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		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2308</id>
		<title>Ruleset</title>
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		<updated>2015-10-12T08:23:23Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Dynastic Rules */ Enacting &amp;quot;1527 all over again&amp;quot;, with minor corrections (adding full stops after sentences).&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;
= 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 Cardinals shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Cardinals may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Cardinals ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Cardinal&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Cardinal.&lt;br /&gt;
&lt;br /&gt;
A Cardinal may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Cardinal may not rejoin the game within two weeks after having left. A Cardinal may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Cardinals are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Cardinals 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Cardinals===&lt;br /&gt;
&lt;br /&gt;
Some Cardinals are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Cardinals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Cardinals are not counted as Cardinals.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Cardinal, then that Idle Cardinal is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Cardinal 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 Cardinal Idled in a different dynasty), the Cardinal is given the default value for new Cardinal, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Cardinal Idle if that Cardinal has asked to become Idle in an entry or comment from the past four days, or if that Cardinal has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Cardinal if that Cardinal has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Cardinal who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Cardinal, known as the Pope. If there is no Pope, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Cardinals may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Cardinal 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 Cardinal’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-Cardinal never has a Vote, even if they were a Cardinal previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Cardinal 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 Cardinal 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 Cardinal casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Pope may use VETO as a voting icon to cast a Vote on a proposal; when the Pope casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Pope later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal other than the Pope casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Pope. When the Pope has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Pope&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Cardinals 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Cardinals actively disagree as to the interpretation of the Ruleset, or if a Cardinal feels that an aspect of the game needs urgent attention, then any Cardinal 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Cardinal (other than the Pope) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Cardinals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Cardinal may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Pope has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Cardinals 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Cardinal who made the DoV as its Pope. That Cardinal may pass this role to another Cardinal at this point by making a post to that effect, if they wish. The Hiatus continues until the new Pope makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Pope&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Cardinal and Pope will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Cardinal 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Cardinal&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Cardinal within BlogNomic.&lt;br /&gt;
* A Cardinal 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 Cardinal should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Cardinal should not edit their own blog comments once posted, nor those of any other Cardinal.&lt;br /&gt;
* A Cardinal should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Cardinal should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Cardinal 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
All Cardinals have Influence, a number tracked in the GNDT. The default value is 5. As a daily action, a Cardinal may make a Speech, increasing the Influence of three other Cardinals by 1. Any Cardinal except the Pope with Influence of 10 or greater is a Papabile.&lt;br /&gt;
&lt;br /&gt;
Each Cardinal with four or more Benefices is a Landowning Cardinal. Whenever a Landowning Cardinal makes a speech, they decrease the Influence of two other Cardinals by one.&lt;br /&gt;
&lt;br /&gt;
==Benefices==&lt;br /&gt;
All Cardinals have Benefices, a number tracked in the GNDT. The default value is 1. As a daily action, a Cardinal may reduce their Influence by 2 to increase their Benefices by 1. As a daily action, a Cardinal may reduce their Benefices by 1 to increase the Benefices of another Cardinal by 1.&lt;br /&gt;
&lt;br /&gt;
==Buying Votes==&lt;br /&gt;
If a Proposal includes the capitalized phrase &amp;quot;QUID PRO QUO,&amp;quot; it is a Paid Proposal. Upon enacting such a Proposal, the enacting admin must deduct from its creator an amount of Influence equal to the number of EVCs on that Proposal that are FOR, not including the EVC of the Cardinal who proposed it. They must then increase by one the Influence of each Cardinal with an EVC of FOR on that Proposal--again, not including the Cardinal who proposed it.&lt;br /&gt;
&lt;br /&gt;
If the above actions would reduce the Proposal creator&#039;s Influence below 0, their Influence is instead set to 0, and none of the FOR-voting Cardinals receive an increase in Influence because of it.&lt;br /&gt;
&lt;br /&gt;
==Conclaves==&lt;br /&gt;
A Cardinal may call a Conclave if no unresolved Conclave exists, by making a blog post entitled “Papal Conclave on the Day of [NAME]”, substituting for [NAME] a name or celebration that corresponds to the current date on [http://www.catholic.org/saints/calendar/october.php this website]. To be legal, a Conclave must name a number of Roles: X Scrutineers, X Infirmarii and X Revisers, where X is one third of the number of Cardinals, rounded down. The Roles for each Conclave must be determined randomly by the Cardinal calling the Conclave, such that no Cardinal has more than one Role in a Conclave.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal has posted a comment on a Conclave which consists of the single phrase &amp;quot;I elect as Supreme Pontiff X.&amp;quot;, where X is the name of a Cardinal other than themselves, and does not already have a Ballot posted on that Conclave, then the comment is considered to be that Cardinal&#039;s Ballot for that Conclave, electing the named Cardinal.&lt;br /&gt;
&lt;br /&gt;
If a Conclave is more than 96 hours old and a Cardinal has not posted a Ballot on it, then any Infirmarii with at least 1 Influence may - as a daily action - post a Ballot on that Cardinal&#039;s behalf by paying 1 Influence and posting a comment on that Conclave consisting of the phrase &amp;quot;X is unwell, but elects as Supreme Pontiff Y.&amp;quot;, where X is the name of the Cardinal in question and Y is the name of any Cardinal.&lt;br /&gt;
&lt;br /&gt;
If a Conclave has received a Ballot from every Cardinal, then any Scrutineer may resolve it: if more than two thirds of the Ballots on that Conclave named the same Cardinal, then the Scrutineer announces that white smoke has been released; otherwise the Scrutineer announces that dark smoke has been released.&lt;br /&gt;
&lt;br /&gt;
==Vices==&lt;br /&gt;
Each Cardinal may have a Vice, which is tracked in the GNDT. Cardinals default to having no Vice. Some Vices allow the Cardinal to take actions that are otherwise not permitted, and some have restrictions on when a Cardinal may select them, or what other actions they can take. If a Cardinal has no Vice, they may set their own Vice to one of the options listed below at any time; this is called choosing a Vice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Superbia&#039;&#039;&#039; - A Cardinal may not choose Superbia as their Vice if they are a Papabile. Upon choosing Superbia, the Cardinal gains one Benefice.&lt;br /&gt;
* &#039;&#039;&#039;Acedia&#039;&#039;&#039; - A Cardinal whose Vice is Acedia may not make Speeches. Should another Cardinal make a Speech that would increase the Influence of a Cardinal whose Vice is Acedia, the Cardinal with Acedia gains 2 Influence thereby, instead of 1.&lt;br /&gt;
* &#039;&#039;&#039;Invidia&#039;&#039;&#039; - A Cardinal may not choose Invidia as their Vice if they have any Benefices. As a Daily Action, a Cardinal whose Vice is Invidia may target a Cardinal who does not currently have a Vice, and set that Cardinal’s Vice to any of the options in this list. They may not use this action to set a Vice that the targeted Cardinal would not normally be able to choose.&lt;br /&gt;
* &#039;&#039;&#039;Luxuria&#039;&#039;&#039; - A Cardinal may not choose Luxuria as their Vice if they are a Papabile or they have any Nepotism. Upon choosing Luxuria, the Cardinal gains one Nepotism.&lt;br /&gt;
* &#039;&#039;&#039;Ira&#039;&#039;&#039; - A Cardinal whose Vice is Ira is considered to have one additional Benefices for the purposes of the rule &amp;quot;Invasion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, if a Cardinal has not set their Vice within the last 24 hours, they may spend one Benefice to remove their current Vice.&lt;br /&gt;
&lt;br /&gt;
==Loyalty==&lt;br /&gt;
Each Cardinal has a Loyalty, tracked in the GNDT. The default value is None.&lt;br /&gt;
Possible values for Loyalty are:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
* Colonna&lt;br /&gt;
* Orsini&lt;br /&gt;
* Florence&lt;br /&gt;
* Naples&lt;br /&gt;
* Venice&lt;br /&gt;
* France&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
A Cardinal whose Loyalty is Colonna or Orsini is a Roman. A Cardinal whose Loyalty is France or Spain is a Foreigner.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Cardinal other than the Pope may change their Loyalty. If their Loyalty was not None, their Influence is halved.&lt;br /&gt;
&lt;br /&gt;
==Curia==&lt;br /&gt;
Each Cardinal may have an Office, which is tracked in the GNDT. Cardinals default to having no Office. The Pope may not have an Office.&lt;br /&gt;
&lt;br /&gt;
As a communal weekly action, a Cardinal may Appoint an office by posting an entry naming that Office. Any Cardinal may Bid on the Appointment by spending 1 Influence and posting a comment to that entry including the phrase “Bid: X” where X is the name of a Cardinal. After 48 hours, the Cardinal named in the most Bids wins the Office. If there is a tie, the Pope may select a Cardinal involved in that tie to win the Office by posting a comment declaring that they do so.&lt;br /&gt;
When a Cardinal wins an Office, their Office is set to that Office, and any other Cardinal with that Office loses it.&lt;br /&gt;
&lt;br /&gt;
The Offices are&lt;br /&gt;
* &#039;&#039;&#039;Dean of the Sacred College&#039;&#039;&#039;. Whenever the Dean of the Sacred College makes a Speech, they gain 1 Influence.&lt;br /&gt;
* &#039;&#039;&#039;Chancellor&#039;&#039;&#039;. As a daily action, the Chancellor may increase the Benefices of another Cardinal by 1.&lt;br /&gt;
* &#039;&#039;&#039;Captain General of the Church&#039;&#039;&#039;. The Captain General of the Church is considered to have double the number of Benefices for the purposes of the rule &amp;quot;Invasion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Nepotism==&lt;br /&gt;
All Cardinals have Nepotism, a number tracked in the GNDT. It defaults to 0. As a weekly action, a Cardinal may spend 2 Benefices to gain 1 Nepotism. As a weekly action, a Cardinal may gain Influence equal to their Nepotism.&lt;br /&gt;
&lt;br /&gt;
==Invastion==&lt;br /&gt;
As a weekly communal action, a Cardinal may begin an Invasion by making a blog post to that effect. This post must name the Invading Power, chosen from the list of possible Loyalty values in the rule &amp;quot;Loyalty&amp;quot;. An Invasion is a Votable Matter.&lt;br /&gt;
&lt;br /&gt;
The Attack Strength of an Invasion is equal to the sum of the Benefices of Cardinals whose Vote is FOR the invasion.&amp;lt;br&amp;gt;&lt;br /&gt;
The Defence Strength of an Invasion is equal to the sum of the Benefices of Cardinals whose Vote is AGAINST the invasion.&lt;br /&gt;
&lt;br /&gt;
If the Pope is not a Roman, and the Invading Power is France or Spain, the Attack Strength is increased by 5.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Pope is a Roman, and the Invading Power is Florence, Naples, or Venice, the Attack Strength is increased by 5.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Pope is a Foreigner, and the Invading Power is Colonna or Orsini, the Attack Strength is increased by 5.&lt;br /&gt;
&lt;br /&gt;
If an Invasion has been pending for more than 48 hours, and its Attack Strength is greater than or equal to its Defence Strength, it may be Enacted by any Admin. The Pope&#039;s Loyalty is changed to that of the Invading Power.&lt;br /&gt;
If an Invasion has been pending for more than 48 hours, and cannot be Enacted, it may be Failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Cardinals.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Cardinal able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Cardinal per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Cardinal’s Effective Vote Comment with respect to a given Votable Matter means that Cardinal’s Comment to that Votable Matter, if any, that contains that Cardinal’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Cardinal 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Cardinals is half the number of Cardinals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Cardinals it is referring to, it is referring to a Quorum of all Cardinals.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Slack&lt;br /&gt;
:The BlogNomic Slack is located at blognomic.slack.com. Cardinals may request an invite to the Slack while logged in by clicking the button in the sidebar.&lt;br /&gt;
&lt;br /&gt;
;Slack Channel&lt;br /&gt;
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Cardinal able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Cardinal per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Cardinal 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Cardinal has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Cardinal may update any Cardinal&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Cardinal may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Cardinals are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Cardinals shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Cardinal with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Cardinals to transfer a numeric value only allows them to transfer that value from themselves to another Cardinal (of their choice unless otherwise stated).&lt;br /&gt;
* A Cardinal 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Cardinal A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Cardinal if it is explicitly stated that it refers to a Cardinal&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Cardinals may Kick each other” and “Cardinals may not kick each other on Tuesdays” exist, and it is Tuesday, Cardinals may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Cardinals may Punch a Spaceman on Friday” and “Cardinals may not Punch Spacemen on Friday”, then Cardinals may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2305</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2305"/>
		<updated>2015-10-10T12:30:04Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Conclaves */ Enacting &amp;quot;Guiding the Pen&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;
= 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 Cardinals shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Cardinals may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Cardinals ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Cardinal&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Cardinal.&lt;br /&gt;
&lt;br /&gt;
A Cardinal may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Cardinal may not rejoin the game within two weeks after having left. A Cardinal may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Cardinals are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Cardinals 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Cardinals===&lt;br /&gt;
&lt;br /&gt;
Some Cardinals are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Cardinals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Cardinals are not counted as Cardinals.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Cardinal, then that Idle Cardinal is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Cardinal 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 Cardinal Idled in a different dynasty), the Cardinal is given the default value for new Cardinal, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Cardinal Idle if that Cardinal has asked to become Idle in an entry or comment from the past four days, or if that Cardinal has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Cardinal if that Cardinal has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Cardinal who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Cardinal, known as the Pope. If there is no Pope, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Cardinals may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Cardinal 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 Cardinal’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-Cardinal never has a Vote, even if they were a Cardinal previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Cardinal 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 Cardinal 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 Cardinal casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Pope may use VETO as a voting icon to cast a Vote on a proposal; when the Pope casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Pope later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal other than the Pope casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Pope. When the Pope has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Pope&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Cardinals 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Cardinals actively disagree as to the interpretation of the Ruleset, or if a Cardinal feels that an aspect of the game needs urgent attention, then any Cardinal 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Cardinal (other than the Pope) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Cardinals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Cardinal may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Pope has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Cardinals 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Cardinal who made the DoV as its Pope. That Cardinal may pass this role to another Cardinal at this point by making a post to that effect, if they wish. The Hiatus continues until the new Pope makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Pope&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Cardinal and Pope will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Cardinal 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Cardinal&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Cardinal within BlogNomic.&lt;br /&gt;
* A Cardinal 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 Cardinal should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Cardinal should not edit their own blog comments once posted, nor those of any other Cardinal.&lt;br /&gt;
* A Cardinal should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Cardinal should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Cardinal 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
All Cardinals have Influence, a number tracked in the GNDT. The default value is 5. As a daily action, a Cardinal may make a Speech, increasing the Influence of three other Cardinals by 1. Any Cardinal except the Pope with Influence of 10 or greater is a Papabile.&lt;br /&gt;
&lt;br /&gt;
Each Cardinal with four or more Benefices is a Landowning Cardinal. Whenever a Landowning Cardinal makes a speech, they decrease the Influence of two other Cardinals by one.&lt;br /&gt;
&lt;br /&gt;
==Benefices==&lt;br /&gt;
&lt;br /&gt;
All Cardinals have Benefices, a number tracked in the GNDT. The default value is 1. As a daily action, a Cardinal may reduce their Influence by 2 to increase their Benefices by 1. As a daily action, a Cardinal by reduce their Benefices by 1 to increase the Benefices of another Cardinal by 1.&lt;br /&gt;
&lt;br /&gt;
==Buying Votes==&lt;br /&gt;
&lt;br /&gt;
If a Proposal includes the capitalized phrase &amp;quot;QUID PRO QUO,&amp;quot; it is a Paid Proposal. Upon enacting such a Proposal, the enacting admin must deduct from its creator an amount of Influence equal to the number of EVCs on that Proposal that are FOR, not including the EVC of the Cardinal who proposed it. They must then increase by one the Influence of each Cardinal with an EVC of FOR on that Proposal--again, not including the Cardinal who proposed it.&lt;br /&gt;
&lt;br /&gt;
If the above actions would reduce the Proposal creator&#039;s Influence below 0, their Influence is instead set to 0, and none of the FOR-voting Cardinals receive an increase in Influence because of it.&lt;br /&gt;
&lt;br /&gt;
==Conclaves==&lt;br /&gt;
&lt;br /&gt;
A Cardinal may call a Conclave if no unresolved Conclave exists, by making a blog post entitled “Papal Conclave on the Day of [NAME]”, substituting for [NAME] a name or celebration that corresponds to the current date on [http://www.catholic.org/saints/calendar/october.php this website]. To be legal, a Conclave must name a number of Roles: X Scrutineers, X Infirmarii and X Revisers, where X is one third of the number of Cardinals, rounded down. The Roles for each Conclave must be determined randomly by the Cardinal calling the Conclave, such that no Cardinal has more than one Role in a Conclave.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal has posted a comment on a Conclave which consists of the single phrase &amp;quot;I elect as Supreme Pontiff X.&amp;quot;, where X is the name of a Cardinal other than themselves, and does not already have a Ballot posted on that Conclave, then the comment is considered to be that Cardinal&#039;s Ballot for that Conclave, electing the named Cardinal.&lt;br /&gt;
&lt;br /&gt;
If a Conclave is more than 96 hours old and a Cardinal has not posted a Ballot on it, then any Infirmarii with at least 1 Influence may - as a daily action - post a Ballot on that Cardinal&#039;s behalf by paying 1 Influence and posting a comment on that Conclave consisting of the phrase &amp;quot;X is unwell, but elects as Supreme Pontiff Y.&amp;quot;, where X is the name of the Cardinal in question and Y is the name of any Cardinal.&lt;br /&gt;
&lt;br /&gt;
If a Conclave has received a Ballot from every Cardinal, then any Scrutineer may resolve it: if more than two thirds of the Ballots on that Conclave named the same Cardinal, then the Scrutineer announces that white smoke has been released; otherwise the Scrutineer announces that dark smoke has been released.&lt;br /&gt;
&lt;br /&gt;
==Vices==&lt;br /&gt;
&lt;br /&gt;
Each Cardinal may have a Vice, which is tracked in the GNDT. Cardinals default to having no Vice. Some Vices allow the Cardinal to take actions that are otherwise not permitted, and some have restrictions on when a Cardinal may select them, or what other actions they can take. If a Cardinal has no Vice, they may set their own Vice to one of the options listed below at any time; this is called choosing a Vice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Superbia&#039;&#039;&#039; - A Cardinal may not choose Superbia as their Vice if they are a Papabile. Upon choosing Superbia, the Cardinal gains one Benefice.&lt;br /&gt;
* &#039;&#039;&#039;Acedia&#039;&#039;&#039; - A Cardinal whose Vice is Acedia may not make Speeches. Should another Cardinal make a Speech that would increase the Influence of a Cardinal whose Vice is Acedia, the Cardinal with Acedia gains 2 Influence thereby, instead of 1.&lt;br /&gt;
* &#039;&#039;&#039;Invidia&#039;&#039;&#039; - A Cardinal may not choose Invidia as their Vice if they have any Benefices. As a Daily Action, a Cardinal whose Vice is Invidia may target a Cardinal who does not currently have a Vice, and set that Cardinal’s Vice to any of the options in this list. They may not use this action to set a Vice that the targeted Cardinal would not normally be able to choose.&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, if a Cardinal has not set their Vice within the last 24 hours, they may spend one Benefice to remove their current Vice.&lt;br /&gt;
&lt;br /&gt;
==Loyalty==&lt;br /&gt;
Each Cardinal has a Loyalty, tracked in the GNDT. The default value is None.&lt;br /&gt;
Possible values for Loyalty are:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
* Colonna&lt;br /&gt;
* Orsini&lt;br /&gt;
* Florence&lt;br /&gt;
* Naples&lt;br /&gt;
* Venice&lt;br /&gt;
* France&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
A Cardinal whose Loyalty is Colonna or Orsini is a Roman. A Cardinal whose Loyalty is France or Spain is a Foreigner.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Cardinal may change their Loyalty. If their Loyalty was not None, their Influence is halved.&lt;br /&gt;
&lt;br /&gt;
==Curia==&lt;br /&gt;
Each Cardinal may have an Office, which is tracked in the GNDT. Cardinals default to having no Office. The Pope may not have an Office.&lt;br /&gt;
&lt;br /&gt;
As a communal weekly action, a Cardinal may Appoint an office by posting an entry naming that Office. Any Cardinal may Bid on the Appointment by spending 1 Influence and posting a comment to that entry including the phrase “Bid: X” where X is the name of a Cardinal. After 48 hours, the Cardinal named in the most Bids wins the Office. If there is a tie, the Pope may select a Cardinal involved in that tie to win the Office by posting a comment declaring that they do so.&lt;br /&gt;
When a Cardinal wins an Office, their Office is set to that Office, and any other Cardinal with that Office loses it.&lt;br /&gt;
&lt;br /&gt;
The Offices are&lt;br /&gt;
* &#039;&#039;&#039;Dean of the Sacred College&#039;&#039;&#039;. Whenever the Dean of the Sacred College makes a Speech, they gain 1 Influence.&lt;br /&gt;
* &#039;&#039;&#039;Chancellor&#039;&#039;&#039;. As a daily action, the Chancellor may increase the Benefices of another Cardinal by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Cardinals.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Cardinal able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Cardinal per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Cardinal’s Effective Vote Comment with respect to a given Votable Matter means that Cardinal’s Comment to that Votable Matter, if any, that contains that Cardinal’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Cardinal 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Cardinals is half the number of Cardinals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Cardinals it is referring to, it is referring to a Quorum of all Cardinals.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Slack&lt;br /&gt;
:The BlogNomic Slack is located at blognomic.slack.com. Cardinals may request an invite to the Slack while logged in by clicking the button in the sidebar.&lt;br /&gt;
&lt;br /&gt;
;Slack Channel&lt;br /&gt;
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Cardinal able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Cardinal per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Cardinal 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Cardinal has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Cardinal may update any Cardinal&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Cardinal may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Cardinal feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Cardinals are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Cardinals shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Cardinal with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Cardinals to transfer a numeric value only allows them to transfer that value from themselves to another Cardinal (of their choice unless otherwise stated).&lt;br /&gt;
* A Cardinal 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Cardinal A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Cardinal if it is explicitly stated that it refers to a Cardinal&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Cardinals may Kick each other” and “Cardinals may not kick each other on Tuesdays” exist, and it is Tuesday, Cardinals may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Cardinals may Punch a Spaceman on Friday” and “Cardinals may not Punch Spacemen on Friday”, then Cardinals may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Laundry_list&amp;diff=2203</id>
		<title>Laundry list</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Laundry_list&amp;diff=2203"/>
		<updated>2015-08-19T15:39:34Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Not yet fixed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for players to note possible ruleset problems which should probably be fixed at some point, because we tend to forget otherwise. It would be poor etiquette to scam any of these, but we would deserve it.&lt;br /&gt;
&lt;br /&gt;
==Fixed==&lt;br /&gt;
* &amp;lt;strike&amp;gt;Idle players may still count as players for the purposes of proposals, as argued [http://blognomic.com/archive/automatic_for_the_people/ here]. (Rule 1.2.1 only excepts rules, not proposals.)&amp;lt;/strike&amp;gt; [http://blognomic.com/archive/out_of_mind/ Fixed.]&lt;br /&gt;
* &amp;lt;strike&amp;gt;What happens if we vote through a proposal that says &amp;quot;two days after this proposal passes, Player X gains 1 point&amp;quot; (or more dramatically, &amp;quot;two years after this proposal passes, Player X may declare victory in whatever dynasty is being played at that time&amp;quot;)? Is such an &amp;quot;invisible rule&amp;quot; legal?&amp;lt;/strike&amp;gt; [http://blognomic.com/archive/a_distant_boomerang Fixed.]&lt;br /&gt;
* &amp;lt;strike&amp;gt;Dynasty #110 [http://blognomic.com/archive/no_silent_idles/ changed] admin idling so that if they fail to announce the idling, it&#039;s illegal. Given that not every admin rereads the core rules when unidling, this risks leaving dangerously quorum-changing ghosts if an admin idles themselves out without posting the required paperwork comment.&amp;lt;/strike&amp;gt; Update: [http://blognomic.com/archive/this_was_thought_up_earlier/ it is now a &#039;should&#039; clause]&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the Apprentice who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.&amp;quot; - but DoVs can be failed when they reach a number of AGAINST votes that &#039;&#039;equal&#039;&#039; quorum. This should probably just lose the comma&#039;d clause entirely.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;Random&amp;quot; decisions are required to be &amp;quot;taken from a uniform probability distribution over the entire range of possible values&amp;quot;, but there&#039;s only an implicit requirement that the GNDT be used for this. Apart from secret Imperial rolls, it&#039;d help to make the GNDT compulsory here.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;a wiki page shall be blanked when it becomes gamestate&amp;quot; ([http://blognomic.com/archive/fixes2/ enacted eluctantly in June 2013] as part of a wider fix) risks blanking the entire BlogNomic wiki if we accidentally do something to make all of it gamestate.&amp;lt;/strike&amp;gt; [http://blognomic.com/archive/greyer_than_white/ Fixed]&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&amp;quot;If a game variable has no defined starting value for new Shuttles, or for existing Shuttles upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).&amp;quot;&#039;&#039; - what if zero or blank are illegal values?&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Not yet fixed==&lt;br /&gt;
* &#039;&#039;&amp;quot;Each Believer 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. [...] A Believer’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter.&amp;quot;&#039;&#039; - this is a little opaque/redundant when an idle player makes a vote-icon comment before unidling.&lt;br /&gt;
* The Seasonal Hiatus is a bit of an activity roadblock - is it worse for the game than just continuing over Christmas would be? Is there a way of making it more responsive to periods when the game is active and the players want to continue?&lt;br /&gt;
* &#039;&#039;&amp;quot;A keyword defined by a rule supersedes the normal English usage of the word.&amp;quot;&#039;&#039; - what exactly counts as being &amp;quot;defined&amp;quot;?&lt;br /&gt;
** Relatedly, we should define what constitutes a &#039;keyword&#039; in the first place.&lt;br /&gt;
* Sometimes proposals are timestamped &amp;quot;incorrectly&amp;quot; - a player starts writing a proposal at 3pm, finishes at 6pm, and then posts it with a timestamp of 3pm. The ruleset blindly refers to &amp;quot;the oldest pending proposal&amp;quot; and how long it has been &amp;quot;open for voting&amp;quot; without referring to timestamps. We should probably find some way to make timestamps the authoritative age of a proposal, but in a way which can&#039;t be exploited.&lt;br /&gt;
* &amp;quot;If you make a GNDT dice roll, do you have to use it?&amp;quot; - if there&#039;s a rule of &amp;quot;a player may roll DICE4 once a week to gain that many victory points&amp;quot;, can I roll DICE4 a few times in succession and use the last one for the action, explaining that the others were just for fun?&lt;br /&gt;
* If a player &amp;quot;must&amp;quot; perform a series of steps in sequence, is there an acceptable delay between steps? Can they interrupt those steps with other game actions?&lt;br /&gt;
* &amp;quot;Defaulting&amp;quot; could use further definition, when we say something like &amp;quot;players have Food, defaulting to 10&amp;quot;. It&#039;s covered in the Idle Players rule, but nowhere else.&lt;br /&gt;
** (For anyone who doesn&#039;t know, this is Agora terminology (Rule 2126b) that people started using at BlogNomic out of Agoran habit, even though it wasn&#039;t defined over here; the default value gets set when the piece of gamestate is created, or if it would otherwise fail to have a determinate value (e.g. after being changed infinitely often in finite time). It probably works the way that people expect it to work even here, though.)&lt;br /&gt;
* When a rule says that a gamestate change just happens, we&#039;re usually implying that the person who initiated the action is responsible for making that change too - should probably codify that somewhere.&lt;br /&gt;
* The scope for simultaneous DoVs is strange. The rules presumably allow them because they deter &amp;quot;everyone wins&amp;quot; scams (which would otherwise always go to the scammer), but what actually happens if such a scam is pulled and everyone wins? Just an awkward &amp;quot;I think everyone won, and I&#039;m going to just vote for my friend&#039;s DoV for now, and have a little break&amp;quot; voting race?&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2199</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2199"/>
		<updated>2015-08-18T07:13:43Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Dynastic Rules */ Enacting &amp;quot;Negative One&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
===Retirement===&lt;br /&gt;
&lt;br /&gt;
At any time, a Hacker may chose to Retire a Codename that they control. Retired Codenames are signified in the GNDT by having the name of the Hacker who controlled them in the &amp;quot;Hacker&amp;quot; field. A Retired Codename is not considered to be a Codename for any other dynastic rule unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Ensuring Access===&lt;br /&gt;
&lt;br /&gt;
Each Codename has a Hacker field in the GNDT. To ensure that equal access to GNDT functions is given to Hackers who are not admins, the password for each Codename account is publicly tracked in that Codename’s Hacker field.&lt;br /&gt;
&lt;br /&gt;
