes|Pokes III]] -&lt;br /&gt;
[[The Twenty-Fourth Dynasty of Kevan|Kevan XXIV]] -&lt;br /&gt;
[[The First Dynasty of Trigon|Trigon I]] - &lt;br /&gt;
[[The Second Dynasty of Derrick|Derrick II]] -&lt;br /&gt;
[[The Twenty-Fifth Dynasty of Kevan|Kevan XXV]] -&lt;br /&gt;
[[The Third Dynasty of Derrick|Derrick III]] -&lt;br /&gt;
[[The First Dynasty of Farsight|Farsight I]] -&lt;br /&gt;
[[The First Dynasty of TyGuy6|TyGuy6 I]] -&lt;br /&gt;
[[The Fourth Dynasty of pokes|Pokes IV]] -&lt;br /&gt;
[[The Fourth Dynasty of Cuddlebeam|Madrid IV]] -&lt;br /&gt;
[[The Second Dynasty of TyGuy6|TyGuy6 II]] -&lt;br /&gt;
[[The Twenty-Sixth Dynasty of Kevan|Kevan XXVI]] -&lt;br /&gt;
[[The First Dynasty of The Duke of Waltham|The Duke of Waltham I]] -&lt;br /&gt;
[[The Eleventh Dynasty of Josh|Josh XI]] -&lt;br /&gt;
[[The Sixth Dynasty of Clucky|Clucky VI]] -&lt;br /&gt;
[[The First Dynasty of naught|Naught I]] -&lt;br /&gt;
&#039;&#039;[[The Ninth Metadynasty|Metadynasty IX]]&#039;&#039; -&lt;br /&gt;
[[The Twenty-Seventh Dynasty of Kevan|Kevan XXVII]] -&lt;br /&gt;
[[The Twelfth Dynasty of Josh|Josh XII]] -&lt;br /&gt;
[[The Seventh Dynasty of Clucky|Clucky VII]] -&lt;br /&gt;
[[The Thirteenth Dynasty of Josh|Josh XIII]] -&lt;br /&gt;
[[The Seventh Dynasty of Bucky|Bucky VII]] -&lt;br /&gt;
[[The Fourteenth Dynasty of Josh|Josh XIV]] -&lt;br /&gt;
[[The Twenty-Eighth Dynasty of Kevan|Kevan XXVIII]] -&lt;br /&gt;
[[The First Dynasty of lemonfanta|Lemonfanta I]] -&lt;br /&gt;
[[The Eighth Dynasty of Clucky|Clucky VIII]] -&lt;br /&gt;
[[The Fifteenth Dynasty of Josh|Josh XV]] -&lt;br /&gt;
[[The First Dynasty of Jumble|Misty I]] - &lt;br /&gt;
[[The Seventh Dynasty of ais523|ais523 VII]] -&lt;br /&gt;
[[The Sixteenth Dynasty of Josh|Josh XVI]] -&lt;br /&gt;
[[The Twenty-Ninth Dynasty of Kevan|Kevan XXIX]] -&lt;br /&gt;
[[The First Dynasty of Trapdoorspyder|Trapdoorspyder I]] -&lt;br /&gt;
&#039;&#039;[[The Tenth Metadynasty|Metadynasty X]]&#039;&#039; -&lt;br /&gt;
[[The Eighth Dynasty of Brendan|Brendan VIII]] -&lt;br /&gt;
[[The Ninth Dynasty of Brendan|Brendan IX]] -&lt;br /&gt;
[[The First Dynasty of Zack|Zack I]] -&lt;br /&gt;
[[The Second Dynasty of Jumble|Misty II]] -&lt;br /&gt;
[[The Seventeenth Dynasty of Josh|Josh XVII]] -&lt;br /&gt;
[[The First Dynasty of MadisonSilver|MadisonSilver I]] -&lt;br /&gt;
[[The Eighteenth Dynasty of Josh|Josh XVIII]] -&lt;br /&gt;
[[The Thirtieth Dynasty of Kevan|Kevan XXX]] -&lt;br /&gt;
[[The First Dynasty of lendunistus|Lendunistus I]] -&lt;br /&gt;
[[The Ninteenth Dynasty of Josh|Josh XIX]] -&lt;br /&gt;
[[The First Dynasty of SingularByte|SingularByte I]] -&lt;br /&gt;
[[The Second Dynasty of Trapdoorspyder|Trapdoorspyder II]] -&lt;br /&gt;
[[The Eighth Dynasty of Bucky|Bucky XIII]] -&lt;br /&gt;
[[The First Dynasty of JonathanDark|JonathanDark I]] -&lt;br /&gt;
[[The Third Dynasty of Trapdoorspyder|Trapdoorspyder III]] -&lt;br /&gt;
[[The First Dynasty of Habanero|Habanero I]] -&lt;br /&gt;
[[The Second Dynasty of JonathanDark|JonathanDark II]] -&lt;br /&gt;
[[The Third Dynasty of Misty|Misty III]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=23157</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=23157"/>
		<updated>2023-05-04T00:47:17Z</updated>

		<summary type="html">&lt;p&gt;Misty!: It really does end with a tower, doesn&amp;#039;t it (Formatting)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Engineer&lt;br /&gt;
|-&lt;br /&gt;
| Benbot&lt;br /&gt;
|-&lt;br /&gt;
| Brendan &lt;br /&gt;
|-&lt;br /&gt;
| Bucky&lt;br /&gt;
|-&lt;br /&gt;
| Habanero &lt;br /&gt;
|-&lt;br /&gt;
| jjm3x3 &lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark&lt;br /&gt;
|-&lt;br /&gt;
| Josh&lt;br /&gt;
|-&lt;br /&gt;
| Kevan &lt;br /&gt;
|-&lt;br /&gt;
| redtara&lt;br /&gt;
|-&lt;br /&gt;
| summai &lt;br /&gt;
|-&lt;br /&gt;
| Taiga &lt;br /&gt;
|-&lt;br /&gt;
| Titanic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Idle players&lt;br /&gt;
! Engineer       || Stone || Focus&lt;br /&gt;
&lt;br /&gt;
| SingularByte   ||  1    || 500&lt;br /&gt;
&lt;br /&gt;
| Pokes          ||  -     || 500   || 0 || 0|-&lt;br /&gt;
| Trapdoorspyder ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
| Raven1207      ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
| lendunistus    ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Misty3_2.png&amp;diff=23147</id>
		<title>File:Misty3 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Misty3_2.png&amp;diff=23147"/>
		<updated>2023-05-02T01:37:13Z</updated>

		<summary type="html">&lt;p&gt;Misty!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Misty3.png&amp;diff=23146</id>
		<title>File:Misty3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Misty3.png&amp;diff=23146"/>
		<updated>2023-05-02T01:36:57Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Misty! reverted File:Misty3.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Misty&#039;s third Dynasty.&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=File:Misty3.png&amp;diff=23145</id>
		<title>File:Misty3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=File:Misty3.png&amp;diff=23145"/>
		<updated>2023-05-02T01:33:06Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Misty! uploaded a new version of File:Misty3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Misty&#039;s third Dynasty.&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23144</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=23144"/>
		<updated>2023-05-02T01:31:52Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Expertise */ Enacting House of Cards&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 Engineers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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 Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already an Engineer may make a blog post making clear their wish to be an Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Engineer.&lt;br /&gt;
&lt;br /&gt;
An Engineer may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Engineers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
===Idle Engineers ===&lt;br /&gt;
&lt;br /&gt;
If an Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When an Engineer is unidled, 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 Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render an Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle an Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Engineer, known as the City Architect. If there is no City Architect, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Engineer 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Engineers 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 Engineer 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. An Engineer&#039;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-Engineer never has a Vote, even if they were an Engineer previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If an Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect 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 City Architect&#039;s Vote for the purposes of other rules unless otherwise specified.&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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.&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 Engineers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Engineer 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 Engineer 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 an Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Engineers actively disagree as to the interpretation of the Ruleset, or if an Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 an Engineer (other than the City Architect) 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;
An Engineer&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer 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 number of FOR Votes greater than 2/3rds of the number of Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Engineer who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. 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 City Architect must either Pass the Mantle (by making a post naming an Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 an Engineer&#039;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. Engineers 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 Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer&#039;s game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* An Engineer 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;
* An Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).&lt;br /&gt;
* An Engineer should not edit their own blog comments once posted, nor those of any other Engineer.&lt;br /&gt;
* An Engineer should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* An Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* An Engineer 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;
* An Engineer 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. An Engineer must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* An Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* An Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause an Engineer to achieve victory.&lt;br /&gt;
* An Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Engineer or Engineers 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 Engineers and idle Engineers 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 Engineers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
== The Building ==&lt;br /&gt;
The Building consists of an ordered collection of Levels arranged vertically, each of which contains a left-to-right ordered collection of exactly three Blocks (defaulting to three Empty Blocks). The Building also has a Building Number, which defaults to 0, and a Building Stability, which is an integer that defaults to 500. The Building is said be in &#039;&#039;critical condition&#039;&#039; if the Building Stability is less than or equal to 100.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, if the Building is not Collapsed, and there is no Demolition that is Open, an Engineer who has at least as many Safety Checks as there are Gaps, or at least as many Safety Checks as the current Building Number, may Build, which is a atomic action with the following steps:&lt;br /&gt;
* Optionally, by spending 1 from any of their Materials except Wood or Empty, they may choose any Wood Block in the Building and replace it with the spent Material.&lt;br /&gt;