At any time, there should be a Proto-Codename available in the GNDT, with the name :PROTO. If at any point there is no Proto-Codename account, any admin should create it. Proto-Codename accounts are not considered to be Codenames for the purposes of any rule apart from this one. Whenever a non-admin Hacker wishes to create a Codename, they may post a comment to the GNDT using a Proto-Codename Account, specifying their desired Codename and password, and Signing it. Any admin should create the requested Codename at their earliest opportunity, with a GNDT comment that repeats the Sign Hash of the creation request and contains no other Hashes; if this has not been completed within 24 hours of the request being made then the Zero Cool must create the requested Codename.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of any Valid Security Measures applied to it in the order they are listed in the Corp Name’s GNDT field, then of each of its Subroutines applied once in the order that they are listed in the Tool’s GNDT field.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the right of the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Before carrying out a Hack with this Tool, permanently destroy the rightmost Security Measure of target Corp Name or, if target Corp Name has no Security Measures, reduce the defence Value of the target Corp Name by 1 permanently&lt;br /&gt;
*&amp;amp; - Back Door -Replicates the effect of another Subroutine in this Tool to the right of this Back Door. The Subroutine to be replicated may be chosen before making a Hack by the Hacker who controls this Codename.&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
*? - Bug - -1 to the Hack Value of this Tool&lt;br /&gt;
*~ - Workaround - +4 to the Hack Value of this Tool, then turns into a Bug (this Bug is not processed for the calculation during which it was created)&lt;br /&gt;
* # - Root Access - all non-Elevated Subroutines between two Root Accesses become Elevated. Elevated Subroutines gain +1 Hack Value. After a Hack Attempt with this Tool, all Back Doors after a Root Access are removed.&lt;br /&gt;
* i - Infection - After a hack replace a Valid Security Measure of the target Corp Name of the Codename’s choosing with a Virus&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may, on behalf of their Corp Name, Investigate a Codename, provided that they are not currently carrying out another such Investigation.&lt;br /&gt;
&lt;br /&gt;
In order to commence an Investigation, the Hacker must expend at least 1 from the Defence Score of their Corp Name, and must then make a Story Post whose title starts with the word &amp;quot;Investigation:&amp;quot;, and which specifies a single Codename, and the Hacker who they believe owns that Codename. &lt;br /&gt;
&lt;br /&gt;
A Hacker may resolve an Investigation at any point, provided that it is not sooner than 25 hours minus 1 hour for each point of Defence Score spent to initiate that Investigation after it has been initially posted. To resolve an Investigation, the Hacker must comment to the Investigation Post to the effect that the Investigation is complete. They may then Terminate that Codename by blanking its Tool and Secrets and setting its Hacker field to “TERMINATED”. A Terminated Codename is not considered to be a Codename for any other dynastic rule unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
&lt;br /&gt;
A Corp Name may have zero or more Security Measures, tracked as non-numeral characters in the Corp Name’s “Tool” field.&lt;br /&gt;
&lt;br /&gt;
At any time, a Hacker may reduce its Corp Name’s Defence Score or Secrets by 1 to add any Security Measure to the right of the Security Measures list of that Corp Name.&lt;br /&gt;
&lt;br /&gt;
Valid Security Measures and their effects are:&lt;br /&gt;
&lt;br /&gt;
*/ - Firewall - Each Firewall a Corp Name has negates the rightmost Subroutine in the Hack Tool of any Codename which makes a Hack against that Corp Name.&lt;br /&gt;
*@ - Honeypot - Each Honeypot a Corp Name has negates the leftmost Subroutine in the Hack Tool of any Codename which makes a Hack against that Corp Name.&lt;br /&gt;
*) - Shield - Adds +1 to the Defence Score of this Corp Name.&lt;br /&gt;
* V - Virus - Subtracts ((the number of viruses of this Corp Name-1)*2) from the Defence Score of this Corp Name.&lt;br /&gt;
&lt;br /&gt;
If a Subroutine is &amp;quot;negated&amp;quot; by a Security Measure, then that instance of the Subroutine is not considered to be part of the Tool for the remainder of the Hack.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename may reduce the Secrets of the Corp Name by 1 and increase their own Secrets by 1, as a Covert Action. They must then make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
Each Corp Name and Codename has a number of Secrets, which is tracked in the GNDT. For Corp Names this defaults to 5; for Codenames it defaults to zero.&lt;br /&gt;
&lt;br /&gt;
==Hack the Planet==&lt;br /&gt;
&lt;br /&gt;
If at any time a Hacker has their name in the Hacker field of any number of Retired Codenames that have, collectively, at least five secrets, that Hacker has achieved Victory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2198</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2198"/>
		<updated>2015-08-18T07:05:59Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Dynastic Rules */ Enacting &amp;quot;Orienteering&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
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= Core Rules =&lt;br /&gt;
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== Ruleset and Gamestate ==&lt;br /&gt;
This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for BlogNomic; all Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.&lt;br /&gt;
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.&lt;br /&gt;
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Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
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== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
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A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
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Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
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===Idle Hackers===&lt;br /&gt;
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Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
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If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
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When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
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An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.&lt;br /&gt;
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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;
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== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
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== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
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Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
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Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
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Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
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This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
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== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker already has 2 Proposals pending, or has already made 3 Proposals that day).&lt;br /&gt;
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=== Special Proposal Voting ===&lt;br /&gt;
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When a Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
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If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&lt;br /&gt;
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=== Resolution of Proposals ===&lt;br /&gt;
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The oldest pending [[#Proposals|Proposal]] may be &#039;&#039;&#039;enacted&#039;&#039;&#039; by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
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* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&lt;br /&gt;
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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;
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* It has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&lt;br /&gt;
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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;
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== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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;
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A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
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Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&lt;br /&gt;
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This Rule may not be overruled by Dynastic Rules.&lt;br /&gt;
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== Victory and Ascension ==&lt;br /&gt;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
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Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
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Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
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A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
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* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
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A DoV may be failed if any of the following are true:&lt;br /&gt;
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* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
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When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
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When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
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A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
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This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&lt;br /&gt;
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== 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 Hacker&#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.&lt;br /&gt;
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* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
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==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
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= Dynastic Rules =&lt;br /&gt;
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==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
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As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
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Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
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===Covert Actions===&lt;br /&gt;
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If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
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If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
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===Retirement===&lt;br /&gt;
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At any time, a Hacker may chose to Retire a Codename that they control. Retired Codenames are signified in the GNDT by having the name of the Hacker who controlled them in the &amp;quot;Hacker&amp;quot; field. A Retired Codename is not considered to be a Codename for any other dynastic rule unless explicitly stated.&lt;br /&gt;
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===Ensuring Access===&lt;br /&gt;
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Each Codename has a Hacker field in the GNDT. To ensure that equal access to GNDT functions is given to Hackers who are not admins, the password for each Codename account is publicly tracked in that Codename’s Hacker field.&lt;br /&gt;
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At any time, there should be a Proto-Codename available in the GNDT, with the name :PROTO. If at any point there is no Proto-Codename account, any admin should create it. Proto-Codename accounts are not considered to be Codenames for the purposes of any rule apart from this one. Whenever a non-admin Hacker wishes to create a Codename, they may post a comment to the GNDT using a Proto-Codename Account, specifying their desired Codename and password, and Signing it. Any admin should create the requested Codename at their earliest opportunity, with a GNDT comment that repeats the Sign Hash of the creation request and contains no other Hashes; if this has not been completed within 24 hours of the request being made then the Zero Cool must create the requested Codename.&lt;br /&gt;
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==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of any Valid Security Measures applied to it then of each of its Subroutines applied once in the order that they are listed in the Tool’s GNDT field.&lt;br /&gt;
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As a daily action, a Hacker may add a Subroutine to the right of the Tool of any Codename.&lt;br /&gt;
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Subroutines that currently exist are as follows:&lt;br /&gt;
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*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Before carrying out a Hack with this Tool, permanently destroy the rightmost Security Measure of target Corp Name or, if target Corp Name has no Security Measures, reduce the defence Value of the target Corp Name by 1 permanently&lt;br /&gt;
*&amp;amp; - Back Door -Replicates the effect of another Subroutine in this Tool to the right of this Back Door. The Subroutine to be replicated may be chosen before making a Hack by the Hacker who controls this Codename.&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
*? - Bug - -1 to the Hack Value of this Tool&lt;br /&gt;
*~ - Workaround - +4 to the Hack Value of this Tool, then turns into a Bug (this Bug is not processed for the calculation during which it was created)&lt;br /&gt;
* # - Root Access - all non-Elevated Subroutines between two Root Accesses become Elevated. Elevated Subroutines gain +1 Hack Value. After a Hack Attempt with this Tool, all Back Doors after a Root Access are removed.&lt;br /&gt;
* i - Infection - After a hack replace a Valid Security Measure of the target Corp Name of the Codename’s choosing with a Virus&lt;br /&gt;
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==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
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As a daily action, a Hacker may, on behalf of their Corp Name, Investigate a Codename, provided that they are not currently carrying out another such Investigation.&lt;br /&gt;
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In order to commence an Investigation, the Hacker must expend at least 1 from the Defence Score of their Corp Name, and must then make a Story Post whose title starts with the word &amp;quot;Investigation:&amp;quot;, and which specifies a single Codename, and the Hacker who they believe owns that Codename. &lt;br /&gt;
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A Hacker may resolve an Investigation at any point, provided that it is not sooner than 25 hours minus 1 hour for each point of Defence Score spent to initiate that Investigation after it has been initially posted. To resolve an Investigation, the Hacker must comment to the Investigation Post to the effect that the Investigation is complete. They may then Terminate that Codename by blanking its Tool and Secrets and setting its Hacker field to “TERMINATED”. A Terminated Codename is not considered to be a Codename for any other dynastic rule unless explicitly stated.&lt;br /&gt;
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===Security===&lt;br /&gt;
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A Corp Name may have zero or more Security Measures, tracked as non-numeral characters in the Corp Name’s “Tool” field.&lt;br /&gt;
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At any time, a Hacker may reduce its Corp Name’s Defence Score or Secrets by 1 to add any Security Measure to the right of the Security Measures list of that Corp Name.&lt;br /&gt;
&lt;br /&gt;
Valid Security Measures and their effects are:&lt;br /&gt;
&lt;br /&gt;
*/ - Firewall - Each Firewall a Corp Name has negates the rightmost Subroutine in the Hack Tool of any Codename which makes a Hack against that Corp Name.&lt;br /&gt;
*@ - Honeypot - Each Honeypot a Corp Name has negates the leftmost Subroutine in the Hack Tool of any Codename which makes a Hack against that Corp Name.&lt;br /&gt;
*) - Shield - Adds +1 to the Defence Score of this Corp Name.&lt;br /&gt;
* V - Virus - Subtracts ((the number of viruses of this Corp Name-1)*2) from the Defence Score of this Corp Name.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
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==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename may reduce the Secrets of the Corp Name by 1 and increase their own Secrets by 1, as a Covert Action. They must then make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
Each Corp Name and Codename has a number of Secrets, which is tracked in the GNDT. For Corp Names this defaults to 5; for Codenames it defaults to zero.&lt;br /&gt;
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==Hack the Planet==&lt;br /&gt;
&lt;br /&gt;
If at any time a Hacker has their name in the Hacker field of any number of Retired Codenames that have, collectively, at least five secrets, that Hacker has achieved Victory.&lt;br /&gt;
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&amp;lt;!-- DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY --&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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= 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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2183</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2183"/>
		<updated>2015-08-11T07:00:07Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Dynastic Rules */ Enacting &amp;quot;The House Always Wins&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
===Retirement===&lt;br /&gt;
&lt;br /&gt;
At any time, a Hacker may chose to Retire a Codename that they control. Retired Codenames are signified in the GNDT by having the name of the Hacker who controlled them in the &amp;quot;Hacker&amp;quot; field. A Retired Codename is not considered to be a Codename for any other dynastic rule unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of each of its Subroutines applied once in the order that they are listed in the Tool&#039;s GNDT field.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Codename’s choosing&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
*? - Bug - -1 to the Hack Value of this Tool&lt;br /&gt;
*~ - Workaround - +4 to the Hack Value of this Tool, then turns into a Bug (this Bug is not processed for the calculation during which it was created)&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename may reduce the Secrets of the Corp Name by 1 and increase their own Secrets by 1, as a Covert Action. They must then make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
Each Corp Name and Codename has a number of Secrets, which is tracked in the GNDT. For Corp Names this defaults to 5; for Codenames it defaults to zero.&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may, on behalf of their Corp Name, Investigate a Codename, provided that they are not currently carrying out another such Investigation.&lt;br /&gt;
&lt;br /&gt;
In order to commence an Investigation, the Hacker must expend at least 1 from the Defence Score of their Corp Name, and must then make a Story Post whose title starts with the word &amp;quot;Investigation:&amp;quot;, and which specifies a single Codename, and the Hacker who they believe owns that Codename. &lt;br /&gt;
&lt;br /&gt;
A Hacker may resolve an Investigation at any point, provided that it is not sooner than 25 hours minus 1 hour for each point of Defence Score spent to initiate that Investigation after it has been initially posted. To resolve an Investigation, the Hacker must comment to the Investigation Post to the effect that the Investigation is complete. They may then remove the Codename from the GNDT; any subroutines it had in its Tool or Secrets it had accumulated are lost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2182</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2182"/>
		<updated>2015-08-11T06:55:15Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Tools of the Trade */ Enacting &amp;quot;Friday Afternoon Patches&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of each of its Subroutines applied once in the order that they are listed in the Tool&#039;s GNDT field.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Codename’s choosing&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
*? - Bug - -1 to the Hack Value of this Tool&lt;br /&gt;
*~ - Workaround - +4 to the Hack Value of this Tool, then turns into a Bug (this Bug is not processed for the calculation during which it was created)&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename may reduce the Secrets of the Corp Name by 1 and increase their own Secrets by 1, as a Covert Action. They must then make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
Each Corp Name and Codename has a number of Secrets, which is tracked in the GNDT. For Corp Names this defaults to 5; for Codenames it defaults to zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2181</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2181"/>
		<updated>2015-08-11T06:50:49Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Hacking */ Enacting &amp;quot;Trust Inc&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of each of its Subroutines applied once in the order that they are listed in the Tool&#039;s GNDT field.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Hacker’s choosing&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename may reduce the Secrets of the Corp Name by 1 and increase their own Secrets by 1, as a Covert Action. They must then make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
Each Corp Name and Codename has a number of Secrets, which is tracked in the GNDT. For Corp Names this defaults to 5; for Codenames it defaults to zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Main_Page&amp;diff=2180</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Main_Page&amp;diff=2180"/>
		<updated>2015-08-10T08:33:49Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Proposed Core Game Documents Substitutes */ Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BlogNomic is a game of Nomic run as a communal weblog, that started in January 2003. Proposals are made as posts to the [http://blognomic.com BlogNomic blog], with votes made as comments on those posts, and the ruleset stored here on the wiki.&lt;br /&gt;
&lt;br /&gt;
BlogNomic is played over a number of themed, pseudo-Imperial rounds (or &amp;quot;dynasties&amp;quot;), presided over by one player as its &amp;quot;Emperor&amp;quot; figure. The Emperor chooses the theme for the dynasty, and is regarded as its caretaker, with the power to veto proposals made during it - this is as close as BlogNomic gets to having anybody in charge. When somebody wins a dynasty, we wipe the ruleset (except for the basic mechanics of voting and proposing) and start a new one with that player as its Emperor.&lt;br /&gt;
&lt;br /&gt;
==Current Game Documents==&lt;br /&gt;
&lt;br /&gt;
*[[Ruleset]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(When moving document links to the Older Document section please remove the link from this section.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Reference==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*[[FAQ]]&lt;br /&gt;
*[[Newbie Guide]]&lt;br /&gt;
*[[Laundry list]]&lt;br /&gt;
*[[Admin Manual]]&lt;br /&gt;
&lt;br /&gt;
===Writing===&lt;br /&gt;
*[[Essays|Player essays]]&lt;br /&gt;
*[[BlogNomic quotes file]]&lt;br /&gt;
*[[Blognomic Jargon]]&lt;br /&gt;
*[[Admin feedback]] for the technical side of BlogNomic&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*[[Graphs of BlogNomic history]]&lt;br /&gt;
*[[BlogNomic Fun Survey]]&lt;br /&gt;
*[[Historical player names]]&lt;br /&gt;
*[[Site Changelog]]&lt;br /&gt;
&lt;br /&gt;
===Useful Links===&lt;br /&gt;
*[https://greasyfork.org/en/scripts/7758-bnscript-blognomic-utility-script BN Greasemonkey Script], which gives links to new comments and automatically tallies votes.&lt;br /&gt;
*[http://blognomic.com/archive/automatic_vote_counter/ ais523&#039;s Automatic Vote Counter on IRC]&lt;br /&gt;
*[http://kevan.org/blognomic/whosidle.php Kevan&#039;s automatic idle-player checker]&lt;br /&gt;
*[http://blogspot.blognomic.com/ Blogspot archive] (2003-2005) recovered by Roujo and 75th Trombone, missing all comments&lt;br /&gt;
*[http://kevan.org/bnwiki.pl?HomePage The old wiki, including Dynastic Histories]&lt;br /&gt;
*[http://twitter.com/blognomic BlogNomic Twitter feed]&lt;br /&gt;
*[http://cemerick.github.com/jsdifflib/demo.html Javascript Diff] - compare two texts (useful for checking &amp;quot;reword this entire rule to:&amp;quot; proposals)&lt;br /&gt;
&lt;br /&gt;
==Dynastic History==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
#[[Round One]] - Pre-Dynasty&lt;br /&gt;
#[[The First Dynasty of Myke]] - The Kingdom Dynasty&lt;br /&gt;
#[[The First Dynasty of Lyndse]] - The Robin Hood Dynasty&lt;br /&gt;
#[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - The Agricultural Dynasty&lt;br /&gt;
#[[The First Dynasty of Kevan]] - The Orwellian Dynasty&lt;br /&gt;
#[[The First Dynasty of Anthony]] - The Mad Emperor Dynasty&lt;br /&gt;
#[[The First Dynasty of est]] - The Robot Factory Dynasty&lt;br /&gt;
#[[The Second Dynasty of Kevan]] - The Moreau Dynasty&lt;br /&gt;
#[[The First Dynasty of Damanor]] - The Galactic Dynasty&lt;br /&gt;
#[[The Third Dynasty of Kevan]] - The Thing Dynasty&lt;br /&gt;
#[[The First Dynasty of Cayvie]] - The Elemental Dynasty&lt;br /&gt;
#[[The First Dynasty of Joranj]] - The Mob Dynasty&lt;br /&gt;
#[[The First Dynasty of Keitalia]] - The Superhero Dynasty&lt;br /&gt;
#[[The First Dynasty of SatyrEyes]] - The Odyssey Dynasty&lt;br /&gt;
#[[The First Metadynasty]] - The Hat Meta-Dynasty&lt;br /&gt;
#[[The Second Dynasty of Cayvie]] - The Crashed Spaceship Dynasty&lt;br /&gt;
#[[The First Dynasty of Brendan]] - The Office Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Kevan]] - The Petri-Dish Dynasty&lt;br /&gt;
#[[The First Dynasty of Knightking]] - The Warlord Dynasty&lt;br /&gt;
#[[The First Dynasty of Chronos Phaenon]] - The Democratic Dynasty&lt;br /&gt;
#[[The First Dynasty of TrumanCapote]] - The Family Dynasty&lt;br /&gt;
#[[The Second Dynasty of Knightking]] - The Zombie Dynasty&lt;br /&gt;
#[[The First Dynasty of Quazie]] - The Muffin Dynasty&lt;br /&gt;
#[[The First Dynasty of Simon]] - The Surfer Dynasty&lt;br /&gt;
#[[The First Dynasty of AngryGrasshopper]] - The Spaceship Dynasty&lt;br /&gt;
#[[The First Dynasty of Rodney]] - The Illuminati Dynasty&lt;br /&gt;
#[[The First Dynasty of Aaron]] - The Athenian Dynasty&lt;br /&gt;
#[[The Second Dynasty of Josh]] - The Gaming Dynasty&lt;br /&gt;
#[[The Second Metadynasty]] - The Switch Dynasty&lt;br /&gt;
#[[The Second Dynasty of Chronos Phaenon]] - The Hegemonic Dynasty&lt;br /&gt;
#[[The First Dynasty of Excalabur]] - The Deity Dynasty&lt;br /&gt;
#[[The Second Dynasty of Excalabur]] - The Schizophrenic Dynasty&lt;br /&gt;
#[[The First Dynasty of 75th Trombone]] - The Text Adventure Dynasty&lt;br /&gt;
#[[The First Dynasty of Elias IX]] - The Pirate Dynasty&lt;br /&gt;
#[[The Third Metadynasty]] - The Gostak Metadynasty&lt;br /&gt;
#[[The Second Dynasty of Angry Grasshopper]] - The Monastic Murder Mystery Dynasty&lt;br /&gt;
#[[The First Dynasty of Hix]] - The Time Travelling Dynasty&lt;br /&gt;
#[[The First Dynasty of Thelonious]] - The Musical Dynasty&lt;br /&gt;
#[[The Second Dynasty of Elias IX]] - The Vegetable Dynasty&lt;br /&gt;
#[[The Second Dynasty of Rodney]] - The Miskatonic Dynasty&lt;br /&gt;
#[[The First Dynasty of Clucky]] - The Olympic Dynasty&lt;br /&gt;
#[[The First Dynasty of Doremi]] - The Hollywood Dynasty&lt;br /&gt;
#[[The Third Dynasty of Chronos Phaenon]] - The Iudex Dynasty&lt;br /&gt;
#[[The First Dynasty of Amnistar]] - The Secret Agent Dynasty&lt;br /&gt;
#[[The Second Dynasty of Clucky]] - The Spore Dynasty&lt;br /&gt;
#[[The Second Dynasty of Amnistar]] - The Goldberg Factory Dynasty&lt;br /&gt;
#[[The First Dynasty of Bucky]] - The Corporate Dynasty&lt;br /&gt;
#[[The Third Dynasty of Clucky]] - The Monkey Dynasty&lt;br /&gt;
#[[The Third Dynasty of Josh]] - The Kaiju Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Kevan]] - The Werewolf Dynasty&lt;br /&gt;
#[[The Second Dynasty of Hix]] - The Valkyrie Dynasty&lt;br /&gt;
#[[The First Dynasty of spikebrennan]] - The Wild West Poker Dynasty&lt;br /&gt;
#[[The First Dynasty of Jack]] - The Pirate vs Ninja Dynasty&lt;br /&gt;
#[[The First Dynasty of Purplebeard]] - The Evil Dynasty&lt;br /&gt;
#[[The First Dynasty of Rodlen]] - The Multi-Dimensional (and still evil) Dynasty&lt;br /&gt;
#[[The First Dynasty of Yoda]] - The RPG Dynasty&lt;br /&gt;
#[[The Third Dynasty of Amnistar]] - The Political Dynasty&lt;br /&gt;
#[[The First Dynasty of Darknight]] - The Dragon Dynasty&lt;br /&gt;
#[[The Second Dynasty of Bucky]] - The Barbarian Dynasty&lt;br /&gt;
#[[The Second Dynasty of Yoda]] - The Deja Vu Dynasty&lt;br /&gt;
#[[The Fourth Metadynasty]] - The First Metadynasty of Rodlen (Blo vs Gno vs Mic)&lt;br /&gt;
#[[The First Dynasty of arthexis]] - The Guess the Theme (Gourmet Drag Racing on Mars) Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Amnistar]] - The Military Dynasty&lt;br /&gt;
#[[The First Dynasty of Devenger]] - The Movie Body Count Dynasty&lt;br /&gt;
#[[The First Dynasty of ais523]] - The Reality TV Dynasty&lt;br /&gt;
#[[The First Dynasty of yuri_dragon_17]] - The Caribbean Vacation Dynasty&lt;br /&gt;
#[[The First Dynasty of Qwazukee]] - The Groundhog Day Dynasty&lt;br /&gt;
#[[The First Dynasty of Darth Cliche]] - The Post-Apocalyptic Dynasty&lt;br /&gt;
#[[The Fifth Metadynasty]] - The Original Game of Nomic Metadynasty&lt;br /&gt;
#[[The Third Dynasty of Bucky]] - The Runic Dynasty&lt;br /&gt;
#[[The First Dynasty of Wakukee]] - The Djinn Djinasty&lt;br /&gt;
#[[The Sixth Dynasty of Kevan]] - The Mansion Murder Dynasty&lt;br /&gt;
#[[The Second Dynasty of ais523]] - The Steampunk Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Josh]] - The April Fools Dynasty&lt;br /&gt;
#[[The Second Dynasty of Purplebeard]] - The Mining Camp Dynasty&lt;br /&gt;
#[[The Third Dynasty of ais523]] - The Election Dynasty&lt;br /&gt;
#[[The Second Dynasty of Ienpw III]] - The Undefined Term Dynasty&lt;br /&gt;
#[[The Second Dynasty of Darth Cliche]] - The NetHack Dynasty&lt;br /&gt;
#[[The First Dynasty of lilomar]] - The Paranoia Dynasty&lt;br /&gt;
#[[The First Dynasty of coppro]] - The Futurama Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of ais523]] - The IQ Dynasty&lt;br /&gt;
#[[The Seventh Dynasty of Kevan]] - The Cold War Spy Dynasty&lt;br /&gt;
#[[The Second Dynasty of Brendan]] - The School of Witchcraft Dynasty&lt;br /&gt;
#[[The First Dynasty of Alecto]] - The Roman Gods Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Josh]] - The LEGO® Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Clucky]] - The Ant Dynasty&lt;br /&gt;
#[[The Third Dynasty of Purplebeard]] - The Prehistoric Dynasty&lt;br /&gt;
#[[The Eighth Dynasty of Kevan]] - The Mornington Crescent Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of ais523]] - The Sheep Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Purplebeard]] - The Stock Market Dynasty&lt;br /&gt;
#[[The Third Dynasty of Yoda]] - The Plants vs Zombies Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Bucky]] - The ClingBoom Arena Dynasty&lt;br /&gt;
#[[The Ninth Dynasty of Kevan]] - The Lifeboat Dynasty&lt;br /&gt;
#[[The First Dynasty of Bateleur]] - The Art Dynasty&lt;br /&gt;
#[[The Sixth Metadynasty]] - The Today&#039;s Economy Dynasty&lt;br /&gt;
#[[The Second Dynasty of coppro]] - The Taxicab Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of ais523]] - The Petty Crime Dynasty&lt;br /&gt;
#[[The First Dynasty of Cpt_Koen]] - The Band Dynasty&lt;br /&gt;
#[[The First Dynasty of southpointingchariot]] - The Ansible Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Josh]] - The Visiting the Past Dynasty&lt;br /&gt;
#[[The Third Machine of scshunt]] - The Factory Machine Dynasty&lt;br /&gt;
#[[The First Dynasty of Quirck]] - The Manul Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Clucky]] - The Pie Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Bucky]] - The Nomic School Dynasty&lt;br /&gt;
#[[The Tenth Dynasty of Kevan]] - The Newspaper Dynasty&lt;br /&gt;
#[[The Seventh Dynasty of Josh]] - The Heist Dynasty&lt;br /&gt;
#[[The Eleventh Dynasty of Kevan]] - The Doomsday Cult Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of scshunt]] - The Dynasty of the Commons&lt;br /&gt;
#[[The First Dynasty of RaichuKFM]] - The Interstellar Fleet Dynasty&lt;br /&gt;
#[[The First Dynasty of Larrytheturtle]] - The Noble Families Dynasty&lt;br /&gt;
#[[The First Dynasty of Skju]] - The Principia Blognomica Dynasty&lt;br /&gt;
#[[The Seventh Metadynasty]]&lt;br /&gt;
#[[The Fifth Dynasty of Purplebeard]] - The Magical Apprentice Dynasty&lt;br /&gt;
#[[The First Dynasty of Spitemaster]] - The Government Shutdown Dynasty&lt;br /&gt;
#[[The Eighth Dynasty of Josh]] - The Despot Dynasty&lt;br /&gt;
#[[The Second Dynasty of RaichuKFM]] - The Marooned Dynasty&lt;br /&gt;
#[[The First Dynasty of The Alien]] - The Alien NPC Dynasty&lt;br /&gt;
#[[The First Dynasty of Benzene]] - The Chemistry Dynasty&lt;br /&gt;
#[[The Third Dynasty of RaichuKFM]] - The Chivalric Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Purplebeard]] - The Assassin Dynasty&lt;br /&gt;
#[[The Twelfth Dynasty of Kevan]] - The Attic Clearance Dynasty&lt;br /&gt;
#[[The First Dynasty of Ayesdeeef]] - The Soccer Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Bucky]] - The Jupiter Shuttle Dynasty&lt;br /&gt;
#[[The Thirteenth Dynasty of Kevan]] - The Android Dynasty&lt;br /&gt;
#[[The Ninth Dynasty of Josh]] - The Seasonal Dynasty&lt;br /&gt;
#[[The First Dynasty of Mideg]] - The Restaurant Dynasty&lt;br /&gt;
#[[The Fourteenth Dynasty of Kevan]] - The Shapeshifter Dynasty&lt;br /&gt;
#[[The Third Dynasty of Brendan]] - The Kaiju Court Dynasty&lt;br /&gt;
#[[The Fifteenth Dynasty of Kevan]] - The Mad Max Diplomacy Dynasty&lt;br /&gt;
#[[The First Dynasty of Tantusar]] - The Lab Rat Dynasty&lt;br /&gt;
#[[The Tenth Dynasty of Josh]] - The Cyberpunk Dynasty&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Archive==&lt;br /&gt;
&lt;br /&gt;
===Older Core Game Documents===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Add new Documents to the top of the list at the end of each dynasty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Maze]], [[The Wasteland]], [[Cooking Equipment]], [[Orbit Contents]], [[Hivemind Charters]], [[Market Values]], [[Second-Hand Goods]], [[Space]], [[Reagents]], [[Sequester]], [[Spellbook]], [[Question]], [[Truths]], [[Peerage]], [[Feuds]], [[Tournaments]], [[Galaxy Map]], [[The Hangar]], [[Garage]], [[Fence]], [[The Whiteboard]], [[Factory Floor]], [[Machines]], [[Routes]], [[The Arena]], [[Garden Patch]], [[Gardening Compendium]], [[Species Compendium]], [[BN Index]], [[Check before you travel]], [[Photo Albums]], [[Research projects]], [[Trails]], [[Toybox]], [[Mortals]], [[Teachers]], [[Berlin map]], [[The Dossier]], [[Trading Post]], [[Inventions]], [[County Activity]], [[Wodehouse surnames]], [[Corporations]], [[List of forms]], [[Code of Conduct]], [[I|Inventory]], [[Loot]], [[My dynasty]], [[Stockpile]], [[Settlement]] ([http://blognomic.appspot.com/purplebeard-2/settlement Script version]), [[Inventions]], [[Trading Post]], [[County Activity]], [[Universe]], [[Inventory Items]], [[City]], [[Good Deeds]], [[Parallel Ruleset]], [[Rewards]], [[Diary Entries]], [[:Category:Acts of Dynasty 64]], [[Action Props]], [[List of American film actors]], [[Bonus Features]], [[Theme Hints]], [[Ingredients]], [[The Table]], [[Recipes]], [[Vehicles]], [[Solar Map]], [[Faction BLO Ruleset]], [[Faction GNO Ruleset]], [[Faction MIC Ruleset]], [[Gnomish Scrolls]], [[Plot Summary]], [[Locations]], [[Occupations]], [[Backpack]], [[Dragon Eggs]], [[Candidate Agendas]], [[Planar Entities]], [[Space Tech]], [[Spacecraft Register]], [[Member Dossiers]], [[Earth]], [[Storage Zone]], [[Doomsday Device]], [[Treasures Page]], [[Sea Monsters]], [[Wanted Poster|Wanted Posters]], [[Poker Hands]], [[Old Rulesets]], [[The Creature Page]], [[List of Traits]], [[List of Events]], [[Filmographies]], [[Threads]], [[Deity Wiki]], [[Cities]], [[Monastery of St. Passignano Map]], [[Timeline|The Timeline]], [[Zodiac Wiki]], [[The Lost List]], [[Events Page]], [[Events_Page]], [[Motions]], [[Mystical Chant]], [[Chant Regulations]], [[List of Gadgets]], [[Missions]], [[Gadget Requests]], [[List of Approved Gadgets]], [[List of In-play Gadgets]], [http://blognomic.com/archive/cant_see_map/ The Map], [[Legend]], [[Inventory]], [[Monkey Dynasty Gamestate Documents]], [[The City]], [[The Media Circus]], [[Monster Roster]], [[Book of the Kaiju]], [[Einherjar]], [[About non-metallic mineral resources in China]], [[Character Sheets]], [[Quest Journal]], [[Item List]]&lt;br /&gt;
&lt;br /&gt;