** If they do so, and the Material has the Supportive Property, increase Building Stability by 25. Decrease Building Stability by 25 if the Material has the Heavy Property and the Block is not on the bottommost Level.&lt;br /&gt;
* If the topmost Level of the Building contains no Empty Blocks, add a new Level to the top of the Building.&lt;br /&gt;
* Choose a non-Empty Block that is not in one of the two topmost Levels of the Building, and swap that Block with an Empty Block on the topmost Level.&lt;br /&gt;
* If the Block that was swapped with an Empty Block contains a Material with the Heavy Property, decrease Building Stability by 25&lt;br /&gt;
* Optionally, if they have a Specialisation, perform their Specialisation’s Bonus&lt;br /&gt;
* Spend any amount of Focus, &#039;&#039;F&#039;&#039; (which may be 0 Focus), to roll DICEN, where &#039;&#039;G&#039;&#039; is equal to the number of Gaps in the Building, and &#039;&#039;N&#039;&#039; = &#039;&#039;G&#039;&#039; x 25; the result of the roll is &#039;&#039;W&#039;&#039;. If the Building is in critical condition, the amount of Focus spent may not be more than T, where T is the most recent amount of Focus spent by any Engineer while the Building is in critical condition and the Building Number is the same as the current one.&lt;br /&gt;
* Optionally, spend Safety Checks to roll DICEN again and use that roll instead; this step may be repeated, but the amount that must be spent goes up each time. This cost starts at 3 Safety Checks for the first reroll and increases by 1 for each repetition during a given instance of the Build action. The result of the final such die roll becomes &#039;&#039;W&#039;&#039;.&lt;br /&gt;
* Decrease Building Stability by &#039;&#039;W&#039;&#039; - &#039;&#039;F&#039;&#039;, but if &#039;&#039;W&#039;&#039; - &#039;&#039;F&#039;&#039; is less than 0, then instead, do not decrease Building Stability.&lt;br /&gt;
* Optionally choose a Block that is both Weakened and orthogonally adjacent to the previous location of the Removed Block, and replace the chosen Block with an Empty Block.&lt;br /&gt;
* Calculate the Risk of this Build, where Risk = &#039;&#039;N&#039;&#039; - Building Stability - &#039;&#039;F&#039;&#039;.&lt;br /&gt;
* If the Building is not Collapsed, add 1 to their Safety Checks and add the greater of the Risk of this Build or 1 to their Expertise; otherwise, add 1 to their Accidents.&lt;br /&gt;
* If at least 1 Engineer has an Expertise of at least 500, and the Final Building is 0, set the Final Building to the current Building Number plus 3.&lt;br /&gt;
&lt;br /&gt;
If Building Stability is 0 or lower, or if any Level of the Building below the topmost Level consists entirely of Empty Blocks, then the Building is Collapsed; otherwise, the Building is not Collapsed. While the Building is Collapsed, any Engineer can Move On. If the Building is not Collapsed, but neither a Build action nor a Move On action has occurred in the previous 48 hours, and there is no Demolition that is Open, then any Engineer can Move On.&lt;br /&gt;
&lt;br /&gt;
Move On is an Atomic Action with the following steps:&lt;br /&gt;
* Increase Building Number by 1&lt;br /&gt;
* Set Building Stability to its default value and the Building to be six Levels, each of which contains three Wooden Blocks&lt;br /&gt;
* Set every Engineer’s Focus to 500&lt;br /&gt;
* If the Quarry has at least as much Stone as five times the number of Engineers: give each Engineer 5 Stone and reduce the amount of Stone in the Quarry by five times the number of Engineers.&lt;br /&gt;
&lt;br /&gt;
A Gap is defined as an Empty Block which is not on the top Level of the Building.&lt;br /&gt;
&lt;br /&gt;
===Building Contents===&lt;br /&gt;
&lt;br /&gt;
The possible building contents for The Building, known as Materials, are listed in the table below. The ruleset may refer to a given Material using either its Name or Abbreviated Name - they are considered equivalent. The Description is flavour text.&lt;br /&gt;
&lt;br /&gt;
If Engineers have a numerical publicly tracked variable with the same name as a Material, they are said to have that amount of the Material - otherwise, they are said to have 0 of that Material and are not capable of spending it.  Each Material may have Properties, as determined by the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Abbreviated Name || Description || Properties &lt;br /&gt;
|-&lt;br /&gt;
| Empty || _ || This represents open space. || &lt;br /&gt;
|-&lt;br /&gt;
| Wood || W || A reliable building material. || &lt;br /&gt;
|-&lt;br /&gt;
| Rebar || R || Modern girders to support vertical construction. || Supportive &lt;br /&gt;
|-&lt;br /&gt;
| Stone || S || A sturdy but very heavy building material. || Heavy, Supportive &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Block may have the condition of Weakened, defaulting to not Weakened. A Block that is Weakened is tracked by formatting the Abbreviated Name of its Material in italics. Empty Blocks are always not Weakened. A Block that is Weakened is changed to not Weakened whenever the Material of the Block is changed (swapping a Block with another Block is not considered changing the Material for either Block for the purposes of this rule, but replacing the Block with another Block of the same Material is considered changing the Material for the purposes of this rule).&lt;br /&gt;
&lt;br /&gt;
If every Level of the Building except the two topmost Levels contains only one non-Empty Block, the Building is Finished, otherwise it is not Finished. While the Building is Finished, any Engineer can Move On.&lt;br /&gt;
&lt;br /&gt;
=== Block Numbers ===&lt;br /&gt;
&lt;br /&gt;
Blocks in the Building are numbered from left to right starting at the Level below the topmost Level, then continuing left-to-right on the Level below, until the rightmost Block is numbered on the bottommost Level. The numbering begins with 1 and continues with the next Natural number. This number for each Block is the Block Number.&lt;br /&gt;
&lt;br /&gt;
The number of Blocks in the Building not counting the Blocks in the topmost Level is called the Structure.&lt;br /&gt;
&lt;br /&gt;
== The Quarry ==&lt;br /&gt;
&lt;br /&gt;
The Quarry is an entity that contains a publicly tracked quantity of Stone, defaulting to 720; each Engineer also has an amount of Stone which is publicly tracked and which defaults to zero.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
&lt;br /&gt;
Each Engineer has a publicly-tracked amount of Focus, being a number that defaults to 500.&lt;br /&gt;
&lt;br /&gt;
== Accidents ==&lt;br /&gt;
&lt;br /&gt;
Each Engineer has a publicly-tracked number named Accidents that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
While an Engineer has one or more Accidents, any effect that would cause them to achieve victory instead does not do so. An Engineer who has a Specialisation may lose that Specialisation to reduce their Accidents by 1.&lt;br /&gt;
&lt;br /&gt;
== Threat ==&lt;br /&gt;
The Threat is a publicly tracked list of values in the format “X, Y, Z” that may contain up to three items.&lt;br /&gt;
&lt;br /&gt;
As a Weekly Communal Action, an Engineer or the City Architect may Trigger, which is an atomic action with the following steps:&lt;br /&gt;
* Carry out the Effect of the Disaster corresponding to the first item in the Threat and remove the first item in the Threat. Repeat this step until the Threat is blank.&lt;br /&gt;
* Randomly select a Disaster and append its name to the Threat. Repeat this step until the list has three items.&lt;br /&gt;
&lt;br /&gt;
A Disaster consists of a Name, an Effect and a Description (which is flavor text). The Disasters are listed in the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Effect || Description&lt;br /&gt;
|-&lt;br /&gt;
| Saboteur || Randomly select a Block that isn’t _ and set it to _ || Hey, who took this block out?&lt;br /&gt;
|-&lt;br /&gt;
| Earthquake || Randomly select 3 non-Empty, non-Weakened Blocks and Weaken them || At least it didn’t collapse immediately…&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Safety Checks==&lt;br /&gt;
Each Engineer has a number of Safety Checks which is publicly tracked and which defaults to 0.&lt;br /&gt;
&lt;br /&gt;
If they have not already done so while the Building Number was at its current value, an Engineer may perform an Inspection, which is an atomic action with the following steps:&lt;br /&gt;
* Make a blog post or comment stating that they are performing an Inspection.&lt;br /&gt;
* Perform the Build atomic action if possible.&lt;br /&gt;
* If the Build atomic action was completed in the previous step of this Inspection, and the Building is not Collapsed at the time of this completion, count the number of Gaps in the Building at that time and add this number to their Safety Checks. Then, increase their Expertise by the amount of Expertise they increased during the previous step. If the number of Gaps formed throughout the Building since the most recent Moving On is exactly 1, then optionally, they may choose to gain 10 times the number of Safety Checks that they originally would have gained during this step and choose to gain Expertise equal to 50 times the number of Gaps in the Building. If they choose to do either, they may not Build again while the Building Number is the same as the current one.&lt;br /&gt;
&lt;br /&gt;
==Specialisation==&lt;br /&gt;
&lt;br /&gt;
Each Engineer may have a single Specialisation from the following list, being publicly tracked by having the first letter of that Specialisation prepended to their Safety Checks (and no letter prepended if they have no Specialisation). Each Specialisation has the Bonus effect listed for it.&lt;br /&gt;
&lt;br /&gt;
*Architect: Swap any two non-Empty Blocks in the Building&lt;br /&gt;
*Carpenter: Change any Block in the Building to Wood&lt;br /&gt;
*Decorator: Change a non-Empty Block in the Building to the Material listed directly below it in the Building Contents table&lt;br /&gt;
*Electrician: Gain 20 Focus&lt;br /&gt;
*Logistician: Increase three Engineers’ Stone values by 1&lt;br /&gt;
*Stonemason: Gain 1 Stone &lt;br /&gt;
&lt;br /&gt;
An Engineer may spend a “Years of Experience” in Safety Checks to set their Specialisation to any valid value, where “Years of Experience” is defined by 3 plus the building number.&lt;br /&gt;
&lt;br /&gt;
==Review Board==&lt;br /&gt;
&lt;br /&gt;
A Review Board is a type of Event. The Creation Conditions for a Review Board are that the body of the post must contain the name of exactly one non-idle Engineer (known as that Review Board’s Candidate) whose Accident value is at least 1 or whose Safety Checks is a value below the current Building Number, and that there must be no other Review Boards that are Open with this Review Board’s Candidate as their Candidate.&lt;br /&gt;
&lt;br /&gt;
The Response Format for a Review Board is a comment containing one or more of the following capitalised words: ACQUIT, AUTHORISE, DEMOTE and DISCIPLINE. If an Engineer has made multiple Responses to a Review Board, all but the most recent of their Responses to that Review Board are ignored during its Ending Action.&lt;br /&gt;
&lt;br /&gt;
The Ending Condition for a Review Board is that it has been at least 48 hours since the Review Board was created, or that a number of Responses on it equal to Quorum included the same capitalised word from ACQUIT, AUTHORISE, DEMOTE or DISCIPLINE.&lt;br /&gt;
&lt;br /&gt;
The Ending Action for a Review Board is an atomic action with the following steps performed in reference to its Responses, and applied to the Candidate of that Review Board:-&lt;br /&gt;
* If a number of Responses equal to Quorum included the word AUTHORISE, set the Candidate’s Safety Checks to the Building Number (if their current Safety Checks value is less than the Building Number) and set the Specialisation of the Candidate to the one they name in their most recent Response (if they named exactly one Specialisation in their Response).&lt;br /&gt;
* If a number of Responses equal to Quorum included the word DISCIPLINE, decrease the Safety Checks of the Candidate by their Accidents&lt;br /&gt;
* If a number of Responses equal to Quorum included the word DEMOTE, remove the Candidate’s Specialisation&lt;br /&gt;
* If a number of Responses equal to Quorum included the word ACQUIT, set the Candidate’s Accidents to zero&lt;br /&gt;
&lt;br /&gt;
==Builder&#039;s Exchange==&lt;br /&gt;
&lt;br /&gt;
Each Engineer has an amount of Rebar which is publicly tracked and defaults to 0.&lt;br /&gt;
&lt;br /&gt;
At any time, if a Builder has at least 10 Stone, they may subtract 10 from their Stone and add 1 to their Rebar.&lt;br /&gt;
&lt;br /&gt;
== Demolition ==&lt;br /&gt;
&lt;br /&gt;
A Demolition is a type of Event. The Creation Conditions for a Demolition are the following:&lt;br /&gt;
* There must be no other Demolition that is Open&lt;br /&gt;
* The Building Stability must be 100 or less&lt;br /&gt;
* The Engineer creating the Demolition must meet the criteria for performing a Build&lt;br /&gt;
* It has been at least 48 hours since the Engineer creating the Demolition created a prior Demolition,unless this is the Engineer’s first creation of a Demolition&lt;br /&gt;
&lt;br /&gt;
The Response Format for a Demolition is a comment that satisfies all of the following conditions:&lt;br /&gt;
* The comment contains the phrase “I wager X”, where X is a number between 1 and the Structure&lt;br /&gt;
* The Engineer posting the comment has at least X Safety Checks&lt;br /&gt;
* The X in this Response is larger than the X in the most recent valid Response, unless this is the first valid Response&lt;br /&gt;
&lt;br /&gt;
The Ending Condition for a Demolition is that it has been at least 48 hours since the Demolition was created.&lt;br /&gt;
&lt;br /&gt;
The Ending Action for a Demolition is an atomic action with the following steps, which must be performed by the Engineer who posted the most recent valid Response. In these steps, the Engineer with the most recent valid Response is the Demolisher, and the value of X in their most recent Response is the Boom:&lt;br /&gt;
* If there are not at least 2 different Engineers who have posted valid Responses in this Demolition, skip the remaining steps and end the Demolition. Otherwise, perform the two sub-steps below Boom times or until the Building is Collapsed, whichever comes first.&lt;br /&gt;
* * Roll DICEN, where N is the current Structure&lt;br /&gt;
* * Replace the Block whose Block Number matches the result of the dice roll from the preceding stepwith an Empty Block, unless the Block is already an Empty Block&lt;br /&gt;
* If the Building is not Collapsed, then the Demolisher adds the value of Boom to their Safety Checks, and gain 10 Expertise for each distinct Level below the top Level in the Building that had more than one non-Empty Block before the Demolition but has only one non-Empty Block after the Demolition. Otherwise, they add the value of Boom to their Accidents.&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
&lt;br /&gt;
Each Engineer has a publicly-tracked integer named Expertise that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
There is a publicly-tracked number named Final Building that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
Whenever the Final Building is greater than 0, if there is only 1 Engineer who has the highest Expertise when the Building Number equals the Final Building, that Engineer achieves victory.&lt;br /&gt;
&lt;br /&gt;
If there are 2 or more Engineers who have the highest Expertise when the Building Number equals the Final Building, any Engineer or the City Architect may increase the Final Building by 3.&lt;br /&gt;
&lt;br /&gt;
==The Chopping Block==&lt;br /&gt;
The game is in a state of Endgame Lockdown. While the game is in a state of Endgame Lockdown, no Proposal may be posted that proposes to make any changes to the dynastic ruleset except for those that make changes to the rules contained within the section named The Chopping Block; Additionally, no dynastic actions other than those listed in the section named The Chopping Block may be taken. All text in the dynastic ruleset not contained within the section named The Chopping Block are considered flavor text and cannot be part of any dynastic action.&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[Rare]&amp;quot;, its Default Status is Inactive, otherwise, its Default Status is Active.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active]==&lt;br /&gt;
If there are fewer than five Engineers, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active]==&lt;br /&gt;
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the City Architect is not an Engineer.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive] [Rare]==&lt;br /&gt;
The City Architect may be recipient of the Mantle, as if they were an Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Construction Site]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Collaboration [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the City Architect is not considered an Engineer for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Engineers 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 Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Alliances [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; an Engineer&#039;s Alliance defaults to an empty set. An Engineer may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if an Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to an Engineer who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). An Engineer must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Rare] [Inactive]==&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 City Architect 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 City Architect 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 Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Rare] [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, an Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When an Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Engineer 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 Engineer per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Engineer 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 Engineer per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Engineers.&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 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;
;Effective Vote Comment (EVC): An Engineer&#039;s Effective Vote Comment with respect to a given Votable Matter is that Engineer&#039;s Comment to that Votable Matter, if any, that contains that Engineer&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, an Engineer 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. Engineers , as well as people who are not Engineers 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 Engineers 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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Engineers is half the number of Engineers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Engineer 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 be altered by its author if it is less than 4 hours old and either no Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as an Engineer who has been an Engineer for fewer than seven days or an Engineer that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
&lt;br /&gt;
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Engineer&#039;s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If an Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
An Engineer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 an Engineer with such access. Only an Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name an Engineer 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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer 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 an Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If an Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer 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 Engineer 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, an Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (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;
* An Engineer 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), 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 Engineers 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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If an Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Engineer 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 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), Engineers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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;
* An Engineer 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;
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