===Proposed Core Game Documents Substitutes (2006-2008)===&lt;br /&gt;
*[[Ruleset Draft]]&lt;br /&gt;
*[[Ruleset Draft, Take Two]]&lt;br /&gt;
*[[Ruleset Draft, the Third]]&lt;br /&gt;
&lt;br /&gt;
=== Switch to blognomic.com (2005) ===&lt;br /&gt;
&lt;br /&gt;
*[[Switch suggestions]]&lt;br /&gt;
*[[Switch plans]]&lt;br /&gt;
*[[Switch guidebook]]&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2179</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2179"/>
		<updated>2015-08-10T08:03:59Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Tools of the Trade */ Enacting &amp;quot;Turing Zest&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. When the Hack Value of a Tool is calculated by a Hacker, it starts at zero and then has the effects of each of its Subroutines applied once in the order that they are listed in the Tool&#039;s GNDT field.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Hacker’s choosing&lt;br /&gt;
*2 - Amplifier - If this is the leftmost Amplifier in the Tool, then the Hack Value of this Tool is doubled.&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename must make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2178</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2178"/>
		<updated>2015-08-10T08:00:56Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Hacking */ Enacting &amp;quot;Identity Crisis&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. The Hack Value of a Tool is defined by its subroutines. Where a Tool contains multiple versions of the same subroutine, its effects are cumulative unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Hacker’s choosing&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Corp Name to be their target, and compare the Hack Value of their Tool against the Defence Score of the Corp that is their target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename must make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2177</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2177"/>
		<updated>2015-08-09T09:07:54Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Correcting the amusing results of the keyword update at the start of the dynasty&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;
= 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 Hackers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Hackers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Hackers ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Hacker&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Hacker.&lt;br /&gt;
&lt;br /&gt;
A Hacker may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Hacker may not rejoin the game within two weeks after having left. A Hacker may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Hackers 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Hackers===&lt;br /&gt;
&lt;br /&gt;
Some Hackers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Hackers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Hackers are not counted as Hackers.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Hacker, then that Idle Hacker is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Hacker 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 Hacker Idled in a different dynasty), the Hacker is given the default value for new Hacker, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Hacker Idle if that Hacker has asked to become Idle in an entry or comment from the past four days, or if that Hacker has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Hacker if that Hacker has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Hacker who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Hacker, known as the Zero Cool. If there is no Zero Cool, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Hackers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Hacker 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 Hacker’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-Hacker never has a Vote, even if they were a Hacker previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Hacker 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 Hacker 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 Hacker casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Zero Cool may use VETO as a voting icon to cast a Vote on a proposal; when the Zero Cool casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Zero Cool later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Hacker other than the Zero Cool casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Zero Cool. When the Zero Cool has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Zero Cool&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Hackers 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Hackers actively disagree as to the interpretation of the Ruleset, or if a Hacker feels that an aspect of the game needs urgent attention, then any Hacker 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Hacker (other than the Zero Cool) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Hackers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Hacker may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Zero Cool has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Hackers 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Hacker who made the DoV as its Zero Cool. That Hacker may pass this role to another Hacker at this point by making a post to that effect, if they wish. The Hiatus continues until the new Zero Cool makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Zero Cool&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Hacker and Zero Cool will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Hacker 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Hacker&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Hacker within BlogNomic.&lt;br /&gt;
* A Hacker 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 Hacker should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Hacker should not edit their own blog comments once posted, nor those of any other Hacker.&lt;br /&gt;
* A Hacker should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Hacker should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Hacker 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
Each Hacker has a Corp Name and any number of Codenames. Their Corp Name is the same as their BlogNomic account name, and is public.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may set up a new Codename by adding it as an NPC in the GNDT, with a unique name of their choosing that is preceded by a colon to denote that it is a Codename. The earliest md5 hash posted by a Codename in a GNDT comment is known as its Ident: if a Hacker demonstrates that a Codename’s Ident is identical to the Hash of a grammatical English sentence of no more than 20 words which includes the Hacker’s own Corp Name and no other Corp Names, then that Hacker is said to control that Codename. If ever the ownership of a Codename becomes the subject of a Call for Judgement and it is determined that ownership of that Codename cannot be definitively proved, any Hacker may remove that Codename from the GNDT.&lt;br /&gt;
&lt;br /&gt;
Idle Hackers may control Codenames. Any dynastic rule that affects Codenames is considered to affect Idle Hackers who control Codenames. Idle Hacker are not considered to be Hackers for any other rule.&lt;br /&gt;
&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
&lt;br /&gt;
If a Codename is able to take a Covert Action, any Hacker may take that Action on the Codename’s behalf (making any decisions required of it themselves) by updating the GNDT, while logged in as that Codename.&lt;br /&gt;
&lt;br /&gt;
If a Covert Action is also Traceable, then the GNDT action corresponding to it must be Signed by the Hacker somewhere in its “Comments” field.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Each Codename has a Tool, which is tracked in the GNDT as a string of alphanumeric characters. Each character represents a subroutine in their Tool. The Hack Value of a Tool is defined by its subroutines. Where a Tool contains multiple versions of the same subroutine, its effects are cumulative unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Hacker may add a Subroutine to the Tool of any Codename.&lt;br /&gt;
&lt;br /&gt;
Subroutines that currently exist are as follows:&lt;br /&gt;
&lt;br /&gt;
*^ - Slicer - +2 to the Hack Value of this Tool&lt;br /&gt;
*@ - Blaster - Reduce the Defence Value of the target Corp Name by 1 permanently before carrying out a Hack with this Tool&lt;br /&gt;
*&amp;amp; - Back Door - Replicates the effect of another Subroutine in this Tool, of the Hacker’s choosing&lt;br /&gt;
&lt;br /&gt;
==Corporate Defence==&lt;br /&gt;
Each Corp Name has a Defence Score, which is a numerical value that is tracked in the GNDT under the “Tool” field, and which defaults to 10.&lt;br /&gt;
&lt;br /&gt;
==Hashes==&lt;br /&gt;
The Hash of a Sentence is the MD5 Hash generated for it at http://www.miraclesalad.com/webtools/md5.php.&lt;br /&gt;
&lt;br /&gt;
When a Hacker is required to Sign something, they should choose a grammatical English sentence of no more than 20 words which includes their own Corp Name and no other Corp Names, and then determine the Hash of that Sentence. This Hash should be written in full wherever the Hacker is required to Sign, and Hackers are encouraged to keep a private note of each sentence they choose and its Hash.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
&lt;br /&gt;
If it has not already done so during the current day, nor within the past 10 hours, a Codename can make a Hack against a Corp Name. This is a Covert, Traceable Action.&lt;br /&gt;
&lt;br /&gt;
In order to do so, they must select a Codename to use for the attack and a Corp Name to be its target. They must then compare the Hack Value of the Tool of their chosen Codename against the Defence Score of the Corp that is the target. If the Hack Value of the Tool is greater than the Defence Value of the Corp then the Hack is successful. Otherwise, it is unsuccessful.&lt;br /&gt;
&lt;br /&gt;
If the Hack is successful, the Codename must make a GNDT comment detailing the target of the Hack and its outcome, as a Covert Action. If the Hack is unsuccessful, then the Codename must lose one Subroutine of its choice from its Tool, as a Covert Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Hackers.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Hacker able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Hacker per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Hacker’s Effective Vote Comment with respect to a given Votable Matter means that Hacker’s Comment to that Votable Matter, if any, that contains that Hacker’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Hacker 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Hackers is half the number of Hackers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Hackers it is referring to, it is referring to a Quorum of all Hackers.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Hacker able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Hacker per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Hacker 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Hacker has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Hacker may update any Hacker&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Hacker may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Hacker feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Hackers are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Hackers shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Hacker with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Hackers to transfer a numeric value only allows them to transfer that value from themselves to another Hacker (of their choice unless otherwise stated).&lt;br /&gt;
* A Hacker 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Hacker A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Hacker if it is explicitly stated that it refers to a Hacker&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Hackers may Kick each other” and “Hackers may not kick each other on Tuesdays” exist, and it is Tuesday, Hackers may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Hackers may Punch a Spaceman on Friday” and “Hackers may not Punch Spacemen on Friday”, then Hackers may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Main_Page&amp;diff=2163</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Main_Page&amp;diff=2163"/>
		<updated>2015-08-05T11:39:04Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Begone, Maze!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BlogNomic is a game of Nomic run as a communal weblog, that started in January 2003. Proposals are made as posts to the [http://blognomic.com BlogNomic blog], with votes made as comments on those posts, and the ruleset stored here on the wiki.&lt;br /&gt;
&lt;br /&gt;
BlogNomic is played over a number of themed, pseudo-Imperial rounds (or &amp;quot;dynasties&amp;quot;), presided over by one player as its &amp;quot;Emperor&amp;quot; figure. The Emperor chooses the theme for the dynasty, and is regarded as its caretaker, with the power to veto proposals made during it - this is as close as BlogNomic gets to having anybody in charge. When somebody wins a dynasty, we wipe the ruleset (except for the basic mechanics of voting and proposing) and start a new one with that player as its Emperor.&lt;br /&gt;
&lt;br /&gt;
==Current Game Documents==&lt;br /&gt;
&lt;br /&gt;
*[[Ruleset]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(When moving document links to the Older Document section please remove the link from this section.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Reference==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*[[FAQ]]&lt;br /&gt;
*[[Newbie Guide]]&lt;br /&gt;
*[[Laundry list]]&lt;br /&gt;
*[[Admin Manual]]&lt;br /&gt;
&lt;br /&gt;
===Writing===&lt;br /&gt;
*[[Essays|Player essays]]&lt;br /&gt;
*[[BlogNomic quotes file]]&lt;br /&gt;
*[[Blognomic Jargon]]&lt;br /&gt;
*[[Admin feedback]] for the technical side of BlogNomic&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*[[Graphs of BlogNomic history]]&lt;br /&gt;
*[[BlogNomic Fun Survey]]&lt;br /&gt;
*[[Historical player names]]&lt;br /&gt;
*[[Site Changelog]]&lt;br /&gt;
&lt;br /&gt;
===Useful Links===&lt;br /&gt;
*[https://greasyfork.org/en/scripts/7758-bnscript-blognomic-utility-script BN Greasemonkey Script], which gives links to new comments and automatically tallies votes.&lt;br /&gt;
*[http://blognomic.com/archive/automatic_vote_counter/ ais523&#039;s Automatic Vote Counter on IRC]&lt;br /&gt;
*[http://kevan.org/blognomic/whosidle.php Kevan&#039;s automatic idle-player checker]&lt;br /&gt;
*[http://blogspot.blognomic.com/ Blogspot archive] (2003-2005) recovered by Roujo and 75th Trombone, missing all comments&lt;br /&gt;
*[http://kevan.org/bnwiki.pl?HomePage The old wiki, including Dynastic Histories]&lt;br /&gt;
*[http://twitter.com/blognomic BlogNomic Twitter feed]&lt;br /&gt;
*[http://cemerick.github.com/jsdifflib/demo.html Javascript Diff] - compare two texts (useful for checking &amp;quot;reword this entire rule to:&amp;quot; proposals)&lt;br /&gt;
&lt;br /&gt;
==Dynastic History==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
#[[Round One]] - Pre-Dynasty&lt;br /&gt;
#[[The First Dynasty of Myke]] - The Kingdom Dynasty&lt;br /&gt;
#[[The First Dynasty of Lyndse]] - The Robin Hood Dynasty&lt;br /&gt;
#[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - The Agricultural Dynasty&lt;br /&gt;
#[[The First Dynasty of Kevan]] - The Orwellian Dynasty&lt;br /&gt;
#[[The First Dynasty of Anthony]] - The Mad Emperor Dynasty&lt;br /&gt;
#[[The First Dynasty of est]] - The Robot Factory Dynasty&lt;br /&gt;
#[[The Second Dynasty of Kevan]] - The Moreau Dynasty&lt;br /&gt;
#[[The First Dynasty of Damanor]] - The Galactic Dynasty&lt;br /&gt;
#[[The Third Dynasty of Kevan]] - The Thing Dynasty&lt;br /&gt;
#[[The First Dynasty of Cayvie]] - The Elemental Dynasty&lt;br /&gt;
#[[The First Dynasty of Joranj]] - The Mob Dynasty&lt;br /&gt;
#[[The First Dynasty of Keitalia]] - The Superhero Dynasty&lt;br /&gt;
#[[The First Dynasty of SatyrEyes]] - The Odyssey Dynasty&lt;br /&gt;
#[[The First Metadynasty]] - The Hat Meta-Dynasty&lt;br /&gt;
#[[The Second Dynasty of Cayvie]] - The Crashed Spaceship Dynasty&lt;br /&gt;
#[[The First Dynasty of Brendan]] - The Office Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Kevan]] - The Petri-Dish Dynasty&lt;br /&gt;
#[[The First Dynasty of Knightking]] - The Warlord Dynasty&lt;br /&gt;
#[[The First Dynasty of Chronos Phaenon]] - The Democratic Dynasty&lt;br /&gt;
#[[The First Dynasty of TrumanCapote]] - The Family Dynasty&lt;br /&gt;
#[[The Second Dynasty of Knightking]] - The Zombie Dynasty&lt;br /&gt;
#[[The First Dynasty of Quazie]] - The Muffin Dynasty&lt;br /&gt;
#[[The First Dynasty of Simon]] - The Surfer Dynasty&lt;br /&gt;
#[[The First Dynasty of AngryGrasshopper]] - The Spaceship Dynasty&lt;br /&gt;
#[[The First Dynasty of Rodney]] - The Illuminati Dynasty&lt;br /&gt;
#[[The First Dynasty of Aaron]] - The Athenian Dynasty&lt;br /&gt;
#[[The Second Dynasty of Josh]] - The Gaming Dynasty&lt;br /&gt;
#[[The Second Metadynasty]] - The Switch Dynasty&lt;br /&gt;
#[[The Second Dynasty of Chronos Phaenon]] - The Hegemonic Dynasty&lt;br /&gt;
#[[The First Dynasty of Excalabur]] - The Deity Dynasty&lt;br /&gt;
#[[The Second Dynasty of Excalabur]] - The Schizophrenic Dynasty&lt;br /&gt;
#[[The First Dynasty of 75th Trombone]] - The Text Adventure Dynasty&lt;br /&gt;
#[[The First Dynasty of Elias IX]] - The Pirate Dynasty&lt;br /&gt;
#[[The Third Metadynasty]] - The Gostak Metadynasty&lt;br /&gt;
#[[The Second Dynasty of Angry Grasshopper]] - The Monastic Murder Mystery Dynasty&lt;br /&gt;
#[[The First Dynasty of Hix]] - The Time Travelling Dynasty&lt;br /&gt;
#[[The First Dynasty of Thelonious]] - The Musical Dynasty&lt;br /&gt;
#[[The Second Dynasty of Elias IX]] - The Vegetable Dynasty&lt;br /&gt;
#[[The Second Dynasty of Rodney]] - The Miskatonic Dynasty&lt;br /&gt;
#[[The First Dynasty of Clucky]] - The Olympic Dynasty&lt;br /&gt;
#[[The First Dynasty of Doremi]] - The Hollywood Dynasty&lt;br /&gt;
#[[The Third Dynasty of Chronos Phaenon]] - The Iudex Dynasty&lt;br /&gt;
#[[The First Dynasty of Amnistar]] - The Secret Agent Dynasty&lt;br /&gt;
#[[The Second Dynasty of Clucky]] - The Spore Dynasty&lt;br /&gt;
#[[The Second Dynasty of Amnistar]] - The Goldberg Factory Dynasty&lt;br /&gt;
#[[The First Dynasty of Bucky]] - The Corporate Dynasty&lt;br /&gt;
#[[The Third Dynasty of Clucky]] - The Monkey Dynasty&lt;br /&gt;
#[[The Third Dynasty of Josh]] - The Kaiju Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Kevan]] - The Werewolf Dynasty&lt;br /&gt;
#[[The Second Dynasty of Hix]] - The Valkyrie Dynasty&lt;br /&gt;
#[[The First Dynasty of spikebrennan]] - The Wild West Poker Dynasty&lt;br /&gt;
#[[The First Dynasty of Jack]] - The Pirate vs Ninja Dynasty&lt;br /&gt;
#[[The First Dynasty of Purplebeard]] - The Evil Dynasty&lt;br /&gt;
#[[The First Dynasty of Rodlen]] - The Multi-Dimensional (and still evil) Dynasty&lt;br /&gt;
#[[The First Dynasty of Yoda]] - The RPG Dynasty&lt;br /&gt;
#[[The Third Dynasty of Amnistar]] - The Political Dynasty&lt;br /&gt;
#[[The First Dynasty of Darknight]] - The Dragon Dynasty&lt;br /&gt;
#[[The Second Dynasty of Bucky]] - The Barbarian Dynasty&lt;br /&gt;
#[[The Second Dynasty of Yoda]] - The Deja Vu Dynasty&lt;br /&gt;
#[[The Fourth Metadynasty]] - The First Metadynasty of Rodlen (Blo vs Gno vs Mic)&lt;br /&gt;
#[[The First Dynasty of arthexis]] - The Guess the Theme (Gourmet Drag Racing on Mars) Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Amnistar]] - The Military Dynasty&lt;br /&gt;
#[[The First Dynasty of Devenger]] - The Movie Body Count Dynasty&lt;br /&gt;
#[[The First Dynasty of ais523]] - The Reality TV Dynasty&lt;br /&gt;
#[[The First Dynasty of yuri_dragon_17]] - The Caribbean Vacation Dynasty&lt;br /&gt;
#[[The First Dynasty of Qwazukee]] - The Groundhog Day Dynasty&lt;br /&gt;
#[[The First Dynasty of Darth Cliche]] - The Post-Apocalyptic Dynasty&lt;br /&gt;
#[[The Fifth Metadynasty]] - The Original Game of Nomic Metadynasty&lt;br /&gt;
#[[The Third Dynasty of Bucky]] - The Runic Dynasty&lt;br /&gt;
#[[The First Dynasty of Wakukee]] - The Djinn Djinasty&lt;br /&gt;
#[[The Sixth Dynasty of Kevan]] - The Mansion Murder Dynasty&lt;br /&gt;
#[[The Second Dynasty of ais523]] - The Steampunk Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Josh]] - The April Fools Dynasty&lt;br /&gt;
#[[The Second Dynasty of Purplebeard]] - The Mining Camp Dynasty&lt;br /&gt;
#[[The Third Dynasty of ais523]] - The Election Dynasty&lt;br /&gt;
#[[The Second Dynasty of Ienpw III]] - The Undefined Term Dynasty&lt;br /&gt;
#[[The Second Dynasty of Darth Cliche]] - The NetHack Dynasty&lt;br /&gt;
#[[The First Dynasty of lilomar]] - The Paranoia Dynasty&lt;br /&gt;
#[[The First Dynasty of coppro]] - The Futurama Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of ais523]] - The IQ Dynasty&lt;br /&gt;
#[[The Seventh Dynasty of Kevan]] - The Cold War Spy Dynasty&lt;br /&gt;
#[[The Second Dynasty of Brendan]] - The School of Witchcraft Dynasty&lt;br /&gt;
#[[The First Dynasty of Alecto]] - The Roman Gods Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Josh]] - The LEGO® Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Clucky]] - The Ant Dynasty&lt;br /&gt;
#[[The Third Dynasty of Purplebeard]] - The Prehistoric Dynasty&lt;br /&gt;
#[[The Eighth Dynasty of Kevan]] - The Mornington Crescent Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of ais523]] - The Sheep Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Purplebeard]] - The Stock Market Dynasty&lt;br /&gt;
#[[The Third Dynasty of Yoda]] - The Plants vs Zombies Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of Bucky]] - The ClingBoom Arena Dynasty&lt;br /&gt;
#[[The Ninth Dynasty of Kevan]] - The Lifeboat Dynasty&lt;br /&gt;
#[[The First Dynasty of Bateleur]] - The Art Dynasty&lt;br /&gt;
#[[The Sixth Metadynasty]] - The Today&#039;s Economy Dynasty&lt;br /&gt;
#[[The Second Dynasty of coppro]] - The Taxicab Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of ais523]] - The Petty Crime Dynasty&lt;br /&gt;
#[[The First Dynasty of Cpt_Koen]] - The Band Dynasty&lt;br /&gt;
#[[The First Dynasty of southpointingchariot]] - The Ansible Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Josh]] - The Visiting the Past Dynasty&lt;br /&gt;
#[[The Third Machine of scshunt]] - The Factory Machine Dynasty&lt;br /&gt;
#[[The First Dynasty of Quirck]] - The Manul Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Clucky]] - The Pie Dynasty&lt;br /&gt;
#[[The Fifth Dynasty of Bucky]] - The Nomic School Dynasty&lt;br /&gt;
#[[The Tenth Dynasty of Kevan]] - The Newspaper Dynasty&lt;br /&gt;
#[[The Seventh Dynasty of Josh]] - The Heist Dynasty&lt;br /&gt;
#[[The Eleventh Dynasty of Kevan]] - The Doomsday Cult Dynasty&lt;br /&gt;
#[[The Fourth Dynasty of scshunt]] - The Dynasty of the Commons&lt;br /&gt;
#[[The First Dynasty of RaichuKFM]] - The Interstellar Fleet Dynasty&lt;br /&gt;
#[[The First Dynasty of Larrytheturtle]] - The Noble Families Dynasty&lt;br /&gt;
#[[The First Dynasty of Skju]] - The Principia Blognomica Dynasty&lt;br /&gt;
#[[The Seventh Metadynasty]]&lt;br /&gt;
#[[The Fifth Dynasty of Purplebeard]] - The Magical Apprentice Dynasty&lt;br /&gt;
#[[The First Dynasty of Spitemaster]] - The Government Shutdown Dynasty&lt;br /&gt;
#[[The Eighth Dynasty of Josh]] - The Despot Dynasty&lt;br /&gt;
#[[The Second Dynasty of RaichuKFM]] - The Marooned Dynasty&lt;br /&gt;
#[[The First Dynasty of The Alien]] - The Alien NPC Dynasty&lt;br /&gt;
#[[The First Dynasty of Benzene]] - The Chemistry Dynasty&lt;br /&gt;
#[[The Third Dynasty of RaichuKFM]] - The Chivalric Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Purplebeard]] - The Assassin Dynasty&lt;br /&gt;
#[[The Twelfth Dynasty of Kevan]] - The Attic Clearance Dynasty&lt;br /&gt;
#[[The First Dynasty of Ayesdeeef]] - The Soccer Dynasty&lt;br /&gt;
#[[The Sixth Dynasty of Bucky]] - The Jupiter Shuttle Dynasty&lt;br /&gt;
#[[The Thirteenth Dynasty of Kevan]] - The Android Dynasty&lt;br /&gt;
#[[The Ninth Dynasty of Josh]] - The Seasonal Dynasty&lt;br /&gt;
#[[The First Dynasty of Mideg]] - The Restaurant Dynasty&lt;br /&gt;
#[[The Fourteenth Dynasty of Kevan]] - The Shapeshifter Dynasty&lt;br /&gt;
#[[The Third Dynasty of Brendan]] - The Kaiju Court Dynasty&lt;br /&gt;
#[[The Fifteenth Dynasty of Kevan]] - The Mad Max Diplomacy Dynasty&lt;br /&gt;
#[[The First Dynasty of Tantusar]] - The Lab Rat Dynasty&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Archive==&lt;br /&gt;
&lt;br /&gt;
===Older Core Game Documents===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Add new Documents to the top of the list at the end of each dynasty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Maze]], [[The Wasteland]], [[Cooking Equipment]], [[Orbit Contents]], [[Hivemind Charters]], [[Market Values]], [[Second-Hand Goods]], [[Space]], [[Reagents]], [[Sequester]], [[Spellbook]], [[Question]], [[Truths]], [[Peerage]], [[Feuds]], [[Tournaments]], [[Galaxy Map]], [[The Hangar]], [[Garage]], [[Fence]], [[The Whiteboard]], [[Factory Floor]], [[Machines]], [[Routes]], [[The Arena]], [[Garden Patch]], [[Gardening Compendium]], [[Species Compendium]], [[BN Index]], [[Check before you travel]], [[Photo Albums]], [[Research projects]], [[Trails]], [[Toybox]], [[Mortals]], [[Teachers]], [[Berlin map]], [[The Dossier]], [[Trading Post]], [[Inventions]], [[County Activity]], [[Wodehouse surnames]], [[Corporations]], [[List of forms]], [[Code of Conduct]], [[I|Inventory]], [[Loot]], [[My dynasty]], [[Stockpile]], [[Settlement]] ([http://blognomic.appspot.com/purplebeard-2/settlement Script version]), [[Inventions]], [[Trading Post]], [[County Activity]], [[Universe]], [[Inventory Items]], [[City]], [[Good Deeds]], [[Parallel Ruleset]], [[Rewards]], [[Diary Entries]], [[:Category:Acts of Dynasty 64]], [[Action Props]], [[List of American film actors]], [[Bonus Features]], [[Theme Hints]], [[Ingredients]], [[The Table]], [[Recipes]], [[Vehicles]], [[Solar Map]], [[Faction BLO Ruleset]], [[Faction GNO Ruleset]], [[Faction MIC Ruleset]], [[Gnomish Scrolls]], [[Plot Summary]], [[Locations]], [[Occupations]], [[Backpack]], [[Dragon Eggs]], [[Candidate Agendas]], [[Planar Entities]], [[Space Tech]], [[Spacecraft Register]], [[Member Dossiers]], [[Earth]], [[Storage Zone]], [[Doomsday Device]], [[Treasures Page]], [[Sea Monsters]], [[Wanted Poster|Wanted Posters]], [[Poker Hands]], [[Old Rulesets]], [[The Creature Page]], [[List of Traits]], [[List of Events]], [[Filmographies]], [[Threads]], [[Deity Wiki]], [[Cities]], [[Monastery of St. Passignano Map]], [[Timeline|The Timeline]], [[Zodiac Wiki]], [[The Lost List]], [[Events Page]], [[Events_Page]], [[Motions]], [[Mystical Chant]], [[Chant Regulations]], [[List of Gadgets]], [[Missions]], [[Gadget Requests]], [[List of Approved Gadgets]], [[List of In-play Gadgets]], [http://blognomic.com/archive/cant_see_map/ The Map], [[Legend]], [[Inventory]], [[Monkey Dynasty Gamestate Documents]], [[The City]], [[The Media Circus]], [[Monster Roster]], [[Book of the Kaiju]], [[Einherjar]], [[About non-metallic mineral resources in China]], [[Character Sheets]], [[Quest Journal]], [[Item List]]&lt;br /&gt;
&lt;br /&gt;
===Proposed Core Game Documents Substitutes===&lt;br /&gt;
*[[Ruleset Draft]]&lt;br /&gt;
*[[Talk:Ruleset Draft]]&lt;br /&gt;
*[[Ruleset Draft, Take Two]]&lt;br /&gt;
*[[Ruleset Draft, the Third]]&lt;br /&gt;
&lt;br /&gt;
=== Switch to blognomic.com (2005) ===&lt;br /&gt;
&lt;br /&gt;
*[[Switch suggestions]]&lt;br /&gt;
*[[Switch plans]]&lt;br /&gt;
*[[Switch guidebook]]&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2131</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2131"/>
		<updated>2015-07-31T11:57:08Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Reverting Cheese Spawn (cannot be completed without setting Josh&amp;#039;s Cheese to an illegal value)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Maze.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20px; height:20px&amp;quot;| ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;A&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;B&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;C&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;D&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;E&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;F&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;1&#039;&#039;&#039;|| Cheese Spawner, PUP || Empty || Empty || Empty || DAR || Empty || Cheese Spawner, EVA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;2&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;4&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;5&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;7&#039;&#039;&#039;|| [[File:For_icon.jpg]] Cheese Spawner, JOS || Empty || Empty || Empty || Empty || Empty || Cheese Spawner&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2122</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=2122"/>
		<updated>2015-07-30T07:06:38Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Movement */ Enacting &amp;quot;Back and Forth&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;
= 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 Rats shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Rats may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Rats ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Rat&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Rat.&lt;br /&gt;
&lt;br /&gt;
A Rat may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Rat may not rejoin the game within two weeks after having left. A Rat may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Rats are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Rats 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Rats===&lt;br /&gt;
&lt;br /&gt;
Some Rats are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Rats”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Rats are not counted as Rats.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Rat, then that Idle Rat is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Rat 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 Rat Idled in a different dynasty), the Rat is given the default value for new Rat, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Rat Idle if that Rat has asked to become Idle in an entry or comment from the past four days, or if that Rat has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Rat if that Rat has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Rat who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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;
== 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 Rat, known as the Head Scientist. If there is no Head Scientist, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Rats may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Rat 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 Rat’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-Rat never has a Vote, even if they were a Rat previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Rat 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 Rat 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 Rat casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Head Scientist may use VETO as a voting icon to cast a Vote on a proposal; when the Head Scientist casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Head Scientist later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Rat other than the Head Scientist casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Head Scientist. When the Head Scientist has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Head Scientist&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Rats 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Rats actively disagree as to the interpretation of the Ruleset, or if a Rat feels that an aspect of the game needs urgent attention, then any Rat 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Rat (other than the Head Scientist) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Rats”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Rat may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Head Scientist has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Rats 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Rat who made the DoV as its Head Scientist. That Rat may pass this role to another Rat at this point by making a post to that effect, if they wish. The Hiatus continues until the new Head Scientist makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Head Scientist&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Rat and Head Scientist will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Rat 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Rat&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Rat within BlogNomic.&lt;br /&gt;
* A Rat 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 Rat should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Rat should not edit their own blog comments once posted, nor those of any other Rat.&lt;br /&gt;
* A Rat should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Rat should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Rat 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
== Test Conditions ==&lt;br /&gt;
&lt;br /&gt;
Unless explicitly stated, the Head Scientist does not count as a Rat for the purposes of the Dynastic Rules.&lt;br /&gt;
&lt;br /&gt;
Each Rat has a Code, that they may set at any time, consisting of any three letters of their name, in all-caps, tracked in the GNDT. Their Code must be unique among other existing Codes. If they do not have a Code, they may not perform any other actions as defined by the Dynastic Rules. When a Rat sets their Code for the first time, they must add it to Cell D4.&lt;br /&gt;
&lt;br /&gt;
Each Rat has an amount of Cheese, tracked in the GNDT, which defaults to 3, and must be a number between 1 and 5, inclusive.&lt;br /&gt;
&lt;br /&gt;
== The Maze ==&lt;br /&gt;
&lt;br /&gt;
The Great Test takes place in The Maze, which is tracked on the wiki page [[The Maze]].&lt;br /&gt;
&lt;br /&gt;
The Maze is a maze of dimensions 7 Cells by 7 Cells. Each Cell has a set of coordinates with the letters A through G representing the Column and the numbers 1 through 7 representing the Row, with the top left Cell being Cell A1, and the bottom right Cell being Cell G7.&lt;br /&gt;
&lt;br /&gt;
Each Rat has a Position in The Maze, tracked on the wiki page [[The Maze]] in the table after the image of The Maze using their Code, which defaults to Cell D4.&lt;br /&gt;
&lt;br /&gt;
The black lines on the map of the Maze are Walls. The blue and red lines are Conduits, which are a type of Wall.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
&lt;br /&gt;
As a Daily Action, a Rat may Progress exactly X times, where X is the amount of Cheese that Rat has. When a Rat Progresses, it may either:-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scamper&#039;&#039;&#039;: move any number of Cells in a cardinal direction, so long as this move does not pass through any walls.&lt;br /&gt;
*&#039;&#039;&#039;Crawl&#039;&#039;&#039;: move from A4 to G4 (or vice versa) or from D1 to D7 (or vice versa).&lt;br /&gt;
&lt;br /&gt;
== Scientist&#039;s Notes ==&lt;br /&gt;
&lt;br /&gt;
Any Rat, including the Head Scientist, may include a Scientist’s Note in a Proposed Rule, prefaced as such and in italics, which may include an example or other explanatory text. When the containing Proposal is enacted, the Scientist’s Note should be included, verbatim, in the relevant part of the Dynastic Rules. A Scientist’s Note should not contain flavour justifications or any other text irrelevant to the Rule it is in. While a Scientist’s Note does not have any actual bearing on the Rules, it may be used in the case that the intended meaning of a Rule is brought into question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scientist’s Note: This is an example of a correctly formatted Scientist’s Note&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Learning ==&lt;br /&gt;
&lt;br /&gt;
Each Rat has an amount of Learning, which is tracked in the GNDT and is an integer that defaults to zero.&lt;br /&gt;
&lt;br /&gt;
== Hypothesis ==&lt;br /&gt;
&lt;br /&gt;
A Hypothesis is a prediction about the behaviour of Rats in the coming week. A Hypothesis must be specific and measurable - it must contain one or more behaviours or actions that all Rats or a specific subset of Rats can carry out, and the number of times (or range of numbers of times) that each behaviour is Hypothesised to occur. A Rat may never be the subject of its own Hypothesis, and Rats are not considered to be Rats or part of any subset of Rats for the purposes of a Hypothesis that they have made.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, any Rat can make a Hypothesis by sending a PM to the Head Scientist detailing their Hypothesis and by making a story post to the blog announcing that a Hypothesis has been formed (but not detailing its specifics). The Head Scientist should, as soon as possible thereafter, respond to that Rat with a Significance for their Hypothesis. The Significance of a Hypothesis is a value reflecting how likely the Head Scientist thinks it is to come about, on a scale of 0 to 10, where 0 is “certain” and 10 is “impossible”.&lt;br /&gt;
&lt;br /&gt;