* An Engineer 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of an Engineer  if it is explicitly stated that it refers to an Engineer&#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, an Engineer&#039;s (or prospective Engineer&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers 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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).&lt;br /&gt;
===Archives===&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;
An Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor 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 an Engineer who has requested a change on their own behalf, 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 Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer 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 City Architect should announce it in a blog post. The City Architect 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. An Engineer 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 City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect 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 Engineer 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 Engineers .&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 “Engineer” and “City Architect”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Engineer (Player)&lt;br /&gt;
* City Architect (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 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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23084</id>
		<title>Mentorships</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23084"/>
		<updated>2023-04-23T14:13:34Z</updated>

		<summary type="html">&lt;p&gt;Misty!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;Pokes&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 27th of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Taiga&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 10th of May 2023.&lt;br /&gt;
* &#039;&#039;&#039;Titanic&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement7 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 19th of May 2023.&lt;br /&gt;
* &#039;&#039;&#039;Summai&#039;&#039;&#039; is [https://blognomic.com/archive/announcement_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 21st of May 2023.&lt;br /&gt;
&lt;br /&gt;
==Past Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;Zyborg Mao&#039;&#039;&#039; [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.&lt;br /&gt;
* &#039;&#039;&#039;Bais&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 7th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Riggdan&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Tofuna&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Raven1207&#039;&#039;&#039; [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by &#039;&#039;&#039;Derrick&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Vovix&#039;&#039;&#039; [https://blognomic.com/archive/mentoring_announcement to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.&lt;br /&gt;
*&#039;&#039;&#039;robotabc773&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Great_Guy96&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship2 to be mentored] by &#039;&#039;&#039;Publius Scribonius Scholasticus&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Sylav&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship3 to be mentored] by &#039;&#039;&#039;Card&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Coderblaze&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship4 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.&lt;br /&gt;
*&#039;&#039;&#039;Lendunistus&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship5 to be mentored] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020&lt;br /&gt;
* &#039;&#039;&#039;Zack&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.&lt;br /&gt;
* &#039;&#039;&#039;Lemonfanta&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.&lt;br /&gt;
* &#039;&#039;&#039;Jason&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Sylkweaver&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Casio&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;SupernovaStarbright&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Trapdoorspyder&#039;&#039;&#039; [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Chiiika&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Phil&#039;&#039;&#039; [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Utina&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.&lt;br /&gt;
* &#039;&#039;&#039;Silverwing&#039;&#039;&#039; [https://blognomic.com/archive/silverwing#comments to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.&lt;br /&gt;
* &#039;&#039;&#039;Tempo&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;Tech&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;TABBAT&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.&lt;br /&gt;
* &#039;&#039;&#039;GloopyGhost&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship9 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.&lt;br /&gt;
* &#039;&#039;&#039;MadisonSilver&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;DragonSlayr15001&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship8 to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;Gozherd&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship10 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.&lt;br /&gt;
* &#039;&#039;&#039;Thundershrike&#039;&#039;&#039; is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.&lt;br /&gt;
* &#039;&#039;&#039;Maldor&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship11 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.&lt;br /&gt;
* &#039;&#039;&#039;nixnull&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.&lt;br /&gt;
* &#039;&#039;&#039;Snail&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.&lt;br /&gt;
* &#039;&#039;&#039;JonathanDark&#039;&#039;&#039; is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.&lt;br /&gt;
* &#039;&#039;&#039;Benbot&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_rotation to be mentored] by &#039;&#039;&#039;Bucky&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.&lt;br /&gt;
* &#039;&#039;&#039;jjm3x3&#039;&#039;&#039; is [https://blognomic.com/archive/jjm3x3s_mentorship to be mentored] by &#039;&#039;&#039;Misty&#039;&#039;&#039; until the Second Dynasty of JonathanDark has ended and the date is past the 22nd of April 2023.&lt;br /&gt;
&lt;br /&gt;
==Tenured Players==&lt;br /&gt;
Players currently willing to act as a Mentor:&lt;br /&gt;
&lt;br /&gt;
* Kevan&lt;br /&gt;
* Josh&lt;br /&gt;
* derrick&lt;br /&gt;
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there&#039;s a particularly large number of new players)&lt;br /&gt;
* Brendan&lt;br /&gt;
* TyGuy6&lt;br /&gt;
* Misty&lt;br /&gt;
&lt;br /&gt;
==Prohibited Players==&lt;br /&gt;
Players currently restricted from becoming Tenured:&lt;br /&gt;
&lt;br /&gt;
* Raven1207&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historically Available Mentors:&lt;br /&gt;
&lt;br /&gt;
* card -- someone should ping me on slack if i&#039;m needed for this position since i probably won&#039;t be checking the main site as long as this message is here.&lt;br /&gt;
* pokes&lt;br /&gt;
* Bucky {temporarily}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23083</id>
		<title>Mentorships</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23083"/>
		<updated>2023-04-23T14:13:13Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Current Mentorships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;jjm3x3&#039;&#039;&#039; is [https://blognomic.com/archive/jjm3x3s_mentorship to be mentored] by &#039;&#039;&#039;Misty&#039;&#039;&#039; until the Second Dynasty of JonathanDark has ended and the date is past the 22nd of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Pokes&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 27th of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Taiga&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 10th of May 2023.&lt;br /&gt;
* &#039;&#039;&#039;Titanic&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement7 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 19th of May 2023.&lt;br /&gt;
* &#039;&#039;&#039;Summai&#039;&#039;&#039; is [https://blognomic.com/archive/announcement_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 21st of May 2023.&lt;br /&gt;
&lt;br /&gt;
==Past Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;Zyborg Mao&#039;&#039;&#039; [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.&lt;br /&gt;
* &#039;&#039;&#039;Bais&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 7th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Riggdan&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Tofuna&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Raven1207&#039;&#039;&#039; [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by &#039;&#039;&#039;Derrick&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Vovix&#039;&#039;&#039; [https://blognomic.com/archive/mentoring_announcement to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.&lt;br /&gt;
*&#039;&#039;&#039;robotabc773&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Great_Guy96&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship2 to be mentored] by &#039;&#039;&#039;Publius Scribonius Scholasticus&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Sylav&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship3 to be mentored] by &#039;&#039;&#039;Card&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Coderblaze&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship4 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.&lt;br /&gt;
*&#039;&#039;&#039;Lendunistus&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship5 to be mentored] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020&lt;br /&gt;
* &#039;&#039;&#039;Zack&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.&lt;br /&gt;
* &#039;&#039;&#039;Lemonfanta&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.&lt;br /&gt;
* &#039;&#039;&#039;Jason&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Sylkweaver&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Casio&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;SupernovaStarbright&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Trapdoorspyder&#039;&#039;&#039; [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Chiiika&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Phil&#039;&#039;&#039; [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Utina&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.&lt;br /&gt;