As soon as possible thereafter, but not sooner than 7 days after the posting of the relevant story post, a Rat who formed a Hypothesis may Evaluate it by making a further story post with the detailed terms of their Hypothesis and the results of their Evaluation. A Hypothesis may be Evaluated as Successful if the terms of that Hypothesis have been met completely and in their entirety. Otherwise, it is Unsuccessful. If a Hypothesis is Evaluated to be Successful, the Hypothesising Rat may once increase their Learning by the Significance of their Hypothesis.&lt;br /&gt;
&lt;br /&gt;
== Spawners ==&lt;br /&gt;
&lt;br /&gt;
===Cheese Spawners===&lt;br /&gt;
&lt;br /&gt;
There are Cheese Spawners in Cells A1, A7, G7 and G1. When a Rat is in the same Cell as an Active Cheese Spawner, they may complete all or none of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Add 1 Cheese to their total Cheese&lt;br /&gt;
* Deactivate the Cheese Spawner in the Cell they are in&lt;br /&gt;
* Activate the next Cheese Spawner in clockwise order&lt;br /&gt;
&#039;&#039;Scientist’s Note: In other words, the activation order is A1, A7, G7, G1, and then repeats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The position of the current Active Cheese Spawner is marked using [[File:For icon.jpg]] in the table on the page [[The Maze]].&lt;br /&gt;
&lt;br /&gt;
==Tests==&lt;br /&gt;
&lt;br /&gt;
Each Rat has a Success Rate, tracked in the GNDT, which defaults to 5, and must be a number between 0 and 10, inclusive.&lt;br /&gt;
&lt;br /&gt;
At any time, the Head Scientist may set a &#039;&#039;&#039;Test&#039;&#039;&#039;, by making a Story Post with “Test: ” at the start of its title. This post should include:&lt;br /&gt;
&lt;br /&gt;
* A Task&lt;br /&gt;
* A Reward&lt;br /&gt;
* A Punishment&lt;br /&gt;
* An Acceptance Deadline&lt;br /&gt;
* A Completion Deadline&lt;br /&gt;
&lt;br /&gt;
Any Rat may accept a Test by commenting on its post with an ARROW before the Acceptance Deadline.&lt;br /&gt;
&lt;br /&gt;
If a Rat which has accepted a Test completes the Task before the Completion Deadline, it will receive the Reward, and must add 1 to their Success Rate. If a Rat which has accepted a Test fails to complete the Task before the Completion Deadline, it will receive the Punishment, and must subtract 1 from their Success Rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Rats.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Rat able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Daily Communal Action&lt;br /&gt;
:A Daily Communal Action is a Daily Action that can only be performed by one Rat per day.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Rat’s Effective Vote Comment with respect to a given Votable Matter means that Rat’s Comment to that Votable Matter, if any, that contains that Rat’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Rat 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Rats is half the number of Rats in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Rats it is referring to, it is referring to a Quorum of all Rats.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Rat able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Rat per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Rat 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Rat has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Rat may update any Rat&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Rat may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Rat feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Rats are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Rats shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Rat with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Rats to transfer a numeric value only allows them to transfer that value from themselves to another Rat (of their choice unless otherwise stated).&lt;br /&gt;
* A Rat 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Rat A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Rat if it is explicitly stated that it refers to a Rat&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Rats may Kick each other” and “Rats may not kick each other on Tuesdays” exist, and it is Tuesday, Rats may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Rats may Punch a Spaceman on Friday” and “Rats may not Punch Spacemen on Friday”, then Rats may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2121</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2121"/>
		<updated>2015-07-30T07:03:51Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Scamperx4, take Cheese&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Maze.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20px; height:20px&amp;quot;| ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;A&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;B&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;C&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;D&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;E&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;F&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;1&#039;&#039;&#039;|| Cheese Spawner, PUP || Empty || Empty || Empty ||  EVA,DAR || Empty || [[File:For_icon.jpg]] Cheese Spawner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;2&#039;&#039;&#039;|| Empty || Empty || JOS || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;4&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;5&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;7&#039;&#039;&#039;|| Cheese Spawner || Empty || Empty || Empty || Empty || Empty || Cheese Spawner&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2119</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2119"/>
		<updated>2015-07-28T20:11:25Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Maze.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20px; height:20px&amp;quot;| ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;A&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;B&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;C&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;D&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;E&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;F&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;1&#039;&#039;&#039;|| [[File:For_icon.jpg]] Cheese Spawner || Empty || Empty || Empty ||  EVA  || Empty || Cheese Spawner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;2&#039;&#039;&#039;|| Empty || Empty || JOS,PUP || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || DAR || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;4&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;5&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;7&#039;&#039;&#039;|| Cheese Spawner || Empty || Empty || Empty || Empty || Empty || Cheese Spawner&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2113</id>
		<title>The Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Maze&amp;diff=2113"/>
		<updated>2015-07-27T07:54:10Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Entering, and Scampering three times&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Maze.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20px; height:20px&amp;quot;| ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;A&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;B&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;C&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;D&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;E&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;F&#039;&#039;&#039; ||style=&amp;quot;width:100px;&amp;quot;| &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;1&#039;&#039;&#039;|| [[File:For_icon.jpg]] Cheese Spawner || Empty || Empty || Empty ||  EVA,PUP  || Empty || Cheese Spawner&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;2&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;4&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;5&#039;&#039;&#039;|| Empty || Empty || Empty || Empty || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039;|| Empty || Empty || Empty ||  JOS,DAR || Empty || Empty || Empty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:100px;&amp;quot; |&#039;&#039;&#039;7&#039;&#039;&#039;|| Cheese Spawner || Empty || Empty || Empty || Empty || Empty || Cheese Spawner&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=1951</id>
		<title>Ruleset</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset&amp;diff=1951"/>
		<updated>2015-07-03T08:04:37Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Tribes */ Removing errant blockquote tag.&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;
= 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 Tribes shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Tribes may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Tribe&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Tribe.&lt;br /&gt;
&lt;br /&gt;
A Tribe may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Tribe may not rejoin the game within two weeks after having left. A Tribe may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Tribes are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Tribes 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Tribes===&lt;br /&gt;
&lt;br /&gt;
Some Tribes are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Tribes”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Tribes are not counted as Tribes.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Tribe, then that Idle Tribe is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Tribe 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 Tribe Idled in a different dynasty), the Tribe is given the default value for new Tribe, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Tribe Idle if that Tribe has asked to become Idle in an entry or comment from the past four days, or if that Tribe has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Tribe if that Tribe has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Tribe who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first EVC 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;
== 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 Tribe, known as the Nomad. If there is no Nomad, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Tribes may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Tribe 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 Tribe’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-Tribe never has a Vote, even if they were a Tribe previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Tribe 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 Tribe 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 Tribe casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Nomad may use VETO as a voting icon to cast a Vote on a proposal; when the Nomad casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Nomad later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Tribe other than the Nomad casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Nomad. When the Nomad has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Nomad&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Tribes 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Tribes actively disagree as to the interpretation of the Ruleset, or if a Tribe feels that an aspect of the game needs urgent attention, then any Tribe 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Tribe (other than the Nomad) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Tribes”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Tribe may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Nomad has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Tribes 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Tribe who made the DoV as its Nomad. That Tribe may pass this role to another Tribe at this point by making a post to that effect, if they wish. The Hiatus continues until the new Nomad makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Nomad&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Tribe and Nomad will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Tribe 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Tribe&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Tribe within BlogNomic.&lt;br /&gt;
* A Tribe 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 Tribe should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Tribe should not edit their own blog comments once posted, nor those of any other Tribe.&lt;br /&gt;
* A Tribe should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Tribe should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Tribe 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
&lt;br /&gt;
A number of Tribes populate the desolate wasteland. Each Tribe has a Name, tracked in the GNDT. If a Tribe has no Name, it may give itself one at any time. A Tribe without a Name may not take any actions outside of this rule in the dynastic ruleset.&lt;br /&gt;
&lt;br /&gt;
==Zones of the Wasteland==&lt;br /&gt;
&lt;br /&gt;
A number of Zones exist in the Wasteland, each of which has a name and which may be occupied by a single Tribe. This is tracked as a grid in the wiki page [[The Wasteland]]. Zones which are orthogonally adjacent on the grid of that page are considered to be &amp;quot;adjacent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a Tribe has no Zones, it may choose any unoccupied Zone and occupy it, by updating the wiki page to this effect.&lt;br /&gt;
&lt;br /&gt;
==Convoys==&lt;br /&gt;
&lt;br /&gt;
A Tribe may start a Convoy by posting a blog entry whose title begins “Convoy:”, if that Tribe does not already have an active Convoy. This is known as a Convoy Post, the Tribe who posted it is its Driver, and the entity it describes is a Convoy, which becomes active when posted.&lt;br /&gt;
&lt;br /&gt;
A Convoy Post must contain an ordered list of three or more different Zones. This is known as its Convoy’s Route. The first Zone in the Route must belong to the Tribe that made the post. Each active Convoy has a Position, which defaults to the second Zone on its Route.&lt;br /&gt;
&lt;br /&gt;
If the Position of a Convoy is an unoccupied Zone, the Driver of that Convoy may change its Position to the next Zone on its Route, by posting a comment to this effect.&lt;br /&gt;
&lt;br /&gt;
If the Position of a Convoy is a Zone occupied by a Tribe, that Tribe may change the Convoy’s Position to the next Zone on its Route, by posting a comment to this effect.&lt;br /&gt;
&lt;br /&gt;
If a Convoy’s Position is the final Zone of its Route, it ceases to be active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 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:#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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Tribes.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Tribe able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Tribe’s Effective Vote Comment with respect to a given Votable Matter means that Tribe’s Comment to that Votable Matter, if any, that contains that Tribe’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Tribe 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Tribes is half the number of Tribes in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Tribes it is referring to, it is referring to a Quorum of all Tribes.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Tribe able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Tribe per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://wiki.blognomic.com&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Tribe 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Tribe has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Tribe may update any Tribe&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Tribe may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Tribe feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Tribes are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Tribes shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Tribe with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Tribes to transfer a numeric value only allows them to transfer that value from themselves to another Tribe (of their choice unless otherwise stated).&lt;br /&gt;
* A Tribe 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value, then that starting value is 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;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, 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 proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal&#039;s submission (and if the page did not exist at that time, it shall be blanked).&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Tribe A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Tribe if it is explicitly stated that it refers to a Tribe&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Tribes may Kick each other” and “Tribes may not kick each other on Tuesdays” exist, and it is Tuesday, Tribes may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Tribes may Punch a Spaceman on Friday” and “Tribes may not Punch Spacemen on Friday”, then Tribes may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&amp;diff=1258</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=1258"/>
		<updated>2014-06-14T11:09:15Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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 8px 8px 8px; border:2px solid #006;border-collapse: collapse; width: 75%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#006; text-align:center; width:5%; color: #FFF;&amp;quot; | &amp;lt;h3 style=&amp;quot;border: none; color: #FFF;&amp;quot;&amp;gt;Dynastic Histories&amp;lt;/h3&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]] - &lt;br /&gt;
[[The First Dynasty of Lyndse]] - &lt;br /&gt;
[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - &lt;br /&gt;
[[The First Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Anthony]] - &lt;br /&gt;
[[The First Dynasty of est]] - &lt;br /&gt;
[[The Second Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Damanor]] - &lt;br /&gt;
[[The Third Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Cayvie]] - &lt;br /&gt;
[[The First Dynasty of Joranj]] - &lt;br /&gt;
[[The First Dynasty of Keitalia]] - &lt;br /&gt;
[[The First Dynasty of SatyrEyes]] - &lt;br /&gt;
[[The First Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Cayvie]] - &lt;br /&gt;
[[The First Dynasty of Brendan]] - &lt;br /&gt;
[[The Fourth Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Knightking]] - &lt;br /&gt;
[[The First Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of TrumanCapote]] - &lt;br /&gt;
[[The Second Dynasty of Knightking]] - &lt;br /&gt;
[[The First Dynasty of Quazie]] - &lt;br /&gt;
[[The First Dynasty of Simon]] - &lt;br /&gt;
[[The First Dynasty of AngryGrasshopper]] - &lt;br /&gt;
[[The First Dynasty of Rodney]] - &lt;br /&gt;
[[The First Dynasty of Aaron]] - &lt;br /&gt;
[[The Second Dynasty of Josh]] - &lt;br /&gt;
[[The Second Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of Excalabur]] - &lt;br /&gt;
[[The Second Dynasty of Excalabur]] - &lt;br /&gt;
[[The First Dynasty of 75th Trombone]] - &lt;br /&gt;
[[The First Dynasty of Elias IX]] - &lt;br /&gt;
[[The Third Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Angry Grasshopper]] - &lt;br /&gt;
[[The First Dynasty of Hix]] - &lt;br /&gt;
[[The First Dynasty of Thelonious]] - &lt;br /&gt;
[[The Second Dynasty of Elias IX]] - &lt;br /&gt;
[[The Second Dynasty of Rodney]] - &lt;br /&gt;
[[The First Dynasty of Clucky]] - &lt;br /&gt;
[[The First Dynasty of Doremi]] - &lt;br /&gt;
[[The Third Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of Amnistar]] - &lt;br /&gt;
[[The Second Dynasty of Clucky]] - &lt;br /&gt;
[[The Second Dynasty of Amnistar]] - &lt;br /&gt;
[[The First Dynasty of Bucky]] - &lt;br /&gt;
[[The Third Dynasty of Clucky]] -&lt;br /&gt;
[[The Third Dynasty of Josh]] -&lt;br /&gt;
[[The Fifth Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of Hix]] - &lt;br /&gt;
[[The First Dynasty of spikebrennan]] -&lt;br /&gt;
[[The First Dynasty of Jack]] -&lt;br /&gt;
[[The First Dynasty of Purplebeard]] -&lt;br /&gt;
[[The First Dynasty of Rodlen]] -&lt;br /&gt;
[[The First Dynasty of Yoda]] -&lt;br /&gt;
[[The Third Dynasty of Amnistar]] -&lt;br /&gt;
[[The First Dynasty of Darknight]] -&lt;br /&gt;
[[The Second Dynasty of Bucky]] -&lt;br /&gt;
[[The Second Dynasty of Yoda]] -&lt;br /&gt;
[[The Fourth Metadynasty]] -&lt;br /&gt;
[[The First Dynasty of arthexis]] -&lt;br /&gt;
[[The Fourth Dynasty of Amnistar]] -&lt;br /&gt;
[[The First Dynasty of Devenger]] -&lt;br /&gt;
[[The First Dynasty of ais523]] -&lt;br /&gt;
[[The First Dynasty of yuri_dragon_17]] -&lt;br /&gt;
[[The First Dynasty of Qwazukee]] -&lt;br /&gt;
[[The First Dynasty of Darth Cliche]] -&lt;br /&gt;
[[The Fifth Metadynasty]] -&lt;br /&gt;
[[The Third Dynasty of Bucky]] -&lt;br /&gt;
[[The First Dynasty of Wakukee]] -&lt;br /&gt;
[[The Sixth Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of ais523]] -&lt;br /&gt;
[[The Fourth Dynasty of Josh]] -&lt;br /&gt;
[[The Second Dynasty of Purplebeard]] -&lt;br /&gt;
[[The Third Dynasty of ais523]] -&lt;br /&gt;
[[The Second Dynasty of Ienpw III]] -&lt;br /&gt;
[[The Second Dynasty of Darth Cliche]] -&lt;br /&gt;
[[The First Dynasty of lilomar]] -&lt;br /&gt;
[[The First Dynasty of coppro]] -&lt;br /&gt;
[[The Fourth Dynasty of ais523]] -&lt;br /&gt;
[[The Seventh Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of Brendan]] -&lt;br /&gt;
[[The First Dynasty of Alecto]] -&lt;br /&gt;
[[The Fifth Dynasty of Josh]] - &lt;br /&gt;
[[The Fourth Dynasty of Clucky]] -&lt;br /&gt;
[[The Third Dynasty of Purplebeard]] -&lt;br /&gt;
[[The Eighth Dynasty of Kevan]] -&lt;br /&gt;
[[The Fifth Dynasty of ais523]] -&lt;br /&gt;
[[The Fourth Dynasty of Purplebeard]] -&lt;br /&gt;
[[The Third Dynasty of Yoda]] -&lt;br /&gt;
[[The Fourth Dynasty of Bucky]] -&lt;br /&gt;
[[The Ninth Dynasty of Kevan]] -&lt;br /&gt;
[[The First Dynasty of Bateleur]] -&lt;br /&gt;
[[The Sixth Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of coppro]] -&lt;br /&gt;
[[The Sixth Dynasty of ais523]] -&lt;br /&gt;
[[The First Dynasty of Cpt_Koen]] -&lt;br /&gt;
[[The First Dynasty of southpointingchariot]] -&lt;br /&gt;
[[The Sixth Dynasty of Josh]] -&lt;br /&gt;
[[The Third Machine of scshunt]] -&lt;br /&gt;
[[The First Dynasty of Quirck]] -&lt;br /&gt;
[[The Fifth Dynasty of Clucky]] -&lt;br /&gt;
[[The Fifth Dynasty of Bucky]] -&lt;br /&gt;
[[The Tenth Dynasty of Kevan]] -&lt;br /&gt;
[[The Seventh Dynasty of Josh]] -&lt;br /&gt;
[[The Eleventh Dynasty of Kevan]] -&lt;br /&gt;
[[The Fourth Dynasty of scshunt]] -&lt;br /&gt;
[[The First Dynasty of RaichuKFM]] -&lt;br /&gt;
[[The First Dynasty of Larrytheturtle]] -&lt;br /&gt;
[[The First Dynasty of Skju]] -&lt;br /&gt;
[[The Seventh Metadynasty]] -&lt;br /&gt;
[[The Fifth Dynasty of Purplebeard]] -&lt;br /&gt;
[[The First Dynasty of Spitemaster]] -&lt;br /&gt;
[[The Eighth Dynasty of Josh]] - &lt;br /&gt;
[[The Second Dynasty of RaichuKFM]] -&lt;br /&gt;
[[The First Dynasty of The Alien]] -&lt;br /&gt;
[[The First Dynasty of Benzene]] -&lt;br /&gt;
[[The Sixth Dynasty of Purplebeard]] -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_RaichuKFM&amp;diff=1061</id>
		<title>The Third Dynasty of RaichuKFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_RaichuKFM&amp;diff=1061"/>
		<updated>2014-06-14T11:06:32Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;May 6, 2014 - June 14, 2014&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ascension Address ==&lt;br /&gt;
A lone flask sits bubbling, but something pans out, leaving a wrecked lab, up through a hole in a crashed ship, past an assortment of odd creatures, now through the layers of clouds and gas swaddling a lone planet, further out, past a giant flare, zooming further out until its view is of a large milky spiral. And now it tips downward, and alights on the eyes of a stargazer staring at the field of lights. Suddenly the view is obscured by a great beast swooping down from the sky, and the viewer runs to shelter as sounds of marching boots emanate from the near castle. A barrage of arrows emerge from various points on the ground, and the creature turns and flees, projectiles trailing behind it, roaring all the time. Several figures in rusting chainmail breathe sighs of relief, and head back to inform their ailing lord of the news.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
The following players were active at the end of the Dynasty:&lt;br /&gt;
&lt;br /&gt;
ayesdeeef, Excalabur*, IceFromHell, Kevan*, Larrytheturtle*, Purplebeard*, PTSnoop_, RaichuKFM*, rainbowkitten408, Rodney*, TheChosenOne, Sfarbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
[[Ruleset 119]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_119&amp;diff=543</id>
		<title>Ruleset 119</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_119&amp;diff=543"/>
		<updated>2014-06-14T10:19:31Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= 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 Knights shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Knights may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Knights ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an &#039;&#039;&#039;Knight&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Knight.&lt;br /&gt;
&lt;br /&gt;
A Knight may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Knight may not rejoin the game within two weeks after having left. A Knight may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Knights are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Knights 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Knights===&lt;br /&gt;
&lt;br /&gt;
Some Knights are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Knights”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Knights are not counted as Knights.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Knight, then that Idle Knight is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Knight 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 Knight Idled in a different dynasty), the Knight is given the default value for new Knight, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Knight Idle if that Knight has asked to become Idle in an entry or comment from the past four days, or if that Knight has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 Knight if that Knight has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Knight who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.&lt;br /&gt;
&lt;br /&gt;
Admins who are unidling themselves should, in their first EVC 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;
== 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 Knight, known as the Baron. If there is no Baron, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Knights may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Knight 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 Knight’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-Knight never has a Vote, even if they were a Knight previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Knight 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 Knight 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 Knight casts an explicit vote AGAINST their own Proposal, this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Baron may use VETO as a voting icon to cast a Vote on a proposal; when the Baron casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Baron later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Knight other than the Baron casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Baron. When the Baron has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Baron&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Knights 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Knights actively disagree as to the interpretation of the Ruleset, or if a Knight feels that an aspect of the game needs urgent attention, then any Knight 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Knight (other than the Baron) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Knights”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Knight may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Baron has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Knights 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Knight who made the DoV as its Baron. That Knight may pass this role to another Knight at this point by making a post to that effect, if they wish. The Hiatus continues until the new Baron makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Baron&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Knight and Baron will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, the Knight 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Knight&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Knight within BlogNomic.&lt;br /&gt;
* A Knight 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 Knight should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Knight should not edit their own blog comments once posted, nor those of any other Knight.&lt;br /&gt;
* A Knight should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Knight should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Knight 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
Every Knight has an amount of Gold, tracked in the GNDT and defaulting to 40.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
A Knight may Wield Items, tracked in the GNDT under ‘Wielding’. A Knight may Wield up to two one-handed Items, or may Wield one two-handed Item, but may not Wield both a one-handed and a two-handed Item. Items that are neither one-handed nor two-handed may not be Wielded.&lt;br /&gt;
&lt;br /&gt;
Knights may possess other Items, listed in the GNDT under ‘Inventory’. Valid Items are listed as the names of subrules to this rule, with the number in brackets after their name being that item’s Cost. At any time, a Knight may stop Wielding an Item to move it to their Inventory, or may remove an Item from their Inventory to Wield it. If a Knight has four or more Items in their Inventory, then they may neither Purchase Items nor move any Wielded Item to their Inventory. A Knight may discard an Item from their Inventory at any time.&lt;br /&gt;
&lt;br /&gt;
New Knights start out Wielding a Shortsword and with an empty Inventory.&lt;br /&gt;
&lt;br /&gt;
Some Items are Unique, signified by adding “(Unique)” after their name instead of a Cost. Unique Items have no Cost and may not be Purchased or Sold. Only one instance of each Unique Item may exist. Unique Items may be possessed by Beasts as well as Knights; if a Unique Item is held by a Beast, its status is tracked in the rule corresponding to that Beast.&lt;br /&gt;
&lt;br /&gt;
===Shortsword (8)===&lt;br /&gt;
The Shortsword is a one-handed Swift Weapon.&lt;br /&gt;
&lt;br /&gt;
===Mace (12)===&lt;br /&gt;
The Mace is a one-handed Blunt Weapon.&lt;br /&gt;
&lt;br /&gt;
===Buckler (25)===&lt;br /&gt;
&lt;br /&gt;
The Buckler is a one-handed Shield.&lt;br /&gt;
&lt;br /&gt;
===Bow (18)===&lt;br /&gt;
&lt;br /&gt;
The Bow is two-handed. If a Knight Wielding a Bow also has a Quiver in their Inventory, the Bow is a Ranged Weapon.&lt;br /&gt;
&lt;br /&gt;
===Quiver (28)===&lt;br /&gt;
&lt;br /&gt;
===Battle Axe(16)===&lt;br /&gt;
&lt;br /&gt;
The Battle Axe is a two-handed Heavy Weapon.&lt;br /&gt;
&lt;br /&gt;
===Runehammer (Unique)===&lt;br /&gt;
&lt;br /&gt;
The Runehammer is a one-handed Heavy Blunt Weapon.&lt;br /&gt;
&lt;br /&gt;
===Standard (Unique)===&lt;br /&gt;
&lt;br /&gt;
The Standard of Nomicshire is a symbol of the Baron’s authority over the land. The Standard is one-handed. &lt;br /&gt;
&lt;br /&gt;
If the Knight who Wields the Standard has cast a vote (the &amp;quot;Standard Vote&amp;quot;) on a Proposal which the Baron has not cast a vote, then the Baron&#039;s vote on that Proposal is considered to be the same as that of the Proposal&#039;s Standard Vote.&lt;br /&gt;
&lt;br /&gt;
===Dragonsteel Plate (Unique)===&lt;br /&gt;
&lt;br /&gt;
A Knight who holds the Dragonsteel Plate in their Inventory is treated as if they were Wielding a Shield.&lt;br /&gt;
&lt;br /&gt;
===Great Crossbow (Unique)===&lt;br /&gt;
&lt;br /&gt;
The Great Crossbow is a two-handed Heavy Ranged Weapon.&lt;br /&gt;
&lt;br /&gt;
===Dagger (10)===&lt;br /&gt;
&lt;br /&gt;
The Dagger is a one-handed Swift, Ranged Weapon. At the end of any Skirmish whose result would have been different if Daggers were not Ranged, all Wielded Daggers are removed from play. At the end of any Attack whose result would have been different if Daggers were not Ranged, all Daggers Wielded by Attacking Knights in that Attack are removed from play.&lt;br /&gt;
&lt;br /&gt;
===Steed (10)===&lt;br /&gt;
A Knight who has a Steed in their Inventory is Mounted.&lt;br /&gt;
&lt;br /&gt;
===Lance (10)===&lt;br /&gt;
&lt;br /&gt;
The Lance is one-handed. If a Knight who Wields a Lance is Mounted, that Lance is a Heavy Weapon and is counted as two Weapons for the purposes of Approach posts.&lt;br /&gt;
&lt;br /&gt;
===Cursed Flail (Unique)===&lt;br /&gt;
&lt;br /&gt;
The Cursed Flail is a one-handed, Swift, Heavy, Blunt Weapon. A Knight who is Wielding the Cursed Flail may not take an action that would move it to their Inventory.&lt;br /&gt;
&lt;br /&gt;
==Beasts==&lt;br /&gt;
&lt;br /&gt;
Various Beasts stalk the land, and are described in subrules of this rule. Each Beast has a Motive, a Behaviour and an amount of Fortitude. If no Assault has taken place in the last 24 hours, any Knight may resolve an Assault by selecting a non-Slain Beast at random and, if its Motive is not currently met, applying the effects of its Behaviour, once.&lt;br /&gt;
&lt;br /&gt;
===Dragon===&lt;br /&gt;
&lt;br /&gt;
The Dragon’s Motive is to amass a Hoard of 1000 Gold. The Dragon’s Hoard is tracked in this sentence, and is currently 637 Gold.&lt;br /&gt;
&lt;br /&gt;
The Dragon’s Behaviour is to select a non-Slain Beast at random (excluding itself) and to reduce that Beast’s Fortitude by DICE6. If this would reduce the Beast’s Fortitude to zero or lower, that Beast is instead Slain, any Unique Items it holds are moved to the Dragon and ‘Slain by Dragon’ is added to that Beast’s Rule. Otherwise the Dragon’s Hoard is increased by the result of the die roll multiplied by quorum. If there are no non-Slain Beasts other than the Dragon, this Behaviour has no effect.&lt;br /&gt;
&lt;br /&gt;
The Dragon’s Fortitude is 25.&lt;br /&gt;
&lt;br /&gt;
Slain by: Purplebeard, IceFromHell, Rodney, rainbowkitten408, TheChosenOne (attack) and Kevan (scout).&lt;br /&gt;
&lt;br /&gt;
===Gryphon===&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Motive is to hold four or more Unique Items.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Behaviour is to select a random Knight who possesses at least one Unique Item and, if that Knight is not Wielding a Ranged Weapon and/or a Shield, moving a random Unique Item from that Knight’s possession to the Gryphon. If no Unique Items are possessed by Knights, the Gryphon’s Behaviour has no effect.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Fortitude is 10.&lt;br /&gt;
&lt;br /&gt;
Slain by: Kevan, Purplebeard, Rodney, IceFromHell.&lt;br /&gt;
&lt;br /&gt;
===Minotaur===&lt;br /&gt;
&lt;br /&gt;
The Minotaur’s Motive is for the Knights to Lose ten Skirmishes. The number of Skirmishes Lost by the Knights is tracked in this sentence, and is currently 3.&lt;br /&gt;
&lt;br /&gt;
The Minotaur’s Behaviour is to Initiate a Skirmish; this is treated as if a Knight had performed this action, but does not count towards the weekly limit. If the Knights Lose a Skirmish Initiated by the Minotaur, each Knight without a Shield loses up to 3 Gold.&lt;br /&gt;
&lt;br /&gt;
The Minotaur’s Fortitude is 13.&lt;br /&gt;
&lt;br /&gt;
Slain by: TheChosenOne, Rodney, Purplebeard, ayesdeeef and IceFromHell (attack) and Kevan (scout).&lt;br /&gt;
&lt;br /&gt;
===Lady of the Lake===&lt;br /&gt;
&lt;br /&gt;
The Lady of the Lake&#039;s Motive is to obtain a Unique Item named Excalibur.&lt;br /&gt;
&lt;br /&gt;
The Lady of the Lake&#039;s Behaviour is to place a Shortsword in the Inventory of a random Knight.&lt;br /&gt;
&lt;br /&gt;
The Lady of the Lake&#039;s Fortitude is 10.&lt;br /&gt;
&lt;br /&gt;
Slain by: Kevan, Purplebeard, Rodney, IceFromHell.&lt;br /&gt;
&lt;br /&gt;
===Questing Beast===&lt;br /&gt;
&lt;br /&gt;
The Questing Beast&#039;s Motive is for there to be no Knight whose name is Kevan.&lt;br /&gt;
&lt;br /&gt;
The Questing Beast&#039;s Behaviour is to reduce the Gold of any Knight whose name is Kevan by 3.&lt;br /&gt;
&lt;br /&gt;
The Questing Beast&#039;s Fortitude is 15. If an Approach to the Questing Beast does not include an ATTACK Tactic from a Knight whose name is Kevan, and there is a Knight whose name is Kevan, then the Questing Beast&#039;s cannot be Slain during that Approach.&lt;br /&gt;
&lt;br /&gt;
Slain by: Kevan, Rodney, Larrytheturtle, IceFromHell (attack) and Purplebeard (scout).&lt;br /&gt;
&lt;br /&gt;
===The Green Knight===&lt;br /&gt;
&lt;br /&gt;
The Green Knight&#039;s Motive is to have no Enemies. The Green Knight&#039;s Enemies (if any) are listed in this sentence, and are currently: the Dragon, ayesdeef, TheChosenOne, Kevan, Larrytheturtle, rainbowkitten408 and Purplebeard.&lt;br /&gt;
&lt;br /&gt;