* &#039;&#039;&#039;Silverwing&#039;&#039;&#039; [https://blognomic.com/archive/silverwing#comments to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.&lt;br /&gt;
* &#039;&#039;&#039;Tempo&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;Tech&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;TABBAT&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.&lt;br /&gt;
* &#039;&#039;&#039;GloopyGhost&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship9 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.&lt;br /&gt;
* &#039;&#039;&#039;MadisonSilver&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;DragonSlayr15001&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship8 to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;Gozherd&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship10 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.&lt;br /&gt;
* &#039;&#039;&#039;Thundershrike&#039;&#039;&#039; is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.&lt;br /&gt;
* &#039;&#039;&#039;Maldor&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship11 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.&lt;br /&gt;
* &#039;&#039;&#039;nixnull&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.&lt;br /&gt;
* &#039;&#039;&#039;Snail&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.&lt;br /&gt;
* &#039;&#039;&#039;JonathanDark&#039;&#039;&#039; is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.&lt;br /&gt;
* &#039;&#039;&#039;Benbot&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_rotation to be mentored] by &#039;&#039;&#039;Bucky&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.&lt;br /&gt;
&lt;br /&gt;
==Tenured Players==&lt;br /&gt;
Players currently willing to act as a Mentor:&lt;br /&gt;
&lt;br /&gt;
* Kevan&lt;br /&gt;
* Josh&lt;br /&gt;
* derrick&lt;br /&gt;
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there&#039;s a particularly large number of new players)&lt;br /&gt;
* Brendan&lt;br /&gt;
* TyGuy6&lt;br /&gt;
* Misty&lt;br /&gt;
&lt;br /&gt;
==Prohibited Players==&lt;br /&gt;
Players currently restricted from becoming Tenured:&lt;br /&gt;
&lt;br /&gt;
* Raven1207&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historically Available Mentors:&lt;br /&gt;
&lt;br /&gt;
* card -- someone should ping me on slack if i&#039;m needed for this position since i probably won&#039;t be checking the main site as long as this message is here.&lt;br /&gt;
* pokes&lt;br /&gt;
* Bucky {temporarily}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23075</id>
		<title>Mentorships</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23075"/>
		<updated>2023-04-21T19:31:52Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Current Mentorships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;jjm3x3&#039;&#039;&#039; is [https://blognomic.com/archive/jjm3x3s_mentorship to be mentored] by &#039;&#039;&#039;Misty&#039;&#039;&#039; until the Second Dynasty of JonathanDark has ended and the date is past the 22nd of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Pokes&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 27th of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Taiga&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 10th of May 2023.&lt;br /&gt;
* &#039;&#039;&#039;Titanic&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement7 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 19th of May 2023.&lt;br /&gt;
&lt;br /&gt;
==Past Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;Zyborg Mao&#039;&#039;&#039; [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.&lt;br /&gt;
* &#039;&#039;&#039;Bais&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 7th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Riggdan&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Tofuna&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Raven1207&#039;&#039;&#039; [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by &#039;&#039;&#039;Derrick&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Vovix&#039;&#039;&#039; [https://blognomic.com/archive/mentoring_announcement to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.&lt;br /&gt;
*&#039;&#039;&#039;robotabc773&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Great_Guy96&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship2 to be mentored] by &#039;&#039;&#039;Publius Scribonius Scholasticus&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Sylav&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship3 to be mentored] by &#039;&#039;&#039;Card&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Coderblaze&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship4 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.&lt;br /&gt;
*&#039;&#039;&#039;Lendunistus&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship5 to be mentored] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020&lt;br /&gt;
* &#039;&#039;&#039;Zack&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.&lt;br /&gt;
* &#039;&#039;&#039;Lemonfanta&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.&lt;br /&gt;
* &#039;&#039;&#039;Jason&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Sylkweaver&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Casio&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;SupernovaStarbright&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Trapdoorspyder&#039;&#039;&#039; [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Chiiika&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Phil&#039;&#039;&#039; [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Utina&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.&lt;br /&gt;
* &#039;&#039;&#039;Silverwing&#039;&#039;&#039; [https://blognomic.com/archive/silverwing#comments to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.&lt;br /&gt;
* &#039;&#039;&#039;Tempo&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;Tech&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;TABBAT&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.&lt;br /&gt;
* &#039;&#039;&#039;GloopyGhost&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship9 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.&lt;br /&gt;
* &#039;&#039;&#039;MadisonSilver&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;DragonSlayr15001&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship8 to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;Gozherd&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship10 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.&lt;br /&gt;
* &#039;&#039;&#039;Thundershrike&#039;&#039;&#039; is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.&lt;br /&gt;
* &#039;&#039;&#039;Maldor&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship11 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.&lt;br /&gt;
* &#039;&#039;&#039;nixnull&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.&lt;br /&gt;
* &#039;&#039;&#039;Snail&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.&lt;br /&gt;
* &#039;&#039;&#039;JonathanDark&#039;&#039;&#039; is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.&lt;br /&gt;
* &#039;&#039;&#039;Benbot&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_rotation to be mentored] by &#039;&#039;&#039;Bucky&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.&lt;br /&gt;
&lt;br /&gt;
==Tenured Players==&lt;br /&gt;
Players currently willing to act as a Mentor:&lt;br /&gt;
&lt;br /&gt;
* Kevan&lt;br /&gt;
* Josh&lt;br /&gt;
* derrick&lt;br /&gt;
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there&#039;s a particularly large number of new players)&lt;br /&gt;
* Brendan&lt;br /&gt;
* TyGuy6&lt;br /&gt;
* Misty&lt;br /&gt;
&lt;br /&gt;
==Prohibited Players==&lt;br /&gt;
Players currently restricted from becoming Tenured:&lt;br /&gt;
&lt;br /&gt;
* Raven1207&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historically Available Mentors:&lt;br /&gt;
&lt;br /&gt;
* card -- someone should ping me on slack if i&#039;m needed for this position since i probably won&#039;t be checking the main site as long as this message is here.&lt;br /&gt;
* pokes&lt;br /&gt;
* Bucky {temporarily}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=23035</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=23035"/>
		<updated>2023-04-15T16:11:08Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Raven idles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em; text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|Building&lt;br /&gt;
|-&lt;br /&gt;
| W || _ || W&lt;br /&gt;
|-&lt;br /&gt;
| W || W || W&lt;br /&gt;
|-&lt;br /&gt;
| _ || W || S&lt;br /&gt;
|-&lt;br /&gt;
| W || _ || W&lt;br /&gt;
|-&lt;br /&gt;
| W || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| _ || _ || W&lt;br /&gt;
|-&lt;br /&gt;
| _ || _ || W&lt;br /&gt;
|-&lt;br /&gt;
| _ || W || _&lt;br /&gt;
|-&lt;br /&gt;
| _ || &#039;&#039;W&#039;&#039; || _&lt;br /&gt;
|-&lt;br /&gt;
| _ || _ || &#039;&#039;W&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building Number 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Stability: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Engineer       || Stone || Focus || Rebar || Accidents || Safety Checks&lt;br /&gt;
|-&lt;br /&gt;
| Brendan        ||  20   || 175   ||     0 ||         0 || A21&lt;br /&gt;
|-&lt;br /&gt;
| Habanero       ||  21   || 275   ||     0 ||         0 || 42&lt;br /&gt;
|-&lt;br /&gt;
| jjm3x3         ||  24   || 200   ||     0 ||         0 || S27&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   ||  20   || 327   ||     0 ||         0 || 36&lt;br /&gt;
|-&lt;br /&gt;
| Josh           ||  19   || 500   ||     0 ||         0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          ||  21   ||  50   ||     0 ||         0 || 34&lt;br /&gt;
|-&lt;br /&gt;
| lendunistus    ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| redtara        ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Taiga          ||   0   || 500   ||     0 ||         0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! The Quarry&lt;br /&gt;
|-&lt;br /&gt;
| 540 Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#faa&amp;quot; | Threat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#fcc&amp;quot; | Earthquake, Saboteur, Earthquake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Idle players&lt;br /&gt;
! Engineer       || Stone || Focus&lt;br /&gt;