The Green Knight’s Behaviour is to reduce the Gold of each Knight who is his Enemy by 5, and reduce the Fortitude of each Beast who is his Enemy by 5. (If this would reduce a Beast’s Fortitude to zero or lower, that Beast is instead Slain, any Unique Items it holds are moved to the Green Knight and ‘Slain by the Green Knight’ is added to that Beast’s Rule.)&lt;br /&gt;
&lt;br /&gt;
Immediately after an Approach against the Green Knight has been resolved, all Attacking Knights become Enemies of the Green Knight. If the Dragon reduces the Green Knight&#039;s Fortitude, the Dragon becomes an Enemy of the Green Knight. If the Green Knight would become Slain while having no Enemies, he is instead not Slain.&lt;br /&gt;
&lt;br /&gt;
The Green Knight’s Fortitude is 11.&lt;br /&gt;
&lt;br /&gt;
Slain by: ayesdeef, TheChosenOne, Kevan, Larrytheturtle, rainbowkitten408 and Purplebeard.&lt;br /&gt;
&lt;br /&gt;
===The Necromancer===&lt;br /&gt;
&lt;br /&gt;
The Necromancer’s Motive is for the Dragon to be Undead.&lt;br /&gt;
&lt;br /&gt;
The Necromancer’s Behaviour is to perform the following two actions in order:&lt;br /&gt;
#Select a random Slain Beast that is not Undead (if one exists) and make it Undead by appending “(Undead)” to the name of the Rule corresponding to that Beast.&lt;br /&gt;
#Carry out the Behaviour of each Undead Beast in the order in which they appear in the Ruleset.&lt;br /&gt;
&lt;br /&gt;
The Necromancer’s Fortitude is 25.&lt;br /&gt;
&lt;br /&gt;
Slain by Kevan, Rodney, Purplebeard, Ayesdeef, TheChosenOne, RainbowKitten408, Larrytheturtle and IceFromHell.&lt;br /&gt;
&lt;br /&gt;
==Merchants==&lt;br /&gt;
&lt;br /&gt;
As a daily action, each Knight may Visit the Merchant.&lt;br /&gt;
&lt;br /&gt;
When they do so, they may either:&lt;br /&gt;
&lt;br /&gt;
* Purchase exactly one item, by subtracting its Cost from their Gold and adding a copy of that item to their Inventory; or,&lt;br /&gt;
* Sell exactly one item that is in their Inventory, by removing it from their Inventory and adding half of that item’s Cost (rounded up) to their Gold.&lt;br /&gt;
* Choose a non-Unique Item to haggle over. If no Knights are Wielding or Possess that Item, then the Knight may reduce its Cost by DICE6 (to a minimum of 1); otherwise the Knight may increase its Cost by DICE6.&lt;br /&gt;
&lt;br /&gt;
==Approaching Beasts==&lt;br /&gt;
&lt;br /&gt;
If there is no active Approach post for a particular Beast, and that Beast has already been not Slain, a Knight may Approach that Beast by posting a blog entry with the title “Approaching [beast]”, where “[beast]” is the name of the Beast. The blog entry may contain any content. Such a blog entry is known as an Approach post, and starts as active.&lt;br /&gt;
&lt;br /&gt;
Tactics that can be used against Beasts are ATTACK, SCOUT, TAME and HIDE. If a comment on an active Approach post contains any of these words in capital letters, the Knight who made that comment is considered to be taking that Tactic against the Beast for this Approach; they can be referred to by a corresponding adjective such as “Attacking Knight” or “Taming Knight”. (If a Knight makes more than one such comment, only the most recent comment is considered.)&lt;br /&gt;
&lt;br /&gt;
If a quorum of Knights have taken Tactics for an active Approach, any Knight may resolve that Approach as follows (with all adjectival references to Knights referring only to the Knights who took a Tactic on this Approach):-&lt;br /&gt;
&lt;br /&gt;
* If a majority of Knights who have taken a Tactic on the Approach are Attacking Knights, then the Beast is attacked: the resolving Knight rolls DICE6 for each Weapon wielded by an Attacking Knight, then adds DICE4 for each Scouting Knight. If the total exceeds the Beast&#039;s Fortitude, the Beast is Slain. If this happens, “Slain by” is added to the Beast’s Rule, followed by a list of the names of the Knights who took a Tactic on this Approach, and their corresponding Tactics, and each Attacking Knight and each Scouting Knight gains Gold equal to the Beast’s Fortitude. Each Unique Item held by the Beast is then moved to the Inventory of a random Attacking Knight (determined separately for each Item).Otherwise, each Attacking Knight loses 5 Gold (or all of their Gold if they have less than 5 Gold) and the effects of the Beast’s Behaviour are applied once.&lt;br /&gt;
* Otherwise, nothing happens.&lt;br /&gt;
&lt;br /&gt;
When an Approach has been resolved, it ceases to be active.&lt;br /&gt;
&lt;br /&gt;
==Skirmishes==&lt;br /&gt;
&lt;br /&gt;
The Knights regularly fight minor monsters to safeguard the land. Every Monster Group has a Vulnerability and a Reward.&lt;br /&gt;
&lt;br /&gt;
As a Weekly Communal Action, a Knight may Initiate a Skirmish by selecting a random Monster Group and counting the number of Knights who are Equipped to Fight that Monster Group. If this number is two or greater, the Knights Win the Skirmish. Otherwise, the Knights Lose the Skirmish. A Knight is Equipped to Fight a Monster Group if that Knight’s Wielded Items satisfy the requirements set out by that Monster Group’s Vulnerability.&lt;br /&gt;
&lt;br /&gt;
If the Knights Win the Skirmish, the selected Monster Group’s Reward is divided evenly amongst all Knights who Wield at least one Weapon, with the Knights who are Equipped to Fight that Monster Group counted as two.&lt;br /&gt;
&lt;br /&gt;
The Monster Groups are (listed as name - Vulnerability - Reward):&lt;br /&gt;
* Goblins - any Weapon - 40 Gold&lt;br /&gt;
* Skeletons - Blunt Weapon - 50 Gold&lt;br /&gt;
* Harpies - Ranged Weapon - 60 Gold&lt;br /&gt;
* Orcs - Heavy Weapon - 70 Gold&lt;br /&gt;
* Giant Spiders - two Weapons - 70 Gold&lt;br /&gt;
&lt;br /&gt;
==Vanquishing Evil==&lt;br /&gt;
&lt;br /&gt;
If every Beast is Slain and a single Knight has more Gold than every other Knight, then that Knight retires to found his or her own fiefdom and has achieved victory. (Once a Knight has retired to found his or her own fiefdom, no other Knight may do so.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt; &amp;lt;!-- DO NOT DELETE THIS LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY --&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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Knights.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Knight able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Knight’s Effective Vote Comment with respect to a given Votable Matter means that Knight’s Comment to that Votable Matter, if any, that contains that Knight’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Knight 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Knights is half the number of Knights in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Knights it is referring to, it is referring to a Quorum of all Knights.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Knight able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:A Weekly Communal action is a Weekly Action that can only be performed by one Knight per week. &lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Knight 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Knight has commented on it, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Knight may update any Knight&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Knight may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Knight feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Knights are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Knights shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Knight with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Knights to transfer a numeric value only allows them to transfer that value from themselves to another Knight (of their choice unless otherwise stated).&lt;br /&gt;
* A Knight 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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 DICE roll in the GNDT, unless otherwise specified.&lt;br /&gt;
* If a game variable has no defined starting value for new Knights, or for existing Knights upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* Unless explicitly stated otherwise, a wiki page shall be blanked when it becomes gamestate.&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Player A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Knight if it is explicitly stated that it refers to a Knight&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Knights may Kick each other” and “Knights may not kick each other on Tuesdays” exist, and it is Tuesday, Knights may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Knights may Punch a Spaceman on Friday” and “Knights may not Punch Spacemen on Friday”, then Knights may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Second_Dynasty_of_RaichuKFM&amp;diff=1011</id>
		<title>The Second Dynasty of RaichuKFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Second_Dynasty_of_RaichuKFM&amp;diff=1011"/>
		<updated>2014-03-04T07:45:36Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;December 27, 2013 - March 4, 2014&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ascension Address ==&lt;br /&gt;
A man comes to, lying on his stomach on a cold metal floor. He looks around and sees himself surrounded by unconscious strangers. Wait, no, this is a corridor of a ship, and those are some of his fellow crewmembers. They are starting to stir, as well. He gets up, and moseys over to the end of the hall, which is a gaping hole instead of the door it should have been. A verdant expanse stretches out to the horizon. It dawns on him that he must be crashed on a foreign planet, albeit luckily an inhabitable one. As he is joined by his comrades, he wracks his brain to remember what happened. This effort is interrupted by a fellow, speaking up to remind everyone that they should work on establishing shelter. A quick query reveals that noone has any recollection of what happened. The following silence is broken by the captain, who begins to organize efforts to establish supplies and shelter.&lt;br /&gt;
&lt;br /&gt;
Rename Oligarch to Survivor and Despot to Captain.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
The following players were active at the end of the Dynasty:&lt;br /&gt;
&lt;br /&gt;
Dorieke, Josh*, Kevan*, Larrytheturtle*, Purplebeard*, RaichuKFM*, Rodney*&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
[[Ruleset 116]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
&lt;br /&gt;
{{Dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_116&amp;diff=539</id>
		<title>Ruleset 116</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_116&amp;diff=539"/>
		<updated>2014-03-04T07:42:07Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= 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 Survivors shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of 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;
Survivors may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.&lt;br /&gt;
&lt;br /&gt;
== Survivors ==&lt;br /&gt;
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a &#039;&#039;&#039;Survivor&#039;&#039;&#039;. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Survivor.&lt;br /&gt;
&lt;br /&gt;
A Survivor may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Survivor may not rejoin the game within two weeks after having left. A Survivor may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some Survivors are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Survivors 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. New admins shall be given the GNDT configuration password when they become admins.&lt;br /&gt;
&lt;br /&gt;
===Idle Survivors===&lt;br /&gt;
&lt;br /&gt;
Some Survivors are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Survivors”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Survivors are not counted as Survivors.&lt;br /&gt;
&lt;br /&gt;
If a Proposal contains a provision that targets a specifically named Idle Survivor, then that Idle Survivor is considered to be Unidle solely for the purposes of enacting that specific provision&lt;br /&gt;
&lt;br /&gt;
When a Survivor 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 Survivor Idled in a different dynasty), the Survivor is given the default value for new Survivor, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
An Admin may render a Survivor Idle if that Survivor has asked to become Idle in an entry or comment from the past four days, or if that Survivor has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should make a post announcing it when they do so. An Admin may Unidle a Survivor if that Survivor has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Survivor who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.&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 Survivor, known as the Captain. If there is no Captain, the Dynasty is a Metadynasty.&lt;br /&gt;
&lt;br /&gt;
== Votable Matters ==&lt;br /&gt;
A &#039;&#039;&#039;Votable Matter&#039;&#039;&#039; is a post which Survivors may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.&lt;br /&gt;
&lt;br /&gt;
Each Survivor 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 Survivor’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-Survivor never has a Vote, even if they were a Survivor previously and had cast a valid Vote.&lt;br /&gt;
&lt;br /&gt;
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==&lt;br /&gt;
Any Survivor 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 Survivor 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 Survivor casts an explicit vote AGAINST their own Proposal, this renders the Proposal &#039;&#039;&#039;Self-Killed&#039;&#039;&#039;, even if the author later changes their Vote. The Captain may use VETO as a voting icon to cast a Vote on a proposal; when the Captain casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Captain later changes their Vote.&lt;br /&gt;
&lt;br /&gt;
If a Survivor other than the Captain casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Captain. When the Captain has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Captain&#039;s Vote for the purposes of other rules unless otherwise specified.&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 (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal&#039;s status to Enacted) if either of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.&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 has been Vetoed or Self-Killed.&lt;br /&gt;
* The number of Survivors 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 cannot be Enacted.&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;
== Calls for Judgement ==&lt;br /&gt;
If two or more Survivors actively disagree as to the interpretation of the Ruleset, or if a Survivor feels that an aspect of the game needs urgent attention, then any Survivor 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 Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.&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;
If a Survivor (other than the Captain) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into &#039;&#039;&#039;Hiatus&#039;&#039;&#039;, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Survivors”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.&lt;br /&gt;
&lt;br /&gt;
Every Survivor may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A Pending DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Captain has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for at least 12 hours, and the number of Survivors 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 cannot be Enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Survivor who made the DoV as its Captain. That Survivor may pass this role to another Survivor at this point by making a post to that effect, if they wish. The Hiatus continues until the new Captain makes an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; by posting an entry in the “Ascension Address” category - this should specify the Captain&#039;s chosen theme for the new Dynasty, and may optionally specify that the terms Survivor and Captain will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the Survivor 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;
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.&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 Survivor&#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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one Survivor within BlogNomic.&lt;br /&gt;
* A Survivor 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 Survivor should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A Survivor should not edit their own blog comments once posted, nor those of any other Survivor.&lt;br /&gt;
* A Survivor should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A Survivor should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A Survivor 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
== Memory ==&lt;br /&gt;
All Survivors, except the Captain, have an amount of Recollection, which is an integer between 0 and 100, inclusive. Recollection is tracked in the GNDT and defaults to 30.&lt;br /&gt;
&lt;br /&gt;
=== Brain Overdrive ===&lt;br /&gt;
If a Survivor takes a daily or weekly action that requires a die roll, they may choose to use Brain Overdrive before taking that action. If a Survivor uses Brain Overdrive, they may perform any die roll required by an action thrice and choose any one of the three rolls to use for the action. Furthermore, using Brain Overdrive decreases the Recollection of the Survivor by two.&lt;br /&gt;
&lt;br /&gt;
===Studying===&lt;br /&gt;
As a weekly action, a Survivor may Study by rolling DICE3. If the result is a 1, they gain 5 Recollection. If the result is a 3, the Food is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
All Survivors have a Vitality, tracked in the GNDT. Valid Vitalities are Optimal, Healthy, Fatigued, Famished, Wounded, and Disabled. Vitality defaults to Fatigued.&lt;br /&gt;
&lt;br /&gt;
A Survivor’s Vitality may be Increased or Decreased. When it is Increased, it becomes the entry to the left of the Survivor’s vitality in the above list (e.g. Wounded becomes Famished), or remains at Optimal if it is already Optimal. When it is Decreased, it becomes to the entry to the right of the Survivor’s Vitality (e.g. Wounded becomes Disabled), or remains at Disabled if it already Disabled.&lt;br /&gt;
&lt;br /&gt;
A Survivor cannot achieve victory while his Vitality is “Disabled”.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Survivor may Attempt First Aid. When a Survivor Attempts First Aid, they pick another Survivor in the same Location as them and roll a DICE5. If the result is a 1, the chosen Survivor has their Vitality increased.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Survivor may Attempt Self-Medication. When a Survivor Attempts Self-Medication, they roll a DICE6. If the result is a 1, they have their Vitality increased.&lt;br /&gt;
&lt;br /&gt;
A Survivor who is Disabled may not take any Daily or Weekly actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hippocratic Oath ===&lt;br /&gt;
&lt;br /&gt;
If a Survivor takes an action that causes another Survivor’s Health to change from Disabled to any status other than Infected, the former gains 5 Recollection.&lt;br /&gt;
&lt;br /&gt;
== Communal Resources ==&lt;br /&gt;
There is a communal quantity of Food tracked in the Captain’s row of the GNDT in a column called Food, defaulting to six times the number of Survivors.&lt;br /&gt;
&lt;br /&gt;
There is a communal quantity of electrical Power tracked in the Captain’s row of the GNDT in a column called Power, defaulting to 0.&lt;br /&gt;
&lt;br /&gt;
There is a communal quantity of Supplies tracked in the Captain’s row of the GNDT in a column called Supplies, defaulting to 0. &lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
The ship has various modules. if a module has a Required Power attribute, it is considered Operational if and only if the communal Power is at least as high as the Required Power attribute.&lt;br /&gt;
&lt;br /&gt;
=== List of modules ===&lt;br /&gt;
&lt;br /&gt;
==== Infirmary ====&lt;br /&gt;
Required Power: 100&lt;br /&gt;
&lt;br /&gt;
If this module is active, Survivors may Care For Sick as a weekly action. When a Survivor Cares For Sick, they pick another Survivor with a Vitality of “Famished” or lower and roll a DICE4. If the result is a 1, the chosen Survivor has their Vitality set to “Fatigued”. Regardless of the result of the dice roll, the communal Power is reduced by 5.&lt;br /&gt;
&lt;br /&gt;
If this module is active, Survivors may Rest In Infirmary as a weekly action, under two conditions:&lt;br /&gt;
a) They have not yet taken a weekly action that week&lt;br /&gt;
b) Their Vitality is “Famished” or lower&lt;br /&gt;
When a Survivor Rests in Infirmary, they roll a DICE5. If the result is a 1, they have their Vitality set to “Fatigued”. Regardless of the result of the dice roll, the communal Power is reduced by 5, and they cannot take another weekly action that week.&lt;br /&gt;
&lt;br /&gt;
==== Evil A.I. ====&lt;br /&gt;
Required Power: 200&lt;br /&gt;
&lt;br /&gt;
If this module is active, Survivors may Recover Logs as a weekly action. When a Survivor Recovers Logs, they roll a DICE4. If the result is a 1, that Survivor gains 10 Recollection.&lt;br /&gt;
&lt;br /&gt;
After performing a successful Recover Logs action and gaining Recollection, a survivor must roll an additional DICE4. If the result is 1, the Survivor is now considered Evil.&lt;br /&gt;
Evil Survivors do not perform the additional DICE4 evil roll.&lt;br /&gt;
Evil Survivors may perform the Recover Logs twice per week.&lt;br /&gt;
An Evil Survivor may not achieve victory if the Evil A.I. module is not operational.&lt;br /&gt;
&lt;br /&gt;
==== Subspace Transceiver ====&lt;br /&gt;
Required Power: 300&lt;br /&gt;
&lt;br /&gt;
== Specialists == &lt;br /&gt;
Each Survivor has a single Specialization tracked in the GNDT in a column called Specialization, which is “None” by default. As a weekly action a Survivor may Respec. When a Survivor Respecs, their Specialization becomes “None”. Legal Specializations and their effects on dynastic actions are listed below:&lt;br /&gt;
&lt;br /&gt;
* None: When a Survivor with Specialization of None Respecs, they may instead set their Specialization to any Legal Specialization which is not Commander Raichu and is not on the Crew Manifest.&lt;br /&gt;
* Hunter: A Safe Hunter in a Green Location adds 3 to the communal Food during the first step of Taking Stock.&lt;br /&gt;
* Doctor: When a Survivor with Specialization of Doctor Attempts First Aid, they roll a DICE4 instead of DICE5. When they Attempt Self-Medication, they roll a DICE5 instead of DICE6&lt;br /&gt;
* Technician: A Safe Technician in Location 0 adds 4 to the communal Power during the first step of Taking Stock.&lt;br /&gt;
* Scavenger: A Safe Scavenger in a Yellow Location adds 3 to the communal Supplies during the first step of Taking Stock.&lt;br /&gt;
* Commander Raichu: Commander Raichu has no special abilities.&lt;br /&gt;
* Lt Helle: If Lt Helle is Safe, the communal Food is increased by 3 during the first step of Taking Stock.&lt;br /&gt;
* Lt Monsen: If Lt Monsen is Safe and in a Green Location, the communal Food is increased by 5 during the first step of Taking Stock.&lt;br /&gt;
* Dr Prestrud: When Dr Prestrud Attempts First Aid, they roll a DICE3 instead of DICE5.&lt;br /&gt;
* Dr Larsen: When Dr Larsen Attempts First Aid, if the result is a 1 then the Survivor has their Vitality increased twice; if the result is 5, the Survivor has their Vitality decreased.&lt;br /&gt;
* Engineer Galti: If Engineer Galti is Safe, the communal Power is increased by 6 during the first step of Taking Stock.&lt;br /&gt;
* Engineer Bock: If Engineer Bock is Safe and in Location 0, the communal Power is increased by 8 during the first step of Taking Stock.&lt;br /&gt;
* Lt. Casey: If Lt. Casey is Safe, add DICE12 to the communal Supplies during the first step of Taking Stock.&lt;br /&gt;
&lt;br /&gt;
=== Crew Manifest ===&lt;br /&gt;
The fire-damaged ship’s computer lists the Crew Manifest as:-&lt;br /&gt;
&lt;br /&gt;
* Dr Prestrud&lt;br /&gt;
* Dr Larsen&lt;br /&gt;
* Engineer Galti&lt;br /&gt;
* Engineer Bock&lt;br /&gt;
* Lt Helle&lt;br /&gt;
* Lt Monsen&lt;br /&gt;
* Lt. Casey&lt;br /&gt;
&lt;br /&gt;
If a Survivor’s Recollection is 40 or more, they may, as a Weekly Action, Recall their previous identity onboard the ship, by choosing any name on the Crew Manifest which is not currently taken as the Specialization of a Survivor with higher Recollection; upon doing so, this becomes their Specialization, and any other Survivor with that name as their Specialization has it set to “None”.&lt;br /&gt;
&lt;br /&gt;
==Epiphanies==&lt;br /&gt;
The Captain has an ordered list of Epiphanies, consisting of short messages, coupled with a number called a Threshold. If a Survivor has had an amount of Recollection higher than the Threshold of an Epiphany, the Captain should send that Epiphany to the Survivor in a private message, if the Captain has not done so already. If a Survivor has received an Epiphany and no Survivor has Revealed that particular Epiphany yet, they may Reveal it by posting a Story Post highlighting this fact and adding the Epiphany to the wiki page “Epiphanies” in a bulleted list.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Every Survivor has a Location, which is a colored region on the “[[MaroonedMap]]”. Locations are tracked in the GNDT as integers between 0 and 16 (inclusive), corresponding to the Locations as shown on the Map, and defaulting to 0. Each Location has a Color, which can be Red, Green, Yellow, Blue, or Grey. The color of a Location is defined by its color on the MaroonedMap page. The MaroonedMap page cannot be altered except by Proposals or Call for Judgements.&lt;br /&gt;
&lt;br /&gt;
Any Survivor, if they have not done so in the past 24 hours, and if their Vitality is not Wounded or Disabled, may Walk. They do so by changing their Location to one adjacent to the Location they are in, as shown on the Marooned Map. A Survivor with a Vitality of Wounded may Walk if they have not done so in the past 72 hours. Immediately after doing so, they must roll DICE3. If the result is a 3, their Vitality is Decreased. No Survivor may Walk to any Blue Location.&lt;br /&gt;
&lt;br /&gt;
==Taking Stock==&lt;br /&gt;
A Survivor is Safe if they are not Disabled or Infected.&lt;br /&gt;
&lt;br /&gt;
If at least 4 days have passed since Stock was last Taken, any Survivor may Take Stock by performing the following, in order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. For each Safe Survivor, the communal resources are increased by the amount corresponding to their Specialisation.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Increase the Food by {G}DICE9, where {G} is the total number of Safe Survivors in a Green Location.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Decrease the Food by 2 times the number of Safe Survivors in Location 0 and 3 times the number of Safe Survivors not in Location 0. If this would set it below 0, instead it is set to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
4. If the Food is 0, Decrease every Safe Survivor’s Vitality.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Increase the Power by 8 times the number of Safe Survivors in Location 0.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Increase the Supplies by (3*Y)DICE3, where Y is the total number of Safe Survivors in a Yellow Location.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Move The Alien by subtracting (3DICE3)-4 from the number of its current Location. If this would place The Alien at a Location smaller than 0 or greater than 16, it is placed at 0 or 16, respectively. &amp;lt;br&amp;gt;&lt;br /&gt;
8. Increase the recollection of any survivors with a Vitality of Healthy by 1 and those with a Vitality of Optimal by 2.&lt;br /&gt;
&lt;br /&gt;
Survivors may not perform actions governed by Dynastic Rules while Stock is being Taken. If a Survivor begins Taking Stock but leaves the action incomplete, another Survivor may finish it.&lt;br /&gt;
&lt;br /&gt;
==The Alien==&lt;br /&gt;
There is an entity, called The Alien by the Survivors, that has been seen stalking around the site of the crash. The Alien’s Location is tracked in its own GNDT row, with all other columns blank.&lt;br /&gt;
&lt;br /&gt;
If a Survivor is ever in the same Location as The Alien, that Survivor&#039;s Vitality is set to Infected. If an Infected Survivor&#039;s Vitality would be Increased, instead nothing happens. If an Infected Survivor&#039;s Vitality is Decreased, it is set to Disabled. The Infected Vitality is otherwise considered to be at the same level as Fatigued.&lt;br /&gt;
&lt;br /&gt;
If an Infected Survivor walks to a different Location on the MaroonedMap, he should roll a DICE6 for every non-Infected Survivor in the new Location. If the result is 1, that Survivor becomes Infected.&lt;br /&gt;
&lt;br /&gt;
If a non-Infected Survivor walks to a different Location on the MaroonedMap and there is an Infected Survivor in the new Location, he should roll a DICE8. If the result is 1, he becomes Infected.&lt;br /&gt;
&lt;br /&gt;
== Victory ==&lt;br /&gt;
&lt;br /&gt;
If the Subspace Transceiver is Operational, the non-Disabled, non-Evil, non-Infected Survivor (or Survivors, in case of a tie) with the highest Recollection has achieved Victory.&lt;br /&gt;
&lt;br /&gt;
If exactly one Survivor is not Disabled, and that Survivor is Evil, they have achieved Victory.&lt;br /&gt;
&lt;br /&gt;
If every Survivor who is not Disabled is Infected, The Alien achieves Victory. In this case, all Dynastic Rules are repealed and a new Dynastic Rule is created with the name “Glorious Overlord” and the text “The Alien is an entity that is treated as a Survivor for all purposes. The Alien may never be idled.” Then, a new Dynasty begins with The Alien as Captain.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Survivors may possess Equipment. The Equipment a survivor possesses is tracked as a comma separated list in the GNDT, under Equipment.&lt;br /&gt;
&lt;br /&gt;
A non-Disabled Survivor may transfer Equipment to another Survivor in the same location as themselves by removing the Equipment from their list and appending to the other Survivor’s list. A non-Disabled Survivor may transfer Equipment from a Disabled Survivor in the same location to themselves with the same method.&lt;br /&gt;
&lt;br /&gt;
The possible types of Equipment are listed as subrules to this rule. Each Equipment has a Supply Cost.&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
&lt;br /&gt;
Name: Spear&lt;br /&gt;
Supply Cost: 5&lt;br /&gt;
Effect: Any Safe Survivor in a Green Location with a Spear adds 1 to {G} when Stock is Taken. Multiple spears possessed by the same Survivor do not increase this effect.&lt;br /&gt;
A non-Disabled Survivor with a Spear may as a daily action attempt to stab another Survivor in the same location with a spear by rolling a DICE5. If the roll is a 1, the stab is successful and the stabbed survivor’s vitality is decreased. Multiple Spears do not allow multiple stabbing attempts. &lt;br /&gt;
&lt;br /&gt;
=== Anti-Spore Mask ===&lt;br /&gt;
&lt;br /&gt;
Name: Anti-Spore Mask&lt;br /&gt;
Supply Cost: 10&lt;br /&gt;
Effect: A Survivor with an Anti-Spore Mask may not become Infected.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&lt;br /&gt;
Name: Battery&lt;br /&gt;
Supply Cost: 20&lt;br /&gt;
Effect: A non-Disabled Survivor at Location 0 with a battery may increase the communal Power by 10 by removing the Battery from their Equipment.&lt;br /&gt;
A non-Disabled Survivor may explode the battery by removing it from their Equipment. When they do so, all Survivors in the same Location have their vitality decreased.&lt;br /&gt;
&lt;br /&gt;
== Requisitioning ==&lt;br /&gt;
&lt;br /&gt;
Any Safe Survivor at Location 0 may suggest a distribution of supplies by making a Story Post with “Requisition” in the title. This is a Votable Matter, which only Safe Survivors at Location 0 may vote in.&lt;br /&gt;
&lt;br /&gt;
A Requisition post must contain a list of any number of Survivors at Location 0, and for each, a list of new Equipment to be given to them.&lt;br /&gt;
&lt;br /&gt;
After 48 hours, or reaching a Quorum of FOR or AGAINST votes, any Admin may resolve it. If there are more FOR than AGAINST votes the Requisition post passes, each Survivor listed receives the Equipment listed, and the communal Supplies are reduced by the Supply Cost of each Equipment distributed. If the total cost would be more than the supplies, or there are equal or fewer FOR votes than AGAINST votes, the Requisition post is failed instead, and nothing happens. If a listed Survivor has idled or is no longer at Location 0, the Equipment is not given to them, and the supply cost of that equipment is not subtracted from the communal Supplies.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
Any Evil Survivor, as a Weekly Action, may Steal from the Supplies, by adding an Equipment to their Equipment list and reducing the communal Supplies by the Supply Cost of the Equipment. If the new Equipment’s Supply Cost would be greater than the communal supplies, it may not be stolen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt; &amp;lt;!-- DO NOT DELETE THIS LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY --&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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
: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 Survivors.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each Survivor able to perform it may take that action once each day, but not more than once every ten hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
: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;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A Survivor’s Effective Vote Comment with respect to a given Votable Matter means that Survivor’s Comment to that Votable Matter, if any, that contains that Survivor’s Vote on that Votable Matter.&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a Survivor 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;May not&lt;br /&gt;
:&amp;quot;is not permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Private Message&lt;br /&gt;
:A message sent via Blognomic’s Private Messages system at blognomic.com.&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of Survivors is half the number of Survivors in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Survivors it is referring to, it is referring to a Quorum of all Survivors.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing 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&lt;br /&gt;
&lt;br /&gt;
;Rule&lt;br /&gt;
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Sibling Rule&lt;br /&gt;
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an entry in the “Story Post” category.&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Subrule&lt;br /&gt;
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
: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;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.&lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each Survivor able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Weekly Communal Action&lt;br /&gt;
:If a game action is a Weekly Communal Action, it can be performed by any Survivor, but only if it has not been performed (by any Survivor) already in the same week.&lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==&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 Survivor 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.&lt;br /&gt;
&lt;br /&gt;
If no Survivor has commented on it, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.&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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Survivor may update any Survivor&#039;s data via the GNDT, whenever the Ruleset permits it.&lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Survivor may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a Survivor feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Survivors are encouraged to raise a Call for Judgement instead.&lt;br /&gt;
Survivors shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
=== Random Generators ===&lt;br /&gt;
The GNDT 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 &#039;&#039;N&#039;&#039;.&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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.&lt;br /&gt;
&lt;br /&gt;
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Survivor with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.&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” 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” 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, lost, gained, or transferred, and a rule that allows Survivors to transfer a numeric value only allows them to transfer that value from themselves to another Survivor (of their choice unless otherwise stated).&lt;br /&gt;
* A Survivor 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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.&lt;br /&gt;
* If a game variable has no defined starting value for new Survivors, or for existing Survivors upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).&lt;br /&gt;
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* Unless explicitly stated otherwise, a wiki page shall be blanked when it becomes gamestate.&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).&lt;br /&gt;
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.&lt;br /&gt;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* If a rule would ever have no name, it is instead named “Unnamed Rule”.&lt;br /&gt;
* The names of rules are not themselves rule text and have no effect other than being rule names.&lt;br /&gt;
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Player A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a Survivor if it is explicitly stated that it refers to a Survivor&#039;s name.&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 Rule;&lt;br /&gt;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;&lt;br /&gt;
# If both contradicting parts are a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies. (e.g. if the rules “Survivors may Kick each other” and “Survivors may not kick each other on Tuesdays” exist, and it is Tuesday, Survivors may not Kick each other.)&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Survivors may Punch a Spaceman on Friday” and “Survivors may not Punch Spacemen on Friday”, then Survivors may not Punch Spacemen on Friday.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_90&amp;diff=687</id>
		<title>Ruleset 90</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_90&amp;diff=687"/>
		<updated>2011-04-22T15:33:12Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Core Rules =  &lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
This is the Ruleset for BlogNomic; all &#039;&#039;&#039;Sheep&#039;&#039;&#039; shall obey it. Section One consists of the &amp;quot;core rules&amp;quot; of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of 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;
Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak and gender-specific pronouns with the singular &amp;quot;they&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Sheep ==  &lt;br /&gt;
&lt;br /&gt;
Anybody may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a &#039;&#039;&#039;Sheep&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Sheep&#039;&#039;&#039; may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A &#039;&#039;&#039;Sheep&#039;&#039;&#039; may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Sheep&#039;&#039;&#039; are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar.  &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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.  New admins shall be given the GNDT configuration password when they become admins.   &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Sheep&#039;&#039;&#039; are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, 1.8 and 1.10, Idle &#039;&#039;&#039;Sheep&#039;&#039;&#039; are not counted as &#039;&#039;&#039;Sheep&#039;&#039;&#039;. Admins may render a &#039;&#039;&#039;Sheep&#039;&#039;&#039; Idle if that &#039;&#039;&#039;Sheep&#039;&#039;&#039; has asked to become Idle or if that &#039;&#039;&#039;Sheep&#039;&#039;&#039; has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time by announcing that they have done so in a blog post.  Admins may de-Idle a &#039;&#039;&#039;Sheep&#039;&#039;&#039; at their request, and Idle Admins may de-idle themselves at any time, unless the idle &#039;&#039;&#039;Sheep&#039;&#039;&#039; in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. The &#039;&#039;&#039;Sheep&#039;&#039;&#039;’s personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new &#039;&#039;&#039;Sheep&#039;&#039;&#039; receive, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Sheep&#039;&#039;&#039; may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Sheep already has 2 Proposals pending, or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending. A Proposal may not also be a Call for Judgment.&lt;br /&gt;
&lt;br /&gt;
== Voting ==  &lt;br /&gt;
Any &#039;&#039;&#039;Sheep&#039;&#039;&#039; may cast their 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, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the &#039;&#039;&#039;Sheep&#039;&#039;&#039; is the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Sheep&#039;&#039;&#039; who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If a &#039;&#039;&#039;Sheep&#039;&#039;&#039; uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a &#039;&#039;&#039;Sheep&#039;&#039;&#039; leaves the game or goes Idle, their Vote is no longer valid. If a &#039;&#039;&#039;Sheep&#039;&#039;&#039; Votes against their own Proposal, this renders the Proposal self-killed and that Vote may not be changed.&lt;br /&gt;
&lt;br /&gt;
A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;. The Vote will count as the same as the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;’s Vote. If the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; casts a Vote of DEFERENTIAL on a Proposal, it serves the purpose of cancelling any previous Vote on that Proposal that was cast by the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; and counts as an explicit Vote of abstention. If there is no &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;, or the Vote is made by the proposal’s author on their own proposal and the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal. &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; has Voted on a Proposal, a Vote of DEFERENTIAL on that proposal does not count as a Vote for the purposes of rule 1.5.&lt;br /&gt;
&lt;br /&gt;
== Resolution of Proposals ==  &lt;br /&gt;
&lt;br /&gt;
The oldest pending [[#Proposals|Proposal]] may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has continuously been a proposal for that time, it has more than 1 valid Vote, more than half of its Votes are FOR, and it has not been vetoed or self-killed. &lt;br /&gt;
&lt;br /&gt;
The oldest pending Proposal may be failed by any Admin, if any of the following are true:-&lt;br /&gt;
&lt;br /&gt;
* It has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and half or fewer of its Votes are FOR.&lt;br /&gt;
* It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.&lt;br /&gt;
* The &#039;&#039;&#039;Sheep&#039;&#039;&#039; who proposed it has Voted AGAINST it.&lt;br /&gt;
* The &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; has Voted to VETO it.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
Proposals the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.&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;
== Calls for Judgment ==  &lt;br /&gt;
&lt;br /&gt;
If two or more &#039;&#039;&#039;Sheep&#039;&#039;&#039; actively disagree as to the interpretation of the Ruleset, or if a &#039;&#039;&#039;Sheep&#039;&#039;&#039; feels that an aspect of the game needs urgent attention, then any &#039;&#039;&#039;Sheep&#039;&#039;&#039; may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Sheep&#039;&#039;&#039; may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Unfailed CfJs continue until they reach a [[#Enactment|Quorum]] of FOR Votes, a Quorum of AGAINST Votes, or if there is no hiatus going on, until four days have passed since they were posted, and if there is a hiatus going on until two days have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as specified. Otherwise, the CfJ fails.  A Failed CfJ has no further effect.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
&lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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.  &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Sheep&#039;&#039;&#039; has commented on it, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.   &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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any &#039;&#039;&#039;Sheep&#039;&#039;&#039; may update any &#039;&#039;&#039;Sheep&#039;&#039;&#039;&#039;s data via the GNDT, whenever the Ruleset permits it.   &lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any &#039;&#039;&#039;Sheep&#039;&#039;&#039; may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a &#039;&#039;&#039;Sheep&#039;&#039;&#039; feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, &#039;&#039;&#039;Sheep&#039;&#039;&#039; are encouraged to raise a Call for Judgment instead. &lt;br /&gt;
&#039;&#039;&#039;Sheep&#039;&#039;&#039; shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single &#039;&#039;&#039;Sheep&#039;&#039;&#039;, known as the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; may Vote to VETO any Proposal.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==  &lt;br /&gt;
If a &#039;&#039;&#039;Sheep&#039;&#039;&#039; (other than the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039;) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “&#039;&#039;&#039;Sheep&#039;&#039;&#039;”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”. &lt;br /&gt;
&lt;br /&gt;
Every &#039;&#039;&#039;Sheep&#039;&#039;&#039; may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the &#039;&#039;&#039;Chairsheep&#039;&#039;&#039; has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of against Votes fewer than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, at least Quorum &#039;&#039;&#039;Sheep&#039;&#039;&#039; have Voted on it, and more than half of its Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and cannot be legally enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Sheep who made the DoV as its Chairsheep. That Sheep may pass this role to another Sheep at this point by making a post to that effect, if they wish. The Hiatus continues until the new Chairsheep makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Chairsheep’s chosen theme for the new Dynasty, and may optionally specify that the terms Sheep and Chairsheep will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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;
A Declaration of Victory may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
&lt;br /&gt;
The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Sheep’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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one &#039;&#039;&#039;Sheep&#039;&#039;&#039; within BlogNomic.&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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 &#039;&#039;&#039;Sheep&#039;&#039;&#039; should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; should not edit their own blog comments once posted, nor those of any other &#039;&#039;&#039;Sheep&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Voting,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
==Officials==&lt;br /&gt;
Each Sheep can hold up to one Official Position. Official Positions are listed in subrules of this rule. Official Positions can be held by at most one Sheep at a time, and might not be held by any; which Official Position (if any) is held by each Sheep is tracked in the GNDT. The holder of an Official Position is known as an Official.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Sheep can take an Official Position that is not currently filled by another Sheep, unless another rule bans this, or that Sheep held that Position within the previous 2 weeks.&lt;br /&gt;
&lt;br /&gt;
Each Official Position has Duties, a list of requirements relating to that position. It is not illegal for an Official to fail to perform his duties; however, if an Official Position’s Duties are not fulfilled (either by the appropriate Officer, or by anyone else), any Sheep can cause that Official Position to become vacant, and the Sheep holding it to hold no Official Position, as long as they explain the way in which the Duties weren’t fulfilled in the comment to the GNDT update. Official Positions can also have Powers, rules that only have an effect while someone holds that Official Position, and which often depend on the holder.&lt;br /&gt;
&lt;br /&gt;
===Default Sanitiser===&lt;br /&gt;
Duties: Must ensure no office stays vacant for more than 48 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: Nobody can take an official position that was created within the previous 48 hours, unless the Default Sanitiser first gives them permission in a blog post or blog comment.&lt;br /&gt;
&lt;br /&gt;
===Sheep Counter===&lt;br /&gt;
Duties: Must ensure Quorum remains at least 8.&lt;br /&gt;
&lt;br /&gt;
===Mr. Alarm Clock===&lt;br /&gt;
Duties: Must ensure that a blog post or comment reminds Sheep (other than Mr. Alarm Clock) who come within 48 hours from idling due to activity or missing an Official duties deadline that such a deadline is coming up, before the deadline actually passes.&lt;br /&gt;
&lt;br /&gt;
===Baanker===&lt;br /&gt;
Duties: Must award Wages every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: As a weekly action, the Baanker can award Wages. Upon doing so, he or she shall give 2 Baabucks to each Sheep who has an Official Position, and 1 Baabuck to each other Sheep.&lt;br /&gt;
&lt;br /&gt;
===Fraud Ewenit===&lt;br /&gt;
Duties: Must ensure that no Sheep gets preferential treatment from another Official as a result of a Baabucks payment.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: If ever a Sheep directly benefits as a direct result of an Officer using their Power, and has transferred Baabucks to them within the preceding 48 hours, then the Fraud Ewenit may reverse the use of the Power, fine both Sheep a quantity of Baabucks equal to the amount transferred, and/or change the Official Position of the offending Officer to -, at their discretion.&lt;br /&gt;
&lt;br /&gt;
===Admin Herder===&lt;br /&gt;
Duties: Must ensure that the oldest pending proposal (if it exists) has been open for voting for no more than 60 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: The Admin Herder may Stomp a proposal by including an Imperial Seal (VETO) in a comment on that proposal.  A proposal that has been Stomped and either Vetoed or self-killed may be failed by any Admin.&lt;br /&gt;
&lt;br /&gt;
===Animal Welfare Administrator===&lt;br /&gt;
Duties: Must perform the action described in the Animal Welfare Administrator’s Powers every Monday.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: The Animal Welfare Administrator can, as a daily action that can only be taken on Monday, subtract 2 from the highest Baabuck value in the GNDT, and change all Baabuck values of 0 to 1.&lt;br /&gt;
&lt;br /&gt;
===White Team Leader===&lt;br /&gt;
Duties: Must be White.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: As a weekly action, the White Team Leader may turn the color of another Sheep with Undetermined color to White.&lt;br /&gt;
&lt;br /&gt;
===Black Team Leader===&lt;br /&gt;
Duties: Must be Black.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: As a weekly action, the Black Team Leader may turn the color of another Sheep with Undetermined color to Black.&lt;br /&gt;
&lt;br /&gt;
===Head of PR===&lt;br /&gt;
Duties: Must ensure that each week, the header image on the main blog is changed into a better representation of the current gamestate.&lt;br /&gt;
&lt;br /&gt;
===Shearer===&lt;br /&gt;
Duties: Must never shear a Sheep who hasn’t asked to be Sheared in a GNDT or blog comment within the previous 12 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: At any time, the Shearer may change the Fleece value of any Full Sheep (other than themselves) to Shorn. Upon doing so, the Shearer sells the wool at market and gains 1 Baabuck. (This process is known as “Shearing”.)&lt;br /&gt;
&lt;br /&gt;
===Evangelist===&lt;br /&gt;
Duties: At least one new Sheep (who has not idled during this Dynasty) becomes an active Sheep during each week.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: Gains one Baabuck for each new Sheep (who has not idled during this Dynasty) who becomes an active Sheep (excluding any Sheep who is active at the time that this rule is added to the ruleset)&lt;br /&gt;
&lt;br /&gt;
===Clodhopper===&lt;br /&gt;
Duties: Must not allow more than two Sheep to have zero Land.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers: As a daily action, the Clodhopper may explore a new field, adding one Land to that of any Cramped Sheep. (A Sheep is Cramped if no other Sheep has less Land than it.)&lt;br /&gt;
&lt;br /&gt;
==Baabucks==&lt;br /&gt;
Baabucks are currency used by Sheep. Each Sheep owns an integral number of Baabucks, which can be zero but cannot be negative. New Sheep, and Sheep unidling for the first time in the dynasty, have their Baabuck holdings set to the median of all other Sheep’s Baabuck holdings.&lt;br /&gt;
&lt;br /&gt;
==Color (or colour if you swing that way)==&lt;br /&gt;
Each Sheep has a color, which is tracked in the GNDT.  The possible colors of a Sheep are Black (which may be abbreviated in the GNDT as “B”), White (which may be abbreviated in the GNDT as “W”), and Undetermined (which may be abbreviated in the GNDT as “-”).  All sheep start as having Undetermined color.&lt;br /&gt;
&lt;br /&gt;
If a Sheep’s Fleece has been Full for more than 24 hours but their Color is Undetermined, they may change their Color to Black or White. If a Sheep has a full Fleece and an Undetermined Color, and has been that way for more than 48 hours, any Sheep may change that Sheep’s Color to either Black or White.&lt;br /&gt;
&lt;br /&gt;
==Fleeced==&lt;br /&gt;
Each Sheep has a value “Fleece”, which is tracked in the GNDT.  The state of Fleece is either “Full” or “Shorn”. All Sheep begin with Shorn Fleece.&lt;br /&gt;
&lt;br /&gt;
As a weekly action any Sheep may grow their fleece so that it becomes full. &lt;br /&gt;
&lt;br /&gt;
==Conspirators?  Where?!==&lt;br /&gt;
Some Sheep are Conspirators. When a Conspirator idles, that (idle) Sheep ceases to be a Conspirator upon their de-idling. If at any time there are less than 3 Conspirators, the Chairsheep may secretly designate Sheep as Conspirators until there are exactly 3 Conspirators. The Chairsheep shall privately notify each new Conspirator of their new status, but shall not notify any Conspirator as to the identity of any other Conspirator.&lt;br /&gt;
&lt;br /&gt;
The Conspirator with the most Baabucks is the Don. In case of a tie, there is no Don.&lt;br /&gt;
&lt;br /&gt;
==Where there is bureaucracy, there is corruption==&lt;br /&gt;
As a weekly action, a sheep may transfer any positive quantity of Baabucks to any other sheep, provided that this leaves them with a non-negative quantity of Baabucks.&lt;br /&gt;
&lt;br /&gt;
==Ousting==&lt;br /&gt;
As a weekly action, a Sheep can Oust an Official Position currently held by some Sheep by spending 2 Baabucks. Upon doing so, the position in question ceases to be held, and the Sheep who held it just before the Ousting gains 2 Baabucks; additionally, daily and weekly actions described in that Office’s Powers cannot be performed for 48 hours. &lt;br /&gt;
&lt;br /&gt;
==Land==&lt;br /&gt;
Each Sheep owns an amount of Land, represented as a nonnegative integer. By default, Sheep own 3 units of Land. As a weekly action, a Sheep can spend any number of Baabucks to make that many simultaneous Land Transfers; performing a Land Transfer transfers 1 unit of Land from a Sheep to another Sheep, with the Sheep making the transfer choosing the target and destination of the transfer. (It is legal to choose different sources and/or targets for different transfers in a group of transfers made this way, or to choose the same source and target every time.)&lt;br /&gt;
&lt;br /&gt;
A Sheep who owns no Land may not perform daily or weekly actions defined by dynastic rules other than this one. &lt;br /&gt;
&lt;br /&gt;
===Takeover===&lt;br /&gt;
If any Sheep owns more Land than all other Sheep combined, that Sheep achieves victory.&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;
= Glossary =&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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
:A Proposal whose changes 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 &#039;&#039;&#039;Sheep&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each &#039;&#039;&#039;Sheep&#039;&#039;&#039; able to perform it may take that action once each day, but not more than once every six hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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 GMT, ending when the next day begins.  It can never be 2 different days at the same instant.&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
:A Proposal whose only changes are the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A &#039;&#039;&#039;Sheep&#039;&#039;&#039;&#039;s Effective Vote Comment with respect to a given Proposal means that &#039;&#039;&#039;Sheep&#039;&#039;&#039;’s Comment to that Proposal (if any) that contains that &#039;&#039;&#039;Sheep&#039;&#039;&#039;’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Resolved, not including explicit Votes of abstention..&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of &#039;&#039;&#039;Sheep&#039;&#039;&#039; is half the number of &#039;&#039;&#039;Sheep&#039;&#039;&#039; in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of &#039;&#039;&#039;Sheep&#039;&#039;&#039; it is referring to, it is referring to a Quorum of all &#039;&#039;&#039;Sheep&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of Proposals, Call for Judgements or Declarations of Victory, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgement or a Declaration of Victory. The world “Resolution” means then the act of doing so. If used in another context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Votable Matter&lt;br /&gt;
:The word “Votable Matter”, means a Proposal, a CFJ or a DoV.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
:The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule 1.4 “Voting”.  The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto. &lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each &#039;&#039;&#039;Sheep&#039;&#039;&#039; able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset. 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;
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.&lt;br /&gt;
* All numbers, unless stated otherwise by a rule, are in base ten.&lt;br /&gt;
* Unless otherwise specified, when “X” is a number, to spend X of a numeric value “V” means to subtract X from V (i.e. replace V with V-X); to gain X of a numeric value “V” means to add X to V; and to transfer X of a numeric value “V” from A to B means to subtract X from A&#039;s V and add the amount A&#039;s V was reduced by to B&#039;s V. Unless otherwise specified, a rule that allows &#039;&#039;&#039;Sheep&#039;&#039;&#039; to transfer a numeric value only allows them to transfer that value from themselves to another &#039;&#039;&#039;Sheep&#039;&#039;&#039; (of their choice unless otherwise stated).&lt;br /&gt;
* A &#039;&#039;&#039;Sheep&#039;&#039;&#039; 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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.&lt;br /&gt;
* If a game variable has no defined starting value for new Sheep, or for existing Sheep upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).&lt;br /&gt;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals 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 Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it. &lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in Blognomic is in GMT.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a &#039;&#039;&#039;Sheep&#039;&#039;&#039; if it is explicitly stated that it refers to a &#039;&#039;&#039;Sheep&#039;&#039;&#039;&#039;s name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Research_projects&amp;diff=481</id>
		<title>Research projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Research_projects&amp;diff=481"/>
		<updated>2011-03-28T07:55:51Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Social Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Open==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Lifting large rocks&#039;&#039;&#039;&lt;br /&gt;
:Prerequisites: thinking hard, tools&lt;br /&gt;
:Cost: 31/35&lt;br /&gt;
:Field: Progress&lt;br /&gt;
:Effect: The Cavemen learn that if you use the right tools, you can pick up and move very large rocks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Basic Geometry&#039;&#039;&#039;&lt;br /&gt;
:Prerequisites: basic math and thinking hard&lt;br /&gt;
:Cost: 45&lt;br /&gt;
:Field: knowledge&lt;br /&gt;
:Effect: cavemen learn about shapes, like triangles and squares.  this will help them build things later.  cavemen also start to think about big numbers and big math.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Axe Crafting&#039;&#039;&#039;&lt;br /&gt;
:Prerequisite: “Tools” and “Making Pointy Sticks”&lt;br /&gt;
:Cost: 28&lt;br /&gt;
:Effect: Cavemen learn that fixing rock to stick make easier to hold rock, make rock move faster when hit things.&lt;br /&gt;
:A Caveman who has Knowledge of Axe Crafting may, as a daily action, remove a Stick and either a Sharp Rock or a Shiny Rock from their Tools, to craft an Axe. If they removed a Sharp Rock, they may add one Sharp Axe to their Tools as a result; if they removed a Shiny Rock, they may add one Shiny Axe to their Tools.&lt;br /&gt;
:Field: Art&lt;br /&gt;
&lt;br /&gt;
==Complete==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Bashing Rocks&#039;&#039;&#039;&lt;br /&gt;
:Prerequisite: None&lt;br /&gt;
:Cost: 0/20&lt;br /&gt;
:Field: Progress&lt;br /&gt;
:Effects: The Cavemen have learned that if you bash a rock against another rock, it makes a noise and sometimes a bit of light.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Making Pointy Sticks&#039;&#039;&#039;&lt;br /&gt;
:Prerequisites: None&lt;br /&gt;
:Cost: 0/15&lt;br /&gt;
:Field: Progress&lt;br /&gt;
:Effect: Cavemen realize that if you break sticks right, you can make a pointed object that can be used to poke things.&lt;br /&gt;
:A Caveman who has Knowledge of Making Pointy Sticks may, as a daily action, turn any basic Sticks they are carrying into Pointy Sticks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;cave painting&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: none&lt;br /&gt;
:cost: 0/20&lt;br /&gt;
:field: art&lt;br /&gt;
:effect: the cavemen can draw things that have happened on the cave wall. If a Caveman knows Cave Painting and is carrying either a Burnt Stick or a Red Rock (known as the “Painting Tool”), then he or she may, as a weekly action, reduce the cost of any Open Research Project by his or her own Intelligence, provided that they have Knowledge of every Prequisite of the Project. Upon doing so, the Painting Tool is used up and is removed from their Tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;tools&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: bash rocks&lt;br /&gt;
:cost: 0/20&lt;br /&gt;
:field: progress&lt;br /&gt;
:effect: when rocks bash against rocks bits come off. some bits cut. if rock tied to stick can bash against other rocks easier.&lt;br /&gt;
:when this learn think complete, each cave guy get smarter by one point. this has effect once only.&lt;br /&gt;
:A Caveman who has Knowledge of Tools may, as a daily action, turn any basic Rocks they are carrying into Sharp Rocks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;thinking hard&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: none&lt;br /&gt;
:cost: 30&lt;br /&gt;
:Field: Knowledge&lt;br /&gt;
:effect: the cavemen begin to wonder about the sun, moon and stars and also triangles and circles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;sky fire&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: bash rocks&lt;br /&gt;
:cost: 20&lt;br /&gt;
:field: knowledge&lt;br /&gt;
:effect: light from rock bash like light from sky fire. sky fire hit tree, tree gets hot and burny. perhaps burny tree can be used. perhaps can make burny tree with bash rocks.&lt;br /&gt;
:A Caveman who has Knowledge of both Bashing Rocks and Sky Fire, and who is carrying two Rocks (of any type) may, as a daily action, remove one Rock from their Tools to add Fire to their Tools. If there is at least a Caveman carrying the tool Fire, a Caveman who has Knowledge of Sky Fire, and who is carrying a Stick (of any type other than “Burnt”) may, as a daily action, remove that Stick from their Tools to add a Burny Stick to their Tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;grunting&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: none&lt;br /&gt;
:cost: 0/10&lt;br /&gt;
:field: art&lt;br /&gt;
:effect: The cavemen are able to attract and direct one another’s attention with guttural noises.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;advanced painting&#039;&#039;&#039;&lt;br /&gt;
:prerequisites: cave painting and tools&lt;br /&gt;
:cost: -15/30&lt;br /&gt;
:field: art&lt;br /&gt;
:effect: Cavemen can use brushes to make very nice paintings instead of just finger scribbles. They can also use tools to make a better canvas than just cave walls.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Basic math&#039;&#039;&#039;&lt;br /&gt;
:Prerequisites: thinking hard&lt;br /&gt;
:Cost: 0/30&lt;br /&gt;
:Field: knowledge&lt;br /&gt;
:Effect: cavemen now know numbers. all cavemen get one smartness. cavemen know now how much is correct cost of learn think. cavemen still do not know of big words like me di an and av er age.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rock Finding&#039;&#039;&#039;&lt;br /&gt;
:Prerequisite: Bashing Rocks&lt;br /&gt;
:Cost: 0/20&lt;br /&gt;
:Effect: Some rocks in valley not same as other rocks. Some rocks soft and red, some hard and bright, some wet and squishy.&lt;br /&gt;
:If a Caveman knows Rock Finding, then whenever they take an action which would add a basic Rock to their Tools, they may add a Red Rock, a Shiny Rock or a Squishy Rock instead.&lt;br /&gt;
:Field: Knowledge&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hunt animals&#039;&#039;&#039;&lt;br /&gt;
:Prerequisite: Making pointy sticks&lt;br /&gt;
:Cost: 0/15&lt;br /&gt;
:Effect: If you hit an animal with a rock or stick, you will get a lot of raw meat. It is not so good to eat but better than starving. Again, it does not work with mammoth, for some reason. Any caveman with Knowledge of Hunt and carrying a Weapon may choose a Weapon they are carrying and Go Hunting. They shall do this by rolling a DICE5 (mentioning their chosen Weapon in the die roll comment) and adding their chosen Weapon’s Power. On a 6 or more, they may add one Raw Meat to their tools. On 5, they shall lose their chosen Weapon to gain a Raw Meat. On 4, they shall lose their Weapon. On 3 or less, nothing happens. If after hunting a Caveman would get his third tool, they must either lose their chosen Weapon before getting the Meat, or give the Meat to a Caveman with less than 2 tools. This transaction does not count towards the daily limit described in rule 2.4 “Tool Use”. A caveman may not Go Hunting more than 3 times a day.&lt;br /&gt;
:Field: Progress&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Fourth_Dynasty_of_Clucky&amp;diff=953</id>
		<title>The Fourth Dynasty of Clucky</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Fourth_Dynasty_of_Clucky&amp;diff=953"/>
		<updated>2011-02-21T12:13:35Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Proposals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;January 9th, 2011 - February 18th, 2011&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ascension Address==&lt;br /&gt;
===Sid, eat your heart out (or get your little friends to do it for you)===&lt;br /&gt;
Hello puny ants. Far too long you have fought with eachother for supremacy. Its timed you learned a lesson. Those fighting ways will only get you so far. Winter fasts approaches and I can promise it’ll be a tough one. If your colony has any hope of survival your gonna have to work togeather. Even if you do, I highly doubt you’ll find success because I am greater and more powerful than you all. Fear me.&lt;br /&gt;
&lt;br /&gt;
Change “Mini Figure(s)” to “Ant(s)”, “Brick Master” to “Sandbox Master” and repel all rules but “Citizen Brick”.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
The following players were active at the end of this Dynasty: &lt;br /&gt;
&lt;br /&gt;
Blacky Bucky* Chivalrybean* Darknight* Darth Cliche* Ely Geoff Kevan* Madalyn Purplebeard* Rodlen* Roujo Subrincinator udqbpn William Winner &lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
[[Ruleset 87]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
===Proposals===&lt;br /&gt;
* [http://blognomic.com/archive/long_live_the_queen/ Long live the Queen] - Introduced the Queen, an NPC who represented the colony&#039;s food supply and started laying eggs later on.&lt;br /&gt;
* [http://blognomic.com/archive/fifty_times_your_own_weight/ Fifty Times Your Own Weight] - Carrying.&lt;br /&gt;
* [http://blognomic.com/archive/ant_colony_optimization/ Ant Colony Optimization] - Finding stuff to carry.&lt;br /&gt;
* [http://blognomic.com/archive/traditional_gender_roles/ Traditional Gender Roles] - Defined the castes.&lt;br /&gt;
* [http://blognomic.com/archive/preparing_for_war/ Preparing for war] - Defined health and death.&lt;br /&gt;
* [http://blognomic.com/archive/abundants/ Abundants] - Introduced a weekly consumption of food as well as the possibility of colony-wide starvation, which we came close to at the end of the dynasty.&lt;br /&gt;
* [http://blognomic.com/archive/antagonism/ Antagonism] - Ants who were carrying twigs could hit other Ants for 5 damage.&lt;br /&gt;
* [http://blognomic.com/archive/comradry_ii/ Comradry II] - Introduced Comradry Points (CP), a measure of how helpful an ant has been for the colony.&lt;br /&gt;
* [http://blognomic.com/archive/it_is_not_always_summer/ It is not always summer!] - Trying to add a weather parameter based on real time weather, no way to keep a log of it was found.&lt;br /&gt;
* [http://blognomic.com/archive/six_legs_good_eight_legs_bad/ Six Legs Good, Eight Legs Bad] - Introduced the Spider, another frequent cause of anticide.&lt;br /&gt;
* [http://blognomic.com/archive/ant_nauseam/ Ant Nauseam] - Implements Antributes, and kicked the frequency of ant puns into overdrive for the rest of the dynasty.&lt;br /&gt;
* [http://blognomic.com/archive/ascendantsy/ Ascendantsy] - Defined a Victory Condition: obediant ants had to survive and increase their CP, delinquants benefited from low CP and a lot of obediant corpses and all ants could also win by becoming a queen and mating.&lt;br /&gt;
* [http://blognomic.com/archive/break_antpart_1_fly_n_mate/ Break antpart 1: Fly ‘n Mate] - Defined flying and mating. However, by the time this passed, all ants with flying capabilities had died under mysterious circumstances, and there wasn&#039;t enough food around to promote new ants.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
After a few delinquant ants had weeded out most of their competition through twig attacks, giving other ants twigs to make them delinquant and provoking the spider to eat them, Rodlen was going to win as the only obediant ant left until Purplebeard, the delinquant with the lowest CP value, gave them a twig minutes before the deadline, thereby winning the dynasty.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
I still need to see a good game that requires only one winner AND is based on cooperation... --[[User:Elia|Elia]] 16:16, 18 Feb 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
The puns got worse and worse as the dynasty progressed. I hold myself partly responsible for this. -[[User:Purplebeard|Purplebeard]] 10:29, 21 Feb 2011 (GMT)&lt;br /&gt;
{{dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&amp;diff=1235</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=1235"/>
		<updated>2011-02-21T12:07:50Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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 8px 8px 8px; border:2px solid #006;border-collapse: collapse; width: 75%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#006; text-align:center; width:5%; color: #FFF;&amp;quot; | &amp;lt;h3 style=&amp;quot;border: none; color: #FFF;&amp;quot;&amp;gt;Dynastic Histories&amp;lt;/h3&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]] - &lt;br /&gt;
[[The First Dynasty of Lyndse]] - &lt;br /&gt;
[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - &lt;br /&gt;
[[The First Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Anthony]] - &lt;br /&gt;
[[The First Dynasty of est]] - &lt;br /&gt;
[[The Second Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Damanor]] - &lt;br /&gt;
[[The Third Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Cayvie]] - &lt;br /&gt;
[[The First Dynasty of Joranj]] - &lt;br /&gt;
[[The First Dynasty of Keitalia]] - &lt;br /&gt;
[[The First Dynasty of SatyrEyes]] - &lt;br /&gt;
[[The First Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Cayvie]] - &lt;br /&gt;
[[The First Dynasty of Brendan]] - &lt;br /&gt;
[[The Fourth Dynasty of Kevan]] - &lt;br /&gt;
[[The First Dynasty of Knightking]] - &lt;br /&gt;
[[The First Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of TrumanCapote]] - &lt;br /&gt;
[[The Second Dynasty of Knightking]] - &lt;br /&gt;
[[The First Dynasty of Quazie]] - &lt;br /&gt;
[[The First Dynasty of Simon]] - &lt;br /&gt;
[[The First Dynasty of AngryGrasshopper]] - &lt;br /&gt;
[[The First Dynasty of Rodney]] - &lt;br /&gt;
[[The First Dynasty of Aaron]] - &lt;br /&gt;
[[The Second Dynasty of Josh]] - &lt;br /&gt;
[[The Second Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of Excalabur]] - &lt;br /&gt;
[[The Second Dynasty of Excalabur]] - &lt;br /&gt;
[[The First Dynasty of 75th Trombone]] - &lt;br /&gt;
[[The First Dynasty of Elias IX]] - &lt;br /&gt;
[[The Third Metadynasty]] - &lt;br /&gt;
[[The Second Dynasty of Angry Grasshopper]] - &lt;br /&gt;
[[The First Dynasty of Hix]] - &lt;br /&gt;
[[The First Dynasty of Thelonious]] - &lt;br /&gt;
[[The Second Dynasty of Elias IX]] - &lt;br /&gt;
[[The Second Dynasty of Rodney]] - &lt;br /&gt;