&lt;br /&gt;
| SingularByte   ||  1    || 500&lt;br /&gt;
&lt;br /&gt;
| Pokes          ||  -     || 500   || 0 || 0|-&lt;br /&gt;
| Trapdoorspyder ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Raven1207      ||  20   || 500   ||     0 ||         0 || 0&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23007</id>
		<title>Mentorships</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Mentorships&amp;diff=23007"/>
		<updated>2023-04-12T14:27:41Z</updated>

		<summary type="html">&lt;p&gt;Misty!: mentorship!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Current Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;jjm3x3&#039;&#039;&#039; is [https://blognomic.com/archive/jjm3x3s_mentorship to be mentored] by &#039;&#039;&#039;Misty&#039;&#039;&#039; until the Second Dynasty of JonathanDark has ended and the date is past the 22nd of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Pokes&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 27th of April 2023.&lt;br /&gt;
* &#039;&#039;&#039;Taiga&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Third Dynasty of Misty has ended and the date is past the 10th of May 2023.&lt;br /&gt;
&lt;br /&gt;
==Past Mentorships==&lt;br /&gt;
* &#039;&#039;&#039;Zyborg Mao&#039;&#039;&#039; [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.&lt;br /&gt;
* &#039;&#039;&#039;Bais&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 7th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Riggdan&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Tofuna&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Metadynasty has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Raven1207&#039;&#039;&#039; [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by &#039;&#039;&#039;Derrick&#039;&#039;&#039; until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.&lt;br /&gt;
* &#039;&#039;&#039;Vovix&#039;&#039;&#039; [https://blognomic.com/archive/mentoring_announcement to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.&lt;br /&gt;
*&#039;&#039;&#039;robotabc773&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship1 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Great_Guy96&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship2 to be mentored] by &#039;&#039;&#039;Publius Scribonius Scholasticus&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Sylav&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship3 to be mentored] by &#039;&#039;&#039;Card&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.&lt;br /&gt;
*&#039;&#039;&#039;Coderblaze&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship4 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.&lt;br /&gt;
*&#039;&#039;&#039;Lendunistus&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship5 to be mentored] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020&lt;br /&gt;
* &#039;&#039;&#039;Zack&#039;&#039;&#039; [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.&lt;br /&gt;
* &#039;&#039;&#039;Lemonfanta&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.&lt;br /&gt;
* &#039;&#039;&#039;Jason&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by &#039;&#039;&#039;pokes&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Sylkweaver&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;Casio&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.&lt;br /&gt;
* &#039;&#039;&#039;SupernovaStarbright&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Trapdoorspyder&#039;&#039;&#039; [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.&lt;br /&gt;
* &#039;&#039;&#039;Chiiika&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Phil&#039;&#039;&#039; [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by &#039;&#039;&#039;Clucky&#039;&#039;&#039; until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.&lt;br /&gt;
* &#039;&#039;&#039;Utina&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.&lt;br /&gt;
* &#039;&#039;&#039;Silverwing&#039;&#039;&#039; [https://blognomic.com/archive/silverwing#comments to be mentored by] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.&lt;br /&gt;
* &#039;&#039;&#039;Tempo&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;Tech&#039;&#039;&#039; [https://blognomic.com/archive/mentorship_announcements to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.&lt;br /&gt;
* &#039;&#039;&#039;TABBAT&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship6 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.&lt;br /&gt;
* &#039;&#039;&#039;GloopyGhost&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship9 to be mentored] by &#039;&#039;&#039;Kevan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.&lt;br /&gt;
* &#039;&#039;&#039;MadisonSilver&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;DragonSlayr15001&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship8 to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.&lt;br /&gt;
* &#039;&#039;&#039;Gozherd&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship10 to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.&lt;br /&gt;
* &#039;&#039;&#039;Thundershrike&#039;&#039;&#039; is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.&lt;br /&gt;
* &#039;&#039;&#039;Maldor&#039;&#039;&#039; is [https://blognomic.com/archive/new_mentorship11 to be mentored] by &#039;&#039;&#039;Brendan&#039;&#039;&#039; until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.&lt;br /&gt;
* &#039;&#039;&#039;nixnull&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.&lt;br /&gt;
* &#039;&#039;&#039;Snail&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_established to be mentored] by &#039;&#039;&#039;Josh&#039;&#039;&#039; until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.&lt;br /&gt;
* &#039;&#039;&#039;JonathanDark&#039;&#039;&#039; is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by &#039;&#039;&#039;TyGuy6&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.&lt;br /&gt;
* &#039;&#039;&#039;Benbot&#039;&#039;&#039; is [https://blognomic.com/archive/mentorship_rotation to be mentored] by &#039;&#039;&#039;Bucky&#039;&#039;&#039; until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.&lt;br /&gt;
&lt;br /&gt;
==Tenured Players==&lt;br /&gt;
Players currently willing to act as a Mentor:&lt;br /&gt;
&lt;br /&gt;
* Kevan&lt;br /&gt;
* Josh&lt;br /&gt;
* derrick&lt;br /&gt;
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there&#039;s a particularly large number of new players)&lt;br /&gt;
* Brendan&lt;br /&gt;
* TyGuy6&lt;br /&gt;
* Misty&lt;br /&gt;
&lt;br /&gt;
==Prohibited Players==&lt;br /&gt;
Players currently restricted from becoming Tenured:&lt;br /&gt;
&lt;br /&gt;
* Raven1207&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historically Available Mentors:&lt;br /&gt;
&lt;br /&gt;
* card -- someone should ping me on slack if i&#039;m needed for this position since i probably won&#039;t be checking the main site as long as this message is here.&lt;br /&gt;
* pokes&lt;br /&gt;
* Bucky {temporarily}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22886</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22886"/>
		<updated>2023-04-02T12:13:45Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Stability seems to have gone missing??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Building Number 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Stability: &#039;&#039;&#039;1,000&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Engineer       || Stone || Focus || Accidents&lt;br /&gt;
|-&lt;br /&gt;
| Brendan        ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Habanero       ||  1    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| jjm3x3         ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Josh           ||  5    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| lendunistus    ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Pokes          ||  -    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Raven1207      ||  2    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| redtara        ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder ||  2    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! The Quarry&lt;br /&gt;
|-&lt;br /&gt;
| 650 Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Idle players&lt;br /&gt;
! Engineer       || Stone || Focus&lt;br /&gt;
&lt;br /&gt;
| SingularByte   ||  1    || 500&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22885</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22885"/>
		<updated>2023-04-02T12:13:28Z</updated>

		<summary type="html">&lt;p&gt;Misty!: Stability seems to have gone missing??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Building Number 0&#039;&#039;&#039;&lt;br /&gt;
Building Stability: &#039;&#039;&#039;1,000&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;padding:0.5em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Engineer       || Stone || Focus || Accidents&lt;br /&gt;
|-&lt;br /&gt;
| Brendan        ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Habanero       ||  1    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| jjm3x3         ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| JonathanDark   ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Josh           ||  5    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kevan          ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| lendunistus    ||  4    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Pokes          ||  -    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Raven1207      ||  2    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| redtara        ||  3    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
| Trapdoorspyder ||  2    || 500   || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! The Quarry&lt;br /&gt;
|-&lt;br /&gt;
| 650 Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Idle players&lt;br /&gt;
! Engineer       || Stone || Focus&lt;br /&gt;
&lt;br /&gt;
| SingularByte   ||  1    || 500&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_Misty&amp;diff=22834</id>
		<title>The Third Dynasty of Misty</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_Misty&amp;diff=22834"/>
		<updated>2023-03-31T12:53:34Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Players */ add starting players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Misty3.png|right|500px|&#039;&#039;JENGA!&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 30, 2023 - ?&#039;&#039;&#039;&lt;br /&gt;
==Ascension Address==&lt;br /&gt;
[https://blognomic.com/archive/the_venerable_game_of_tower_integrity_online Ascension Address]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Hey!  All of ya!  Hello and welcome!  As you may already know, that black hole had finally evaporated from that place, which means that construction for the city of our dreams has finally begun again!  Now you might be wondering why you were brought in so late.  There’s uh, one small problem that cropped up.  Someone was an absolute incompetence and blew up half of our construction materials.  Supply chain issues caused by major parts of Asia no longer existing mean that we won’t be getting any replacements soon, so we kind of have to make do with what we have.  That’s why you’re here!  Your job is to take all the non-essential building stuff from the lower floors and hand them right back to the workers.  They won’t suspect a thing, and we might be able to stretch our last few resources far enough to complete the city!  Any questions?&lt;br /&gt;
&lt;br /&gt;
Okay, I guess you could call this “pulling a Jenga”, but don’t let the workers know about that.  Or any of this, really.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dynasty theme: Jenga.  Repeal all dynastic rules.  Set the player synonym to Engineer and the emperor synonym to City Architect.  Set the gamestate tracking page to be “Construction Site”.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
The following players were active at the beginning of this Dynasty: Brendan*, Habanero, jjm3x3, JonathanDark, Josh*, Kevan*, lendunistus, Misty*, Pokes*, Raven1207, redtara*, SingularByte*, Trapdoorspyder*&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following players were active at the end of this Dynasty: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
&lt;br /&gt;
*[[Ruleset 213]]&lt;br /&gt;
&lt;br /&gt;
==Gamestate==&lt;br /&gt;
* [[Construction Site]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&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>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22823</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22823"/>
		<updated>2023-03-31T00:41:29Z</updated>

		<summary type="html">&lt;p&gt;Misty!: add category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Building Number 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Stability: &#039;&#039;&#039;1,000&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Contents&lt;br /&gt;
|-&lt;br /&gt;
| WWWWWWWWWWWWWWWWWW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamestate Tracking]]&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22822</id>
		<title>Construction Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Construction_Site&amp;diff=22822"/>
		<updated>2023-03-31T00:32:12Z</updated>

		<summary type="html">&lt;p&gt;Misty!: enacting &amp;quot;Building a Building&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Building Number 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Stability: &#039;&#039;&#039;1,000&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building Contents&lt;br /&gt;
|-&lt;br /&gt;
| WWWWWWWWWWWWWWWWWW&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Misty!</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=22821</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=22821"/>
		<updated>2023-03-31T00:29:02Z</updated>

		<summary type="html">&lt;p&gt;Misty!: /* Dynastic Rules */ Enacting &amp;quot;Building a Building&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 Engineers shall obey it.&lt;br /&gt;
&lt;br /&gt;
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 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 Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.&lt;br /&gt;
&lt;br /&gt;
A Engineer may only change their name as a result of a Proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Engineers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.&lt;br /&gt;
&lt;br /&gt;
===Idle Engineers ===&lt;br /&gt;
&lt;br /&gt;
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, &amp;quot;Mentors&amp;quot; and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.&lt;br /&gt;
&lt;br /&gt;
When a Engineer is unidled, 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 Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, 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 Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.&lt;br /&gt;
&lt;br /&gt;
Idle admins can resolve Votable Matters as a non-idle admin would.&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 Engineer, known as the City Architect. If there is no City Architect, 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 an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Engineer 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;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Engineers 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 Engineer 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 Engineer&#039;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-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect 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 City Architect&#039;s Vote for the purposes of other rules unless otherwise specified.&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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.&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 Engineers who are not voting AGAINST it is less than Quorum.&lt;br /&gt;
* It has been open for voting for at least 48 hours and it is not Popular.&lt;br /&gt;
&lt;br /&gt;
=== Enacting and Failing ===&lt;br /&gt;
&lt;br /&gt;
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.&lt;br /&gt;
&lt;br /&gt;
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.&lt;br /&gt;
&lt;br /&gt;
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).&lt;br /&gt;
&lt;br /&gt;
Votable Matters making changes to the Core Rules, the Special Case 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, [Special Case] for Special Case 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 Engineer 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 Engineer 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 Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect 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 12 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 immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgement ==&lt;br /&gt;
If two or more Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a &#039;&#039;&#039;Call for Judgement&#039;&#039;&#039; (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Enacted by any Admin if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Popular.&lt;br /&gt;
&lt;br /&gt;
A Pending CfJ may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular.&lt;br /&gt;
* It specifies neither changes to the Gamestate or Ruleset nor 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 Engineer (other than the City Architect) 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 Engineer&#039;s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer 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 number of FOR Votes greater than 2/3rds of the number of Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be Failed by any Admin if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It is Unpopular, and it has been open for at least 12 hours.&lt;br /&gt;
* It is more than 48 hours old and cannot be Enacted&lt;br /&gt;
&lt;br /&gt;
If a DoV is Failed and it had at least one AGAINST vote, the Engineer who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.&lt;br /&gt;
&lt;br /&gt;
When a DoV is Enacted, all other pending DoVs are Failed, the Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. 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 City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:&lt;br /&gt;
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect&#039;s chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule &amp;quot;Synonyms&amp;quot;, and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).&lt;br /&gt;
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&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 Engineer&#039;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. Engineers 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 Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer&#039;s game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.&lt;br /&gt;
* A Engineer 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 Engineer 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 Engineer should not edit their own blog comments once posted, nor those of any other Engineer.&lt;br /&gt;
* A Engineer should not edit the “Entry Date” field of a blog post.&lt;br /&gt;
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Engineer 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 Engineer 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 Engineer must use their own name in the Dice Roller, when rolling dice.&lt;br /&gt;
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.&lt;br /&gt;
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.&lt;br /&gt;
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Engineer or Engineers 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 Engineers and idle Engineers 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 Engineers are encouraged to commit to upholding them to whatever extent is possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
== The Building ==&lt;br /&gt;
The Building is comprised of the following variables, which are all publicly tracked: Building Number, which defaults to 0, Building Stability, which is an integer that defaults to 1,000, and Building Contents, which is a ordered list of items that defaults to WWWWWWWWWWWWWWWWWW.  Possible building contents are shown in the list below:&lt;br /&gt;
W: Wood.  A reliable building material.&lt;br /&gt;
-: Empty.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, if the Building has not collapsed, a Engineer may Build, which is a atomic action with the following steps:&lt;br /&gt;
* Choose a item that is not one of the five rightmost items in the Building Contents.  Add a copy of it in the rightmost place of the Building Contents, then replace the original item with a -.&lt;br /&gt;
* Roll a DICEN, where N is the number of - currently in the Building Contents, times 25.  Decrease Building Stability by that amount.&lt;br /&gt;
&lt;br /&gt;