[[The First Dynasty of Clucky]] - &lt;br /&gt;
[[The First Dynasty of Doremi]] - &lt;br /&gt;
[[The Third Dynasty of Chronos Phaenon]] - &lt;br /&gt;
[[The First Dynasty of Amnistar]] - &lt;br /&gt;
[[The Second Dynasty of Clucky]] - &lt;br /&gt;
[[The Second Dynasty of Amnistar]] - &lt;br /&gt;
[[The First Dynasty of Bucky]] - &lt;br /&gt;
[[The Third Dynasty of Clucky]] -&lt;br /&gt;
[[The Third Dynasty of Josh]] -&lt;br /&gt;
[[The Fifth Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of Hix]] - &lt;br /&gt;
[[The First Dynasty of spikebrennan]] -&lt;br /&gt;
[[The First Dynasty of Jack]] -&lt;br /&gt;
[[The First Dynasty of Purplebeard]] -&lt;br /&gt;
[[The First Dynasty of Rodlen]] -&lt;br /&gt;
[[The First Dynasty of Yoda]] -&lt;br /&gt;
[[The Third Dynasty of Amnistar]] -&lt;br /&gt;
[[The First Dynasty of Darknight]] -&lt;br /&gt;
[[The Second Dynasty of Bucky]] -&lt;br /&gt;
[[The Second Dynasty of Yoda]] -&lt;br /&gt;
[[The Fourth Metadynasty]] -&lt;br /&gt;
[[The First Dynasty of arthexis]] -&lt;br /&gt;
[[The Fourth Dynasty of Amnistar]] -&lt;br /&gt;
[[The First Dynasty of Devenger]] -&lt;br /&gt;
[[The First Dynasty of ais523]] -&lt;br /&gt;
[[The First Dynasty of yuri_dragon_17]] -&lt;br /&gt;
[[The First Dynasty of Qwazukee]] -&lt;br /&gt;
[[The First Dynasty of Darth Cliche]] -&lt;br /&gt;
[[The Fifth Metadynasty]] -&lt;br /&gt;
[[The Third Dynasty of Bucky]] -&lt;br /&gt;
[[The First Dynasty of Wakukee]] -&lt;br /&gt;
[[The Sixth Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of ais523]] -&lt;br /&gt;
[[The Fourth Dynasty of Josh]] -&lt;br /&gt;
[[The Second Dynasty of Purplebeard]] -&lt;br /&gt;
[[The Third Dynasty of ais523]] -&lt;br /&gt;
[[The Second Dynasty of Ienpw III]] -&lt;br /&gt;
[[The Second Dynasty of Darth Cliche]] -&lt;br /&gt;
[[The First Dynasty of lilomar]] -&lt;br /&gt;
[[The First Dynasty of coppro]] -&lt;br /&gt;
[[The Fourth Dynasty of ais523]] -&lt;br /&gt;
[[The Seventh Dynasty of Kevan]] -&lt;br /&gt;
[[The Second Dynasty of Brendan]] -&lt;br /&gt;
[[The First Dynasty of Alecto]] -&lt;br /&gt;
[[The Fifth Dynasty of Josh]] - &lt;br /&gt;
[[The Fourth Dynasty of Clucky]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_87&amp;diff=681</id>
		<title>Ruleset 87</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_87&amp;diff=681"/>
		<updated>2011-02-18T09:43:51Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Core Rules =  &lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
This is the Ruleset for BlogNomic; all &#039;&#039;&#039;Ants&#039;&#039;&#039; shall obey it. Section One consists of the &amp;quot;core rules&amp;quot; of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of 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;
Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak and gender-specific pronouns with the singular &amp;quot;they&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ants ==  &lt;br /&gt;
&lt;br /&gt;
Anybody may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become an &#039;&#039;&#039;Ant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Ant&#039;&#039;&#039; may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. An &#039;&#039;&#039;Ant&#039;&#039;&#039; may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Ants&#039;&#039;&#039; are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar.  &#039;&#039;&#039;Ants&#039;&#039;&#039; 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.  New admins shall be given the GNDT configuration password when they become admins.   &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Ants&#039;&#039;&#039; are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, 1.8 and 1.10, Idle &#039;&#039;&#039;Ants&#039;&#039;&#039; are not counted as &#039;&#039;&#039;Ants&#039;&#039;&#039;. Admins may render an &#039;&#039;&#039;Ant&#039;&#039;&#039; Idle if that &#039;&#039;&#039;Ant&#039;&#039;&#039; has asked to become Idle or if that &#039;&#039;&#039;Ant&#039;&#039;&#039; has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time by announcing that they have done so in a blog post.  Admins may de-Idle an &#039;&#039;&#039;Ant&#039;&#039;&#039; at their request, and Idle Admins may de-idle themselves at any time, unless the idle &#039;&#039;&#039;Ant&#039;&#039;&#039; in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. The &#039;&#039;&#039;Ant&#039;&#039;&#039;’s personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new &#039;&#039;&#039;Ants&#039;&#039;&#039; receive, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Ant&#039;&#039;&#039; may submit a Proposal to change the Ruleset or Gamestate, by [http://blognomic.com/update/index.php?C=publish posting an entry] in the &amp;quot;Proposal&amp;quot; category that describes those changes, except that:&lt;br /&gt;
&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; cannot submit a non-Core Proposal if that &#039;&#039;&#039;Ant&#039;&#039;&#039; already has two or more non-Core Proposals pending.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; cannot submit a Proposal if that &#039;&#039;&#039;Ant&#039;&#039;&#039; already has three or more Proposals pending.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; cannot submit a Proposal if that &#039;&#039;&#039;Ant&#039;&#039;&#039; has already submitted three or more Proposals that day.&lt;br /&gt;
&lt;br /&gt;
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending. A Proposal may not also be a Call for Judgment.&lt;br /&gt;
&lt;br /&gt;
== Voting ==  &lt;br /&gt;
Any &#039;&#039;&#039;Ant&#039;&#039;&#039; may cast their 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, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the &#039;&#039;&#039;Ant&#039;&#039;&#039; is the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Ant&#039;&#039;&#039; who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If an &#039;&#039;&#039;Ant&#039;&#039;&#039; uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If an &#039;&#039;&#039;Ant&#039;&#039;&#039; leaves the game or goes Idle, their Vote is no longer valid. If an &#039;&#039;&#039;Ant&#039;&#039;&#039; Votes against their own Proposal, this renders the Proposal self-killed and that Vote may not be changed.&lt;br /&gt;
&lt;br /&gt;
A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;. The Vote will count as the same as the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;’s Vote. If the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; casts a Vote of DEFERENTIAL on a Proposal, it serves the purpose of cancelling any previous Vote on that Proposal that was cast by the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; and counts as an explicit Vote of abstention. If there is no &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;, or the Vote is made by the proposal’s author on their own proposal and the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal. &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; has Voted on a Proposal, a Vote of DEFERENTIAL on that proposal does not count as a Vote for the purposes of rule 1.5.&lt;br /&gt;
&lt;br /&gt;
== Resolution of Proposals ==  &lt;br /&gt;
&lt;br /&gt;
The oldest pending [[#Proposals|Proposal]] may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has continuously been a proposal for that time, it has more than 1 valid Vote, more than half of its Votes are FOR, and it has not been vetoed or self-killed. &lt;br /&gt;
&lt;br /&gt;
The oldest pending Proposal may be failed by any Admin, if any of the following are true:-&lt;br /&gt;
&lt;br /&gt;
* It has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and half or fewer of its Votes are FOR.&lt;br /&gt;
* It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.&lt;br /&gt;
* The &#039;&#039;&#039;Ant&#039;&#039;&#039; who proposed it has Voted AGAINST it.&lt;br /&gt;
* The &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; has Voted to VETO it.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
Proposals the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgment ==  &lt;br /&gt;
&lt;br /&gt;
If two or more &#039;&#039;&#039;Ants&#039;&#039;&#039; actively disagree as to the interpretation of the Ruleset, or if an &#039;&#039;&#039;Ant&#039;&#039;&#039; feels that an aspect of the game needs urgent attention, then any &#039;&#039;&#039;Ant&#039;&#039;&#039; may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Ants&#039;&#039;&#039; may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Unfailed CfJs continue until they reach a [[#Enactment|Quorum]] of FOR Votes, a Quorum of AGAINST Votes, or if there is no hiatus going on, until four days have passed since they were posted, and if there is a hiatus going on until two days have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as specified. Otherwise, the CfJ fails.  A Failed CfJ has no further effect.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
&lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 &#039;&#039;&#039;Ant&#039;&#039;&#039; 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.  &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Ant&#039;&#039;&#039; has commented on it, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.   &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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any &#039;&#039;&#039;Ant&#039;&#039;&#039; may update any &#039;&#039;&#039;Ant&#039;&#039;&#039;&#039;s data via the GNDT, whenever the Ruleset permits it.   &lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any &#039;&#039;&#039;Ant&#039;&#039;&#039; may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Ant&#039;&#039;&#039; feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, &#039;&#039;&#039;Ants&#039;&#039;&#039; are encouraged to raise a Call for Judgment instead. &lt;br /&gt;
&#039;&#039;&#039;Ants&#039;&#039;&#039; shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single &#039;&#039;&#039;Ant&#039;&#039;&#039;, known as the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; may Vote to VETO any Proposal.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==  &lt;br /&gt;
If an &#039;&#039;&#039;Ant&#039;&#039;&#039; (other than the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039;) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “&#039;&#039;&#039;Ants&#039;&#039;&#039;”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”. &lt;br /&gt;
&lt;br /&gt;
Every &#039;&#039;&#039;Ant&#039;&#039;&#039; may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the &#039;&#039;&#039;Sandbox Master&#039;&#039;&#039; has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of against Votes fewer than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, at least Quorum &#039;&#039;&#039;Ants&#039;&#039;&#039; have Voted on it, and more than half of its Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and cannot be legally enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Ant who made the DoV as its Sandbox Master. That Ant may pass this role to another Ant at this point by making a post to that effect, if they wish. The Hiatus continues until the new Sandbox Master makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Sandbox Master’s chosen theme for the new Dynasty, and may optionally specify that the terms Ant and Sandbox Master will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the &#039;&#039;&#039;Ant&#039;&#039;&#039; 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;
A Declaration of Victory may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
&lt;br /&gt;
The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if an Ant’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.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one &#039;&#039;&#039;Ant&#039;&#039;&#039; within BlogNomic.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; 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 &#039;&#039;&#039;Ant&#039;&#039;&#039; should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; should not edit their own blog comments once posted, nor those of any other &#039;&#039;&#039;Ant&#039;&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; 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;
&lt;br /&gt;
==Seasonal Downtime==&lt;br /&gt;
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Voting,” “Gamestate Tracking” and “Call for Judgement”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Creatures are gamestate objects which have rows in the GNDT but do not count towards quorum and cannot vote on proposals. The current creatures in the game are listed as subrules of this rule. An NPC can be a Friend, an Enemy, or Neutral. Thus must be noted in the subrule describing an NPC. The text of NPC subrules shall contain what happens when that NPC is provoked (even if it is nothing,) or it may state that that NPC cannot be provoked.&lt;br /&gt;
&lt;br /&gt;
===Provoking NPCs===&lt;br /&gt;
&lt;br /&gt;
As a weekly action, and ant who is in the same location as an NPC may provoke that NPC.&lt;br /&gt;
&lt;br /&gt;
===The Queen===&lt;br /&gt;
The queen counts as an ant for all dynastic rules unless the dynastic rule states otherwise, although she cannot take an action unless the ruleset indicates another ant may take the action on her behalf. The Queen is part of the Mature Queen caste but does not have the caste’s normal food limit. Instead, the Queen may have up to 50 food. This represents the colony’s food supply. The Queen is a Friend. The Queen cannot be provoked.&lt;br /&gt;
&lt;br /&gt;
===The Spider===&lt;br /&gt;
The Spider is always Above Ground. When provoked, the Spider assaults a random Ant who is above ground (which may be the provoker) and reduces that Ant’s health by 10. If this causes an Ant to become dead, the Spider gains 1 food. The Spider is an Enemy.&lt;br /&gt;
&lt;br /&gt;
==Carrying==&lt;br /&gt;
Each Creature and Ant may carry may carry a single object at a time from the following list - this carried object is tracked in the GNDT column &#039;Carrying&#039;. Carryable objects are:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Leaf.&amp;lt;/b&amp;gt; A small section of leaf cut from a larger plant.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sugar.&amp;lt;/b&amp;gt; A speck of sugar-rich matter found in the environment.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Crumb.&amp;lt;/b&amp;gt; A small item of less nutritious matter.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Twig.&amp;lt;/b&amp;gt; A small stub of a leaf stalk.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Mould.&amp;lt;/b&amp;gt; A section of fibrous mould grown within the colony.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Egg.&amp;lt;/b&amp;gt; A single ant&#039;s egg.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a daily action, an Ant who is above ground may Follow a Trail by spending food equal to that Trail’s Distance. An Ant who Follows a Plant trail may reduce its Size by one to start carrying a Leaf or a Twig. An Ant who Follows a Filling Trail may reduce its Size by one to start carrying a Crumb. An Ant who Follows a Tasty Trail may reduce its Size by 1 to start carrying Sugar, and/or reduce its Size by 1 to increase their Food to 5.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, and only when the Queen has 15 food or more, an Ant who is Underground and is able to carry Eggs may reduce the Queen’s food by 10 to start carrying an Egg.&lt;br /&gt;
&lt;br /&gt;
===Dropping and Using===&lt;br /&gt;
To &#039;drop&#039; an object is to cease carrying it. To &#039;give&#039; an object to another Ant or Creature is to cease carrying it, and make that Ant or Creature start carrying it. An Ant may drop the object they are carrying at any time. Any Ant may give the object they are carrying to another Ant, provided that the latter is not currently carrying anything and is able to carry the object.&lt;br /&gt;
&lt;br /&gt;
An Ant who is Underground may drop a Leaf to start carrying Mould. Any Ant may drop Mould or a Crumb to distribute up to 5 food among all Ants in their location, including themself, or drop Sugar to distribute up to 8 food.  An Ant may drop an Egg to change the Caste of any Worker in their location (including themself) to Soldier, Drone or Virgin Queen.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, an Ant who is carrying a Twig may decrease their CP by 5 to smack another Ant and reduce their (the other Ant’s) health by 5.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, an Ant who is carrying a Twig may increase their CP by 5 to smack an Enemy NPC and reduce their (the NPC’s) health by 5. If the NPC’s health is reduced zero (0) or less, the ant that smacked the NPC shall increase their CP by 5. If the NPC’s health is 1 or greater after being smacked, it shall be provoked as stated in the subrule for that NPC.&lt;br /&gt;
&lt;br /&gt;
==Upstairs, Downstairs==&lt;br /&gt;
Each Ant or Creature is either Underground, Above Ground or Flying. This is tracked in the GNDT under the column entitled “Location”. New Ants start Underground, and newly created Creatures start Above Ground unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
If not specifically forbidden by another rule, as a daily action an Ant may change their Location to Above Ground or Underground, but not more than three times in any seven-day period. A Creature may not have its location changed unless such a change is specifically mandated by another rule.&lt;br /&gt;
&lt;br /&gt;
If an Ant has been Flying for 7 days without interruption any Ant may change their health to 0. That Ant is not considered killing the flying Ant nor making it die directly.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Each ant and creature has an amount of food which is tracked in the GNDT and which may not exceed the limit for their Caste, or 5 if the Ant of Creature has no Caste. At any time, an ant may spend a positive amount of food and add the same amount to another Ant in the same Location, unless this action would make the latter exceed their maximum. However, an Ant may transfer exactly 6 food from themself to a Worker other than themself who possessed exactly 6 food before this action to change the latter&#039;s Caste to Honeypot. This action may only be performed if both Ants are Underground.&lt;br /&gt;
&lt;br /&gt;
Whenever an Ant idles or leaves the game, all food they held is transferred to the Queen (up to her maximum), and they do not regain it if they de-idle. Whenever an Ant joins the game or de-idles, 4 food or all the Queen&#039;s food, whichever is smaller, is transferred to them from the Queen.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, an Ant who is Underground may transfer up to 3 food from the Queen or a Honeypot Ant to themself.&lt;br /&gt;
&lt;br /&gt;
As a daily action, any Ant which has zero food may decrease the amount of food of one Ant in the same location by one, thereby increasing its own amount of food to one. The CP value of the receiving ant is decreased by one and the CP value of the giving ant is increased by one, at the same time.&lt;br /&gt;
&lt;br /&gt;
===Starvation===&lt;br /&gt;
As a weekly action, and only if it hasn’t been done before this week, any Ant may decrease each Ant’s food by two.&lt;br /&gt;
&lt;br /&gt;
When all Ants, including the Queen, have exactly zero food, the colony starves. If this happens, all proposals are failed and all dynastic rules are repealed, and a new dynasty begins with no Sandbox Master.&lt;br /&gt;
&lt;br /&gt;
==Trails==&lt;br /&gt;
The [[Trails]] wiki page contains the trails the ant colony has found that lead to useful resources. Each trail entry must detail a Name, Type, Size and a Distance from the colony. When a Trail’s Size is reduced to 0, remove its entry from the page.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, an Ant who is Above Ground and who has at least 1 Food by spending 1 food may search the surroundings by rolling DICEX, where X is 5 plus the amount of existing Trails. If the result is 3 or less, they succeed, and may create a new Trail. If the result is 4 or 5, they get lost and lose 1 additional Food. If the result is greater than 5, they find a resource that has already been discovered, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
To create a Trail, roll DICE6. On a 1, 2 or 3, the type of the new Trail is Plant. On a 4 or 5, the type is Filling. On a 6, the type is Tasty. Then, roll DICE6 to determine the Size and DICEB to determine the Distance, where B is 2 plus the amount of other Trails of the same Type. Finally, choose a Name for the new Trail and list it on the Trails page.&lt;br /&gt;
&lt;br /&gt;
If possible an ant which discovers a new trail may immediately start to carry an object according to the type of that trail as described in rule “Carrying”.&lt;br /&gt;
&lt;br /&gt;
==Castes==&lt;br /&gt;
All Ants have a Caste, which is tracked in the GNDT and determines their role in the Colony. New Ants start as Workers. The different Castes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Worker.&#039;&#039;&#039; By far the most numerous inhabitants of the colony, these small females carry out most daily tasks of the colony, including foraging, brood care and nest upkeep. Workers may have up to 6 food. Workers start with a health of 15.&lt;br /&gt;
* &#039;&#039;&#039;Soldier.&#039;&#039;&#039; These larger females with giant heads are primarily concerned with the defense of the colony, but they will generally act as workers if no enemies are nearby. Soldiers are limited to 4 food maximum, and their large mandibles make them unfit for carrying anything but Leafs, Twigs and Crumbs. Soldiers start with a health of 30.&lt;br /&gt;
* &#039;&#039;&#039;Honeypot.&#039;&#039;&#039; These ants have been gorged with food by workers, and essentially serve as living food storage. Honeypot ants may not carry anything and may not go Above Ground. They may have up to 50 food. Honeypots start with a health of 8. Honeypot Ants may not change their own food value through any means but the following: as a weekly action, a Honeypot Ant may transfer up to 5 food from themself to another Ant who is Underground. If a Honeypot Ant ever has 6 food or less, they become a Worker.&lt;br /&gt;
* &#039;&#039;&#039;Drone.&#039;&#039;&#039; The only males in the colony, these small winged ants are cared for by the others and prepared for the nuptial flight, where they will attempt to mate with virgin queens. Drones may have up to 5 food, and can only carry Sugar, Crumbs and Mould. Drones start with a health of 10. If they own 5 food and Weather is not snowy, Drones may change their location from &amp;quot;Above Ground&amp;quot; to &amp;quot;Flying&amp;quot; by spending 5 food.&lt;br /&gt;
* &#039;&#039;&#039;Virgin Queen.&#039;&#039;&#039; These winged fertile females have not yet mated, and are awaiting the nuptial flight so that they can mate and start a new colony. Virgin Queens may have up to 7 food and may not carry anything. Virgin Queens start with a health of 8. If they own at least 3 food and Weather is not snowy, Virgin Queens may change their location from &amp;quot;Above Ground&amp;quot; to &amp;quot;Flying&amp;quot; by spending 3 food. When Virgin Queens are in Flying location with one or more Drones, they may Mate with one of them. They change their Caste to Mature Queen and their location to Above Ground. They shall change the partner Drone&#039;s Caste to Worker, their Location to Underground, increase their CP by 15 and change their Antribute to Obediant, if not already.&lt;br /&gt;
* &#039;&#039;&#039;Mature Queen.&#039;&#039;&#039; The mother of and most important ant in the colony, this queen has been fertilized and no longer has wings. As her sole purpose is to reproduce, a Mature Queen may not carry anything. Mature Queens may have up to 50 food. Mature Queens start with a health of 40.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
Each ant and creature has a stat called health which is tracked in the GNDT in a column also called health.&lt;br /&gt;
&lt;br /&gt;
If an ant’s health is ever zero, the ant is said to be dead and their food value is immediately set to 0. An ant which is dead may not take any actions outlined in dynastic rules of the ruleset with the exception of the following sentence. If an ant has been dead for 24 hours, they may reset all of their stats tracked in the GNDT to that of a new ant and are no longer dead.&lt;br /&gt;
&lt;br /&gt;
An Ant’s health can never exceed its starting health as defined in the Rule “Castes”. When the Cast of an Ant is changed, set its health to the starting health of the new caste.  Same applies also for Creatures.&lt;br /&gt;
&lt;br /&gt;
==Товарищ==&lt;br /&gt;
Each ant has an amount of Comradery points (CP) which may hold any integer value and is tracked in the GNDT. All ants start with zero CP. For any positive amount food which an ant gives to another ant or a Creature, the CP of the giving ant may be increased by 1 for each unit of food. For any positive amount food which an ant receives from another ant or a Creature, the CP of the receiving ant must be decreased by 1 for each unit of food.&lt;br /&gt;
&lt;br /&gt;
==Double Antendre==&lt;br /&gt;
Each Ant has an Antribute, which is tracked in the GNDT. New Ants start as Reincarnant. The different Antributes are: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Obediant.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Delinquant.&#039;&#039;&#039; Whenever an Obediant Ant starts carrying a Twig, they become Delinquant.&lt;br /&gt;
* &#039;&#039;&#039;Inantimate.&#039;&#039;&#039; Whenever an Ant becomes dead, they also become Inantimate.&lt;br /&gt;
* &#039;&#039;&#039;Reincarnant.&#039;&#039;&#039; Whenever an Ant ceases to be dead, they become Reincarnant.&lt;br /&gt;
* &#039;&#039;&#039;Expectant.&#039;&#039;&#039; Mature Queens are always Expectant.&lt;br /&gt;
&lt;br /&gt;
If an Ant de-idles, their Antribute is set to Reincarnant instead of retaining its earlier value.&lt;br /&gt;
&lt;br /&gt;
==Weather==&lt;br /&gt;
The [[Weather]] wiki page contains the history of all the weather conditions, with their submission date/time.&lt;br /&gt;
The current Weather is the last submitted in the Weather page.&lt;br /&gt;
If the Weather has never been changed on the current week, any Ant may change it by rolling DICE3.&lt;br /&gt;
&lt;br /&gt;
- on 1 the Weather becomes Sunny;&lt;br /&gt;
&lt;br /&gt;
- on 2 Rainy;&lt;br /&gt;
&lt;br /&gt;
- on 3 Snowy.&lt;br /&gt;
&lt;br /&gt;
They shall then add to the top of the Weather page the new weather condition and sign it with current date/time (use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
&lt;br /&gt;
The Queen and the Sandbox Master are not Ants for the purposes of this rule.&lt;br /&gt;
&lt;br /&gt;
One Ant may be the Ascendant. If, at noon on the 17th of February, there is an Ascendant, that Ant has achieved victory.  If more than one Ant meets the requirements below at that time or there is no Ascendant, instead all instances of &amp;quot;the 17th of February&amp;quot; in this rule are changed to that date plus three days, so that the 1st of January would become the 4th of January (assume it is not a leap year when determining this date).&lt;br /&gt;
&lt;br /&gt;
* If exactly one Ant is Expectant, that Ant is the Ascendant.&lt;br /&gt;
* Otherwise, if there are Obediant Ants, the Obediant Ant with the highest CP is the Ascendant.&lt;br /&gt;
* Otherwise, if there are no Obediant Ants and there are Delinquant Ants, the Delinquant with the lowest CP is the Ascendant.&lt;br /&gt;
* Otherwise, if there are neither Obediant ants nor Delinquant Ants, there is no Ascendant.&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;
= Glossary =&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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
:A Proposal whose changes 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 &#039;&#039;&#039;Ants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each &#039;&#039;&#039;Ant&#039;&#039;&#039; able to perform it may take that action once each day, but not more than once every six hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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 GMT, ending when the next day begins.  It can never be 2 different days at the same instant.&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
:A Proposal whose only changes are the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:An &#039;&#039;&#039;Ant&#039;&#039;&#039;&#039;s Effective Vote Comment with respect to a given Proposal means that &#039;&#039;&#039;Ant&#039;&#039;&#039;’s Comment to that Proposal (if any) that contains that &#039;&#039;&#039;Ant&#039;&#039;&#039;’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Resolved, not including explicit Votes of abstention..&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, an &#039;&#039;&#039;Ant&#039;&#039;&#039; 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of &#039;&#039;&#039;Ants&#039;&#039;&#039; is half the number of &#039;&#039;&#039;Ants&#039;&#039;&#039; in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of &#039;&#039;&#039;Ants&#039;&#039;&#039; it is referring to, it is referring to a Quorum of all &#039;&#039;&#039;Ants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of Proposals, Call for Judgements or Declarations of Victory, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgement or a Declaration of Victory. The world “Resolution” means then the act of doing so. If used in another context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Votable Matter&lt;br /&gt;
:The word “Votable Matter”, means a Proposal, a CFJ or a DoV.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
:The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule 1.4 “Voting”.  The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto. &lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each &#039;&#039;&#039;Ant&#039;&#039;&#039; able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero.  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, when “X” is a number, to spend X of a numeric value “V” means to subtract X from V (i.e. replace V with V-X); to gain X of a numeric value “V” means to add X to V; and to transfer X of a numeric value “V” from A to B means to subtract X from A&#039;s V and add the amount A&#039;s V was reduced by to B&#039;s V. Unless otherwise specified, a rule that allows &#039;&#039;&#039;Ants&#039;&#039;&#039; to transfer a numeric value only allows them to transfer that value from themselves to another &#039;&#039;&#039;Ant&#039;&#039;&#039; (of their choice unless otherwise stated).&lt;br /&gt;
* An &#039;&#039;&#039;Ant&#039;&#039;&#039; 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar 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 number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals 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 Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it. &lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in Blognomic is in GMT.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of an &#039;&#039;&#039;Ant&#039;&#039;&#039; if it is explicitly stated that it refers to an &#039;&#039;&#039;Ant&#039;&#039;&#039;&#039;s name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_Fifth_Dynasty_of_Josh&amp;diff=813</id>
		<title>The Fifth Dynasty of Josh</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_Fifth_Dynasty_of_Josh&amp;diff=813"/>
		<updated>2011-01-10T12:27:49Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Posts of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;http://brontides.com/files/bnheaderjosh5.png&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 18th, 2010 - January 9th, 2011&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ascension Address==&lt;br /&gt;
http://upload.wikimedia.org/wikipedia/commons/thumb/1/15/Green_Lego_Baseplate.jpg/800px-Green_Lego_Baseplate.jpg&lt;br /&gt;
&lt;br /&gt;
Repeal all dynastic rules. Throughout the ruleset, change Divinity to Mini Figure and Imperatrix to Brickmaster.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
The following players were active at the beginning of this Dynasty: &lt;br /&gt;
&lt;br /&gt;
Alecto, Ambisinister, Blacky, Clarinet, Clucky, coppro, Darknight, Darth Cliche, Hyronious, iqforu, JoeFish, Josh, Purplebeard, SethOcean, Stormshade, Subrincinator, William&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
[[Ruleset 86]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
===Proposals===&lt;br /&gt;
* [http://blognomic.com/archive/another_brick_in_the_wall/ Another brick in the wall] - Introduced bricks.&lt;br /&gt;
* [http://blognomic.com/archive/hard_hats/ Hard Hats] - Mini Figures could buy bricks and combine them to build constructions.&lt;br /&gt;
* [http://blognomic.com/archive/grab_bag/ Grab Bag!] - Some bricks could be bought in random colours for 80% of the price. However, any constructions built with them could still be sold at full price.&lt;br /&gt;
* [http://blognomic.com/archive/citizen_brick/ Citizen Brick] - Created Requests, contests to build the best structure bound by certain criteria. All Requests were created and judged by the Brick Master, and a couple of requests with some of the most impressive submissions are listed below.&lt;br /&gt;
* [http://blognomic.com/archive/building_up/ Building Up] - The first victory condition. After a certain amount of requests, the Brick Master could call a Lego-Off, a contest between the two richest Mini Figures to decide the winner.&lt;br /&gt;
* [http://blognomic.com/archive/the_good_ol_activity_injector/ The good ol’ activity injector] - Write good proposals, get free cash. Never fails to increase activity in some of the more opportunistic players.&lt;br /&gt;
* [http://blognomic.com/archive/behold_my_life-size_assault_tank/ Behold My Life-Size Assault Tank] The second victory condition required a construction of base value 1500 to be built. This was triggered by Clucky, who won the dynasty.&lt;br /&gt;
&lt;br /&gt;
===Requests===&lt;br /&gt;
* [http://blognomic.com/archive/closed_request_oh_tannenbaum/ Oh Tannenbaum]&lt;br /&gt;
* [http://blognomic.com/archive/open_request_something_new/ Something New]&lt;br /&gt;
* [http://blognomic.com/archive/closed_request_monumental/ Monumental]&lt;br /&gt;
* [http://blognomic.com/archive/open_request_traffic_lights/ Traffic lights]&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Clucky used the Big modifier, a grab-bag of assorted bricks and a well-timed sell to turn 480 Funds into a dungpile with a value of more than 3000 Funds, winning the game.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
This dynasty saw a proposal pass that codified holiday breaks, initially over Christmas. The proposal made it clear that BlogNomic does not recognise or endorse any religious, seasonal, or national holidays, but can put measures in place to adapt to predictable downturns in activity.&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
WOOT LEGO {{User:Darth Cliche/sig}} 22:51, 18 Dec 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
{{dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_Alecto&amp;diff=827</id>
		<title>The First Dynasty of Alecto</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_Alecto&amp;diff=827"/>
		<updated>2010-12-19T12:50:06Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;http://blognomic.com/images/alecto1header.png&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 29th, 2010 - December 18th, 2010&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ascension Address==&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
The following players were active at the end of this Dynasty: &lt;br /&gt;
&lt;br /&gt;
Alecto, Ambisinister, Blacky, Clarinet, Clucky, coppro, Darknight, Darth Cliche, Hyronious, iqforu, JoeFish, Josh, Purplebeard, SethOcean, Stormshade, Subrincinator, William&lt;br /&gt;
&lt;br /&gt;
==Final Ruleset==&lt;br /&gt;
[[Ruleset 85]]&lt;br /&gt;
&lt;br /&gt;
==Posts of Interest==&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
A dubious scam by Josh led to an even more dubious victory.&lt;br /&gt;
&lt;br /&gt;
Josh&#039;s [http://blognomic.com/archive/ragnarok/ first DoV] was based on two very weak scams. The first scam utilised a very loose interpretation of the rules for enacting CfJs to rush through a pending CFJ that would allow him to create a new mortal. The second was based on the assumption that the mortal&#039;s name (which, as the creating mortal, he could chose) could have an effect on other parts of the gamestate. &lt;br /&gt;
&lt;br /&gt;
Purplebeard disputed the second scam but accepted the first, and went so far as to instantly pass [http://blognomic.com/archive/shameless_hijack/ his own CFJ], granting himself victory and failing Josh&#039;s pending DoV. However, in his hurry he improperly adminned it, allowing Josh to revert it, force through an identical CfJ, and finally [http://blognomic.com/archive/this_is_getting_silly/ successfully claim victory].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
==Commentary==&lt;br /&gt;
I don&#039;t for even one second believe that that victory would have flown if the dynasty hadn&#039;t been deathly quiet anyway. [[User:Josh|Josh]]&lt;br /&gt;
&lt;br /&gt;
Ed de Goey was a childhood hero of mine (and still is), and I&#039;ve been known to insert his name into any conversation that is even tangentially related to football or the topic of awesome people. It feels good to have introduced him to blognomic as the focal point of an ancient prophecy. [[User:Purplebeard|Purplebeard]]&lt;br /&gt;
&lt;br /&gt;