If Building Stability is 0 or lower, the building has collapsed!  If the building has collapsed, then any Engineer can Move On.&lt;br /&gt;
&lt;br /&gt;
Move On is an Atomic Action with the following steps:&lt;br /&gt;
* Increase Building Number by 1&lt;br /&gt;
* Set Building Stability to (1,000+Building Number*100) and Building Contents to WWWWWWWWWWWWWWWWWW&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;
= Special Case =&lt;br /&gt;
&#039;&#039;&#039;Special Case Rules&#039;&#039;&#039; can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[X]&amp;quot;, where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.&lt;br /&gt;
&lt;br /&gt;
Special Case Rules have a &#039;&#039;&#039;Default Status&#039;&#039;&#039;, which can be Active or Inactive. If the title of a Special Case Rule includes &amp;quot;[Rare]&amp;quot;, its Default Status is Inactive, otherwise, its Default Status is Active.&lt;br /&gt;
&lt;br /&gt;
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.&lt;br /&gt;
&lt;br /&gt;
The text of a Special Case Rule that is Inactive is flavour text.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Downtime [Active]==&lt;br /&gt;
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.&lt;br /&gt;
&lt;br /&gt;
==Dormancy [Active]==&lt;br /&gt;
If there are fewer than five Engineers, then BlogNomic is on Hiatus.&lt;br /&gt;
&lt;br /&gt;
==Imperial Deferentials [Active]==&lt;br /&gt;
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Distance [Active]==&lt;br /&gt;
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.&lt;br /&gt;
&lt;br /&gt;
==Malign Emperors [Inactive] [Rare]==&lt;br /&gt;
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.&lt;br /&gt;
&lt;br /&gt;
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)&lt;br /&gt;
&lt;br /&gt;
==Dynastic Tracking [Active]==&lt;br /&gt;
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.  City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.&lt;br /&gt;
&lt;br /&gt;
==No Collaboration [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
Engineers 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 Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer 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 should keep their conversations away from discussing specific gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==Mantle Limitations [Active]==&lt;br /&gt;
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.&lt;br /&gt;
&lt;br /&gt;
==Alliances [Inactive] [Rare]==&lt;br /&gt;
&lt;br /&gt;
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer&#039;s Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. &lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Mantle Limitations&amp;quot; is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.&lt;br /&gt;
&lt;br /&gt;
==Event Types [Active]==&lt;br /&gt;
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:&lt;br /&gt;
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.&lt;br /&gt;
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.&lt;br /&gt;
&lt;br /&gt;
An Event type definition may also optionally stipulate:&lt;br /&gt;
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.&lt;br /&gt;
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.&lt;br /&gt;
* Ending Action(s). A Engineer must do these when they End an Open Event of that type.&lt;br /&gt;
&lt;br /&gt;
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.&lt;br /&gt;
&lt;br /&gt;
==Bounties [Rare] [Inactive]==&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 City Architect 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 City Architect 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 Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.&lt;br /&gt;
&lt;br /&gt;
==Reinitialisation [Rare] [Inactive]==&lt;br /&gt;
&lt;br /&gt;
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.&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 Engineer 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 Engineer per day.&lt;br /&gt;
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.&lt;br /&gt;
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.&lt;br /&gt;
;Weekly Action: If a game action is a Weekly Action, each Engineer 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 Engineer per week. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Engineers.&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 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;
;Effective Vote Comment (EVC): A Engineer&#039;s Effective Vote Comment with respect to a given Votable Matter is that Engineer&#039;s Comment to that Votable Matter, if any, that contains that Engineer&#039;s Vote on that Votable Matter.&lt;br /&gt;
;Commentary: When posting a blog entry, a Engineer 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. Engineers , as well as people who are not Engineers 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 Engineers 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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.&lt;br /&gt;
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or 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. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.&lt;br /&gt;
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.&lt;br /&gt;
;Quorum: Quorum of a subset of Engineers is half the number of Engineers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.&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;
;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;
;Story Post: A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.&lt;br /&gt;
;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;
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.&lt;br /&gt;
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.&lt;br /&gt;
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&lt;br /&gt;
&lt;br /&gt;
===Official Posts===&lt;br /&gt;
&lt;br /&gt;
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Engineer 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 be altered by its author if it is less than 4 hours old and either no Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done 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;
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 comments, the author may change the categories as they wish. Secondly, if a post by a New Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.&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;
===Representations of the Gamestate===&lt;br /&gt;
&lt;br /&gt;
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer&#039;s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.&lt;br /&gt;
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers are encouraged to raise a Call for Judgement.&lt;br /&gt;
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Orphan Variables===&lt;br /&gt;
&lt;br /&gt;
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
A Engineer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.&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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer 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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer 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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.&lt;br /&gt;
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.&lt;br /&gt;
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.&lt;br /&gt;
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer 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 Engineer 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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (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 Engineer 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), 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”).&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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.&lt;br /&gt;
&lt;br /&gt;
===Rules and Votable Matters===&lt;br /&gt;
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.&lt;br /&gt;
* If a dynastic rule has no text and no subrules, any Engineer 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 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), Engineers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.&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 Engineer 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;
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
* A Engineer 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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the Ruleset, a word only refers to the name of a Engineer  if it is explicitly stated that it refers to a Engineer&#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 Engineer&#039;s (or prospective Engineer&#039;s ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.&lt;br /&gt;
&lt;br /&gt;
==Prioritisation==&lt;br /&gt;
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
# The Appendix has precedence over any other Rule;&lt;br /&gt;
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;&lt;br /&gt;
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;&lt;br /&gt;
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers 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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).&lt;br /&gt;
===Archives===&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 Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor 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 Engineer who has requested a change on their own behalf, from this list at any time.&lt;br /&gt;
&lt;br /&gt;
If an unmentored Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer 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 City Architect should announce it in a blog post. The City Architect 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 Engineer 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 City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect 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 Engineer 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 Engineers .&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 “Engineer” and “City Architect”.&lt;br /&gt;
&lt;br /&gt;
Each term in this list is synonymous with the term in parentheses&lt;br /&gt;
&lt;br /&gt;
* Engineer (Player)&lt;br /&gt;
* City Architect (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 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>Misty!</name></author>
	</entry>
</feed>