{{dynastic Histories}}&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_84&amp;diff=675</id>
		<title>Ruleset 84</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_84&amp;diff=675"/>
		<updated>2010-11-29T09:32:35Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Core Rules =  &lt;br /&gt;
&lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
This is the Ruleset for BlogNomic; all &#039;&#039;&#039;Student&#039;&#039;&#039;s shall obey it. Section One consists of the &amp;quot;core rules&amp;quot; of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of 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;
Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak and gender-specific pronouns with the singular &amp;quot;they&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Students ==  &lt;br /&gt;
&lt;br /&gt;
Anybody may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a &#039;&#039;&#039;Student&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Student&#039;&#039;&#039; may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A &#039;&#039;&#039;Student&#039;&#039;&#039; may only change their name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Student&#039;&#039;&#039;s are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar.  &#039;&#039;&#039;Student&#039;&#039;&#039;s 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.  New admins shall be given the GNDT configuration password when they become admins.   &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Student&#039;&#039;&#039;s are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, 1.8 and 1.10, Idle &#039;&#039;&#039;Student&#039;&#039;&#039;s are not counted as &#039;&#039;&#039;Student&#039;&#039;&#039;s. Admins may render a &#039;&#039;&#039;Student&#039;&#039;&#039; Idle if that &#039;&#039;&#039;Student&#039;&#039;&#039; has asked to become Idle or if that &#039;&#039;&#039;Student&#039;&#039;&#039; has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time by announcing that they have done so in a blog post.  Admins may de-Idle a &#039;&#039;&#039;Student&#039;&#039;&#039; at their request, and Idle Admins may de-idle themselves at any time, unless the idle &#039;&#039;&#039;Student&#039;&#039;&#039; in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. The &#039;&#039;&#039;Student&#039;&#039;&#039;’s personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new &#039;&#039;&#039;Student&#039;&#039;&#039;s receive, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Student&#039;&#039;&#039; may submit a Proposal to change the Ruleset or Gamestate, by [http://blognomic.com/update/index.php?C=publish posting an entry] in the &amp;quot;Proposal&amp;quot; category that describes those changes, except that:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; cannot submit a non-Core Proposal if that &#039;&#039;&#039;Student&#039;&#039;&#039; already has two or more non-Core Proposals pending.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; cannot submit a Proposal if that &#039;&#039;&#039;Student&#039;&#039;&#039; already has three or more Proposals pending.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; cannot submit a Proposal if that &#039;&#039;&#039;Student&#039;&#039;&#039; has already submitted three or more Proposals that day.&lt;br /&gt;
&lt;br /&gt;
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending. A Proposal may not also be a Call for Judgment.&lt;br /&gt;
&lt;br /&gt;
== Voting ==  &lt;br /&gt;
Any &#039;&#039;&#039;Student&#039;&#039;&#039; may cast their 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, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the &#039;&#039;&#039;Student&#039;&#039;&#039; is the &#039;&#039;&#039;Headmaster&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Student&#039;&#039;&#039; who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If a &#039;&#039;&#039;Student&#039;&#039;&#039; uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a &#039;&#039;&#039;Student&#039;&#039;&#039; leaves the game or goes Idle, their Vote is no longer valid. If a &#039;&#039;&#039;Student&#039;&#039;&#039; Votes against their own Proposal, this renders the Proposal self-killed and that Vote may not be changed.&lt;br /&gt;
&lt;br /&gt;
A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the &#039;&#039;&#039;Headmaster&#039;&#039;&#039;. The Vote will count as the same as the &#039;&#039;&#039;Headmaster&#039;&#039;&#039;’s Vote. If the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; casts a Vote of DEFERENTIAL on a Proposal, it serves the purpose of cancelling any previous Vote on that Proposal that was cast by the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; and counts as an explicit Vote of abstention. If there is no &#039;&#039;&#039;Headmaster&#039;&#039;&#039;, or the Vote is made by the proposal’s author on their own proposal and the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal. &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Headmaster&#039;&#039;&#039; has Voted on a Proposal, a Vote of DEFERENTIAL on that proposal does not count as a Vote for the purposes of rule 1.5.&lt;br /&gt;
&lt;br /&gt;
== Resolution of Proposals ==  &lt;br /&gt;
&lt;br /&gt;
The oldest pending [[#Proposals|Proposal]] may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has continuously been a proposal for that time, it has more than 1 valid Vote, more than half of its Votes are FOR, and it has not been vetoed or self-killed. &lt;br /&gt;
&lt;br /&gt;
The oldest pending Proposal may be failed by any Admin, if any of the following are true:-&lt;br /&gt;
&lt;br /&gt;
* It has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and half or fewer of its Votes are FOR.&lt;br /&gt;
* It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.&lt;br /&gt;
* The &#039;&#039;&#039;Student&#039;&#039;&#039; who proposed it has Voted AGAINST it.&lt;br /&gt;
* The &#039;&#039;&#039;Headmaster&#039;&#039;&#039; has Voted to VETO it.&lt;br /&gt;
&lt;br /&gt;
Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
Proposals the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgment ==  &lt;br /&gt;
&lt;br /&gt;
If two or more &#039;&#039;&#039;Student&#039;&#039;&#039;s actively disagree as to the interpretation of the Ruleset, or if a &#039;&#039;&#039;Student&#039;&#039;&#039; feels that an aspect of the game needs urgent attention, then any &#039;&#039;&#039;Student&#039;&#039;&#039; may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Student&#039;&#039;&#039;s may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Unfailed CfJs continue until they reach a [[#Enactment|Quorum]] of FOR Votes, a Quorum of AGAINST Votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as specified. Otherwise, the CfJ fails.  A Failed CfJ has no further effect.&lt;br /&gt;
&lt;br /&gt;
Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
&lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 &#039;&#039;&#039;Student&#039;&#039;&#039; 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.  &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Student&#039;&#039;&#039; has commented on it, an official post may be altered or removed by its author; 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&#039;s Status must be changed to reflect its status.   &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 exception: 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.&lt;br /&gt;
&lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any &#039;&#039;&#039;Student&#039;&#039;&#039; may update any &#039;&#039;&#039;Student&#039;&#039;&#039;s data via the GNDT, whenever the Ruleset permits it.   &lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any &#039;&#039;&#039;Student&#039;&#039;&#039; may correct the GNDT to comply with the Gamestate.&lt;br /&gt;
&lt;br /&gt;
If a &#039;&#039;&#039;Student&#039;&#039;&#039; feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, &#039;&#039;&#039;Student&#039;&#039;&#039;s are encouraged to raise a Call for Judgment instead. &lt;br /&gt;
&#039;&#039;&#039;Student&#039;&#039;&#039;s shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single &#039;&#039;&#039;Student&#039;&#039;&#039;, known as the &#039;&#039;&#039;Headmaster&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Headmaster&#039;&#039;&#039; may Vote to VETO any Proposal.&lt;br /&gt;
&lt;br /&gt;
== Victory and Ascension ==  &lt;br /&gt;
If a &#039;&#039;&#039;Student&#039;&#039;&#039; (other than the &#039;&#039;&#039;Headmaster&#039;&#039;&#039;) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “&#039;&#039;&#039;Student&#039;&#039;&#039;s”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”. &lt;br /&gt;
&lt;br /&gt;
Every &#039;&#039;&#039;Student&#039;&#039;&#039; may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.&lt;br /&gt;
&lt;br /&gt;
A DoV may be enacted if any of the following is true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the &#039;&#039;&#039;Headmaster&#039;&#039;&#039; has Voted FOR it or it has no AGAINST Votes.&lt;br /&gt;
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of against Votes fewer than half of Quorum, rounded down.&lt;br /&gt;
* It has been open for voting for at least 48 hours, at least Quorum &#039;&#039;&#039;Student&#039;&#039;&#039;s have Voted on it, and more than half of its Votes are FOR.&lt;br /&gt;
&lt;br /&gt;
A DoV may be failed if any of the following are true:&lt;br /&gt;
&lt;br /&gt;
* It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and cannot be legally enacted.&lt;br /&gt;
&lt;br /&gt;
When a DoV fails and there are no pending DoVs, Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the &#039;&#039;&#039;Student&#039;&#039;&#039; who made the DoV as its &#039;&#039;&#039;Headmaster&#039;&#039;&#039;. (That &#039;&#039;&#039;Student&#039;&#039;&#039; may pass this role to another &#039;&#039;&#039;Student&#039;&#039;&#039; at this point, if they wish.) The Hiatus continues until the new &#039;&#039;&#039;Headmaster&#039;&#039;&#039; posts an Ascension Address to the BlogNomic weblog - this should specify the &#039;&#039;&#039;Headmaster’s&#039;&#039;&#039; chosen theme for the new Dynasty, and may optionally specify that the terms &#039;&#039;&#039;Student&#039;&#039;&#039; and &#039;&#039;&#039;Headmaster&#039;&#039;&#039; will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.&lt;br /&gt;
&lt;br /&gt;
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the &#039;&#039;&#039;Student&#039;&#039;&#039; 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;
A Declaration of Victory may not also be any other type of Official Post unless the rules concerning that type of Official Post explicitly state otherwise.&lt;br /&gt;
&lt;br /&gt;
== Fair Play ==&lt;br /&gt;
&lt;br /&gt;
The following are BlogNomic’s rules of fair play. If any of the rules are found to have been broken, a proposal or CfJ may be made to remove the perpetrator from the game, and bar them from rejoining.&lt;br /&gt;
&lt;br /&gt;
* A single person should not control more than one &#039;&#039;&#039;Student&#039;&#039;&#039; within BlogNomic.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; 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 &#039;&#039;&#039;Student&#039;&#039;&#039; should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; should not edit their own blog comments once posted, nor those of any other &#039;&#039;&#039;Student&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; should not edit the &amp;quot;Entry Date&amp;quot; field of a blog post.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; should not make a DoV primarily to delay the game by putting it into Hiatus.&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
==Student Handbook==&lt;br /&gt;
Each Student other than the Headmaster is assigned to a Dormitory, which is tracked in the GNDT, and is one of the following:&lt;br /&gt;
&lt;br /&gt;
#Gothmog Hall&lt;br /&gt;
#Ichneumon Hall&lt;br /&gt;
#Penanggalan Hall&lt;br /&gt;
#Bandersnatch Hall&lt;br /&gt;
&lt;br /&gt;
When an Admin adds a Student without a Dormitory to the GNDT, that Admin shall assign them to the Dormitory with the fewest Students. (If several Dormitories are tied for this, the tie is resolved randomly using a GNDT die roll.)&lt;br /&gt;
&lt;br /&gt;
If a Student is assigned to a Dormitory which has more Students in it than any other Dormitory, and a Dormitory exists which has fewer Students than any other Dormitory, then the Student may change their assignation to the latter Dormitory.&lt;br /&gt;
&lt;br /&gt;
All Students have a Condition, which can be Alive, Ghost, or Zombie.  This is tracked in the GNDT.  New Students start Alive.&lt;br /&gt;
&lt;br /&gt;
Each Student may have a number of Enchantments affecting them, listed in a GNDT field “Enchantments” and separated by commas. If an Enchantment includes a number, that number is its Force. Students begin with no Enchantments.&lt;br /&gt;
&lt;br /&gt;
===Incorporeality===&lt;br /&gt;
A Student whose Condition is Ghost may not achieve or declare victory. Where contradictory, this rule supersedes all other rules.&lt;br /&gt;
&lt;br /&gt;
==Free Time==&lt;br /&gt;
&lt;br /&gt;
An Alive or Zombie Student is Free if they have not posted a valid Class Action on any currently Open Lesson, and are not on Detention.&lt;br /&gt;
&lt;br /&gt;
A Ghost Student is Free if they are not on Detention.&lt;br /&gt;
&lt;br /&gt;
==Nomich==&lt;br /&gt;
&lt;br /&gt;
Nomich is a sport played by Students. It may only be played on a Saturday. Students who belong to the same Dormitory are always on the same team.&lt;br /&gt;
&lt;br /&gt;
Nomich is played with an ordinary deck of 52 cards. At all times when not playing a game of Nomich, each Dormitory should be holding seven cards. The cards held by each Dormitory should be kept a secret to all other Dormitories and should be tracked by the Headmaster. If, at any time, a Dormitory is holding less than seven cards and is not playing a Nomich, the Headmaster should assign them enough cards that they have a hand of seven, and should then send a private message to all prefects of that Dormitory telling them the composition of their new hand.  These Prefects must truthfully relay the hand’s composition to the other members of their Dormitory at the earliest opportunity. The Headmaster must ensure that the same card is not being held by more than one Dormitory at any given time.&lt;br /&gt;
&lt;br /&gt;
Any member of a Dormitory may challenge another Dormitory to a match of Nomich by making a post to that effect. A Dormitory is obliged to accept the first such challenge levelled against it on a Saturday. Each Dormitory may play no more than one match of Nomich per day, and a Dormitory may not make a challenge if it is playing a match of Nomich or has already played a match of Nomich that day; nor can a challenge be levelled against a Dormitory that is playing or has played a match of Nomich that day. A Student in Detention can not issue or respond to a Nomich Challenge.&lt;br /&gt;
&lt;br /&gt;
Once a Dormitory has challenged another Dormitory to a match of Nomich, each Dormitory has 24 hours to post a play in the comments to the challenge post. A play is a sequence of cards, of any size or composition, from the Dormitory’s hand that the Dormitory intends to score against. The Dormitory whose play scores highest wins the match. Any member of a Dormitory whose Condition is Alive may post a play on behalf of their Dormitory, and the first play posted by a Dormitory in a challenge thread is the one that is scored for that match. If a Dormitory does not post a play on a Challenge, they are assumed to have declined (i.e. not accepted) the challenge if it is be legal to do so, or played a sequence containing no cards otherwise.  When a Challenge is declined in this manner it ceases to be a Challenge.  Once a legal play has been made by both Dormitories, all cards in those plays are removed from the hands of the Dormitories involved.  If both Dormitories in a match have the same score, the Headmaster shall choose one of them as the winner of the match.&lt;br /&gt;
&lt;br /&gt;
The score value of any play is adjudged according to the Nomich Ruleset. The Nomich Ruleset is secret and should be known in its entirety only to the Headmaster. The first rule in the Nomich ruleset is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The play with the largest cumulative face value scores 5 points. In Nomich, an Ace is considered have a face value of 1, a Jack to have a face value of 11, a Queen to have a face value of 12, and a King to have a face value of 13.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of each Sunday, or as soon as possible thereafter, the Headmaster should indicate in each challenge thread which Dormitory won and what each play scored.&lt;br /&gt;
&lt;br /&gt;
A Dormitory who wins a game of Nomich may perform one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Add a new rule to the Nomich ruleset by PMing it to the Headmaster&lt;br /&gt;
* Change the Condition of one Student of the opposing Dormitory to Ghost or Zombie&lt;br /&gt;
* Choose a Teacher and a Student and, if that Teacher has a Grudge against that Student, remove that Grudge&lt;br /&gt;
* Pick any Subject, and increment the grade in that Subject by one for all Students in the winning Domitory&lt;br /&gt;
&lt;br /&gt;
The Headmaster shall interpret the first private message specifying one of these actions from a Prefect of the winning Dormitory to be that Dormitory’s choice.&lt;br /&gt;
&lt;br /&gt;
The Headmaster shall appraise any proposed addition to the Nomich Ruleset and may choose to accept or reject it. Any rule thus rejected is lost and the Dormitory who proposed it may not undertake another winning action.&lt;br /&gt;
&lt;br /&gt;
==Grades==&lt;br /&gt;
&lt;br /&gt;
Each Student has a Grade in each of the main Subjects: Beginner’s Alchemy (ALC), Wild Beasts (BST), Recreational Necromancy (RNY), Divination (DIV), Explosive Latin (LAT), and Unbridled Evil (UNE). These are tracked in the GNDT. A Grade may be (in descending order) A+, A, B, C, D, E, F or Ungraded (”-”) and each Student’s Grade for each Subject starts as Ungraded. If a Grade would be incremented above A+, it remains A+; if it would be decremented below F, it remains F.&lt;br /&gt;
&lt;br /&gt;
Each Grade corresponds to a Spell Power, which may be negative. A Student with a Grade of A+ in a Subject has a Spell Power of 5 in that Subject. Similarly, A gives 3 Spell Power, B gives 2, C gives 1, D gives -1, E gives -3 and F gives -5. Ungraded Grades give a Spell Power of -10.&lt;br /&gt;
&lt;br /&gt;
==Lessons==&lt;br /&gt;
&lt;br /&gt;
As a daily action, the Headmaster may call a Lesson by posting a blog entry with the subject “[SUBJECT] Lesson: [LEVEL] [SPECIALISATION] with [TEACHER]”, where [SUBJECT] is a Subject, [LEVEL] is an optional adjective of either “Basic”, “Intermediary” or “Advanced” (if omitted, the Lesson is counted as Intermediate), [SPECIALISATION] is any word or phrase and [TEACHER] is the Teacher who will give the Lesson. An Advanced Lesson may only be given by a Teacher who has that Subject as their Field.&lt;br /&gt;
&lt;br /&gt;
If a Student is Free, they may take one of the following Class Actions in that Lesson:&lt;br /&gt;
&lt;br /&gt;
* If a Student Studies in a Basic Lesson, they may either set their Grade in that Lesson’s Subject to ‘C’, or increment their current Grade in that Lesson’s Subject to a maximum of &#039;B&#039;. &lt;br /&gt;
* If a Student Studies in an Intermediate Lesson, they may either set their Grade in that Lesson’s Subject to ‘C’, or increment their current Grade in that Lesson’s Subject to a maximum of &#039;A&#039;.&lt;br /&gt;
* If a Student Studies in an Advanced Lesson, they may either set their Grade in that Lesson’s Subject to ‘E’, or (if their Grade is D or higher) raise their current Grade in that Lesson’s Subject by two levels.&lt;br /&gt;
* If a Student Brown Noses, they stand a chance of becoming Teacher’s Pet at the end of the lesson.&lt;br /&gt;
* If a Student Disrupts an Intermediate or Advanced Lesson for which they have a Grade of E or higher, they may set their Grade in that Lesson’s Subject to ‘F’ and trigger that Lesson’s Disaster, as listed in the “Disasters” rule.&lt;br /&gt;
* If a Student Distracts in an Intermediate or Advanced Lesson, they may decrement (to a minimum of “E”) the Grade in that Subject of up to 3 Students who have Studied most recently in the lesson. (This action counts as a Disruption.)&lt;br /&gt;
&lt;br /&gt;
Lessons can either be Open or Ended, and begin as Open. If a Lesson has been Open for more than 24 hours, the Headmaster may end it by leaving a comment on the blog entry to that effect. If a Lesson has been Open for 48 hours, it ends.&lt;br /&gt;
&lt;br /&gt;
When a Lesson ends:&lt;br /&gt;
* The Headmaster shall give the Teacher of the Lesson a Grudge against any Students who Disrupted the Lesson.&lt;br /&gt;
* If any students posted comments that were not Class Actions, the Headmaster may, at their discretion, give the Teacher of the Lesson a Grudge against any or all of those Students as if they had Disrupted the Lesson.&lt;br /&gt;
* If any Students Brown Nosed during the Lesson, the Headmaster shall select the Student among them with the lowest number of Grudges held against them collectively by the faculty (resolving ties randomly) to become that Teacher’s Pet.&lt;br /&gt;
&lt;br /&gt;
The prefects of the Dormitories can request a Lesson to be given by the teacher assigned to their dormitory. After such a request is posted in a story post, the headmaster must advise this teacher to give a lesson in his subject. In any case a teacher can give only one lesson at a time.&lt;br /&gt;
&lt;br /&gt;
===Chores===&lt;br /&gt;
&lt;br /&gt;
If a Student is on Detention, they may choose to carry out Chores by posting a comment to this effect in an Open Lesson by the Teacher assigned to their Dormitory.  If they do so, when that Lesson ends, if the Student is not the subject of a Grudge by every Teacher, that Student is no longer on Detention.&lt;br /&gt;
&lt;br /&gt;
===Disasters===&lt;br /&gt;
&lt;br /&gt;
* If a Disaster occurs in a &#039;&#039;&#039;Beginner’s Alchemy&#039;&#039;&#039; Lesson, noxious fumes fill the classroom. No further Class Actions may be taken in this Lesson.&lt;br /&gt;
* If a Disaster occurs in a &#039;&#039;&#039;Wild Beasts Lesson&#039;&#039;&#039;, the subject matter runs amok. Any Alive Student who has taken a Class Action other than “Studying” in the Lesson becomes a Zombie.&lt;br /&gt;
* If a Disaster occurs in a &#039;&#039;&#039;Recreational Necromancy&#039;&#039;&#039; Lesson, a greenish-white glow fills the room. Any Zombie or Ghost who has taken a Class Action in the Lesson becomes Alive.&lt;br /&gt;
* If a Disaster occurs in a &#039;&#039;&#039;Divination&#039;&#039;&#039; Lesson, the Students get a harrowing glimpse of their future. Each Student who has taken a Class Action in the Lesson has their Grade reduced by one level in every Subject.&lt;br /&gt;
* If a Disaster occurs in an &#039;&#039;&#039;Explosive Latin&#039;&#039;&#039; Lesson, a magical fight breaks out. The Alive Student with the lowest Grade in Explosive Latin who has taken a Class Action in the Lesson (if only one such Student exists) becomes a Zombie.&lt;br /&gt;
* If a Disaster occurs in an &#039;&#039;&#039;Unbridled Evil&#039;&#039;&#039; Lesson, the pupils cheer. Any Alive Student who has taken a Class Action in the Lesson becomes a Zombie.&lt;br /&gt;
&lt;br /&gt;
If a Disaster is triggered by a Disruption by a Student, that Student is immune to the effects of the Disaster.&lt;br /&gt;
&lt;br /&gt;
===Class Actions===&lt;br /&gt;
&lt;br /&gt;
A Student may take a Class Action in an Open Lesson by posting a comment to that Lesson’s entry, describing their behaviour. A Class Action must begin with one of the following phrases:&lt;br /&gt;
&lt;br /&gt;
* ‘Studying’.&lt;br /&gt;
* ‘Brown Nosing’.&lt;br /&gt;
* ‘Distracting’.&lt;br /&gt;
* ‘Disrupting’.&lt;br /&gt;
&lt;br /&gt;
The first comment posted by a Student on an Open Lesson’s entry that matches this criteria shall count as that Student’s Class Action for the Lesson.&lt;br /&gt;
&lt;br /&gt;
==Teachers==&lt;br /&gt;
&lt;br /&gt;
Professor Abalone’s School of Witchcraft and Miscellany has a number of Teachers, listed in the BlogNomic wiki page “[[Teachers]]”. Each Teacher has a Name, a Field (any Subject), a Condition (Alive, Ghost, or Zombie), a Pet (None, or STUDENT’S NAME)  and a Grudge against any number of Students. The Headmaster may hire new Teachers at any time by adding them to the wiki page; new Teachers have a Name, Field and Condition of the Headmaster’s choosing, a Pet status of None, and no Grudges.&lt;br /&gt;
&lt;br /&gt;
If a Student is the subject of a Grudge by every Teacher, then that student is put on Detention.&lt;br /&gt;
&lt;br /&gt;
===Teacher’s Pet===&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Student may Wheedle a Teacher, so long as they are that Teacher’s Pet. Upon doing so, they may give that Teacher a Grudge against any Student, and/or remove a single Grudge that that Teacher has.&lt;br /&gt;
&lt;br /&gt;
===Resident Scholar===&lt;br /&gt;
&lt;br /&gt;
2.6.2 Resident Scholar. Each dormitory is overseen by one of the full time faculty. No Teacher may be assigned to more than one Dormitory. If a dormitory currently has no Teacher assigned to it, then the Headmaster shall randomly assign a Teacher to that dormitory. If a Teacher is assigned to a dormitory, then that information will be noted in the Teacher’s profile on the wiki.&lt;br /&gt;
&lt;br /&gt;
Students within a dormitory may attempt to request a change in the Teacher assigned to their dormitory. As a weekly action, a student may publish a post entitled “Request for Change of Faculty Supervisor” and within which they will nominate a new Teacher, designate a Dormitory (Which must be the Dormitory the posting student resides in) and offer a reason as to why they would like a change to occur.&lt;br /&gt;
&lt;br /&gt;
Resolution of the Request for Change of Faculty Supervisor is handled in the following fashion:&lt;br /&gt;
* Students who reside within the Dormitory may vote ‘for’ or ‘against’ the change by commenting on the post. &lt;br /&gt;
* If the designated Faculty Member is currently overseeing another Dormitory, residents of that Dormitory may vote ‘for’ or ‘against’ the change by commenting on the post.&lt;br /&gt;
* The Headmaster may vote ‘for’ or ‘against’ the change by commenting on the post and his vote shall be counted twice.&lt;br /&gt;
* For each Grudge the Teacher holds against a Student in the requesting Student’s dormitory, add a vote of ‘against’ towards the Request for Change of Faculty Supervisor. These votes will be tallied by the posting Student and posted as a comment. Failure to do so within 48 hours of the original post will result in the Request failing.&lt;br /&gt;
* If the designated Teacher is currently overseeing another Dormitory, for each Grudge he or she holds against a student in the Dormitory he or she is currently overseeing, add a vote of “for” towards the Request for Change of Faculty Supervisor.These votes will be tallied by the posting Student and posted as a comment. Failure to do so within 48 hours of the original post will result in the Request failing.&lt;br /&gt;
* After a 48 hour period, if the number of “for” votes exceeds the number of “against” votes, then the designated Teacher will be unassigned from their current Dormitory and assigned to the designated Dormitory. At this time the Headmaster shall assign a new Teacher to any Dormitory that currently has no assigned Teacher. If the number of “against” votes exceeds or ties the number of “for” votes, then no change will occur.&lt;br /&gt;
&lt;br /&gt;
===Lord Marvolo===&lt;br /&gt;
&lt;br /&gt;
Professor Abalone’s School of Witchcraft and Miscellany goes through cycles of Light Ascendancy, when the Headmaster and Alive Students have the upper hand, and Dark Ascendancy, where Lord Marvolo and the Zombie Students are more powerful.  The school is normally considered to be in a time of Light Ascendancy.  While the number of Loathed Deans held by all Students is at least twice the number of Loved Deans held by all Students, and the total number of all Deans is greater than 25, the school is considered to be in a time of Dark Ascendancy.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, and only if no other Student has done so within the preceding five days, a Zombie Student may Channel Lord Marvolo by callling a Lesson under the same rules as regular Lessons.  However, the Teacher of the Lesson must be Lord Marvolo, and the Subject must be Unbridled Evil.  Students who are Alive may not Study in such Lessons, and Students who are Zombies may not Disrupt them.&lt;br /&gt;
&lt;br /&gt;
==Library==&lt;br /&gt;
&lt;br /&gt;
The School Library has a vast collection of books, but zombies have been known to hide among its shelves. As a weekly action, a Student who is Alive may Study in the Library by incrementing their Grade in any one main Subject. As a weekly action, a student who is a Zombie may convert to Zombie status any other student who Studied in the Library in the previous 24 hours and is still Alive.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
All Students have access to a number of Spells, listed in subrules to this rule. All spells have a Difficulty Level in one or more subjects, which may be negative, and an Effect.&lt;br /&gt;
&lt;br /&gt;
A student (the caster) may attempt to cast a spell as a weekly action. To do so, they must make a post with the title “Casting {Spell}, where {Spell} is the name of the spell they intend to cast. If the Effect of that spell requires a target, one must be specified in the body of the post. Students who share a dormitory with the caster may join in the casting by adding a FOR icon in a comment to the post. The caster may complete the spell once within 48 hours of making the post and, if for each subject in which the Spell has a Difficulty level the sum of Spell Power of all participating Students (including the caster) in that subject meets or exceeds the Difficulty Level, execute the Effect of the spell. Add 1 to the calculated Spell Power of any subject that matches the Field: (Subject) of the Teacher assigned to the casting Student’s Dormitory.&lt;br /&gt;
&lt;br /&gt;
Unsupervised spellcasting is a stressful and often dangerous experience. After completing a Spell, the Caster must decrement his or her Grade in any Subjects for which that Spell had a Difficulty Level.&lt;br /&gt;
&lt;br /&gt;
===Revive===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039;  RNY 15; ALC 0&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; Set the condition of the targeted Student to Alive.&lt;br /&gt;
&lt;br /&gt;
===Transmute Card===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039; DIV 1, ALC 1&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; If the target Nomich card is held by a Dormitory, the Headmaster shall replace it with a random other legal card.  If the target Nomich card is also in a play, the Headmaster post the result in a comment to the challenge containing that play, and the play is amended to use the new card in place of the targetted one.&lt;br /&gt;
===Cartomancy===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039; DIV 0&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; The caster gains a “Cartomancy X” Enchantment, where X is the total Spell Power in Divination of all participating Students (including the caster). When a Student makes a Nomich play, they may remove a Cartomancy Enchantment from their Enchantments to add a single card of any suit to that play, with a face value up to the Enchantment’s Force. This card must be denoted by [square brackets] and may not have a face value greater than K (13).&lt;br /&gt;
===Autodecapitatum===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039; RNY 0&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; Set the caster’s Condition to Zombie or Ghost.  If the total Spell Power in Recreational Necromancy applied to this spell is at least 5, the caster may also choose any Student and set that Student’s Grade in one Subject to F.  If the caster’s Condition was Zombie or Ghost when they began casting this spell, their Grade in Recreational Necromancy is set to F.&lt;br /&gt;
&lt;br /&gt;
===Guardian Toothfish===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039; BST 0&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; The caster gains a “Toothfish” Enchantment. If a Student with a Toothfish Enchantment would have their Grade in a Subject decremented as a result of a Disruption Class Action, that Grade is not decremented and they instead lose one Toothfish Enchantment.  If a Student with a Toothfish Enchantment would be the target of a Bullying or Incitement action, then nothing happens and they instead lose one Toothfish Enchantment.&lt;br /&gt;
===Marvolo&#039;s Challenge===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty Level:&#039;&#039;&#039; UNE:10 RNY 8, LAT 6, ALC 4, DIV 2&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; If the school is in a time of Light Ascendancy, the caster may choose to do either or both of the following:&lt;br /&gt;
:* Change one Alive Student to Zombie&lt;br /&gt;
:* Change one Alive Student to Ghost&lt;br /&gt;
:If the school is in a time of Dark Ascendancy, the caster must roll a DICE10 for each Alive Student as if they were targeted by the Bullies, and apply the resulting effect as per “During Dark Ascendancy”. This action counts as an Incitement action, but it ignores the seven-day limit, and does not count for the weekly action of Inciting the Bullies.&lt;br /&gt;
:If this Spell would be cast as a result of its own Effect, instead cast it as if the school were in a time of Light Ascendancy.&lt;br /&gt;
===Potion of Fast Learning and Temporary Haunting===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty Level:&#039;&#039;&#039; ALC (-3)&lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; If the Targeted Student is not the Caster and doesn’t join, this spell does nothing.&lt;br /&gt;
:If the Targeted Student was in a class that has not ended when the spell is cast, that class counts as having ended for that student. The student cannot be the target of Disruptions for that class and is not affected by the Disasters triggered in that class.&lt;br /&gt;
:If the caster has an ALC of D, E, F or Ungraded when the spell resolves (but before decrementing ALC as part of the cost for casting the spell), the caster must roll a DICE2 in the GNDT before the effect is applied. On a 1, the Targeted Student’s Condition becomes Ghost. Other effects work as normal.&lt;br /&gt;
===Headmaster&#039;s Protection===&lt;br /&gt;
:&#039;&#039;&#039;Difficulty level:&#039;&#039;&#039; ALC 10, BST 8, RNY 6, LAT 4, DIV 2 &lt;br /&gt;
:&#039;&#039;&#039;Effect:&#039;&#039;&#039; If the school is in a time of Dark Ascendancy, the caster may choose to do either or both of the following:&lt;br /&gt;
:* Change one Zombie Student to Alive&lt;br /&gt;
:* Change one Zombie Student to Ghost&lt;br /&gt;
:If the school is in a time of Light Ascendancy, all Alive Students gain a “Toothfish” Enchantment, and the caster gains an additional “Toothfish” Enchantment.&lt;br /&gt;
&lt;br /&gt;
==Explosive Language==&lt;br /&gt;
Explosive Latin is the language of spellcasting. Whenever a Student casts a Spell, they must roll DICE10 in the GNDT, and add the Spell Power that Student has in LAT to the result, plus the number of Chocolate Basilisks the Student has eaten in the past hour. If the result is a 1, 2 or 3 then an accident occurs.&lt;br /&gt;
&lt;br /&gt;
If an accident occurs, the spell fails but the Student does not have to decrement their Grade. Instead they may increment their grade in LAT and, if they are Alive, set their Condition to either Zombie or Ghost (their choice).&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
&lt;br /&gt;
A Student may have a Title, which may be:-&lt;br /&gt;
&lt;br /&gt;
* Prefect&lt;br /&gt;
* Student Corpus President&lt;br /&gt;
* School Mascot&lt;br /&gt;
* Salutorian&lt;br /&gt;
* Lieutenant of the Pep Squad&lt;br /&gt;
* University Mrrrgrannahh&lt;br /&gt;
&lt;br /&gt;
===Prefects===&lt;br /&gt;
&lt;br /&gt;
At any time, the Headmaster may remove the Prefect title from any or all Students belonging to a given Dormitory, then assign the Prefect title to up to two Students in that Dormitory who are not in Detention, do not have a Title, and who have or are tied for the highest or second-highest combined total Spell Power in all subjects.&lt;br /&gt;
&lt;br /&gt;
===School Mascot===&lt;br /&gt;
&lt;br /&gt;
The School Mascot wears the traditional Mascot’s Hat, a jingling jester’s cap impregnated with a powerful anti-magic aura. As a result, the Mascot can neither cast Spells, nor be the target of Spells (that is, a Spell cannot select the School Mascot as a “targeted Student”).&lt;br /&gt;
&lt;br /&gt;
If a Student (the “Chump”) has no Title, and for each Subject there is no Student with a lower Grade in that Subject than the Chump, then the Chump is a potential Mascot. If only one Student (other than the Headmaster) is a potential Mascot, any Student may remove the School Mascot Title from any Student who has it, and then set the potential Mascot’s Title to “School Mascot”.&lt;br /&gt;
&lt;br /&gt;
==Snitching==&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Student may Snitch by PMing the Headmaster with the name of a lesson that has not ended and the name of a student who they suspect will attempt to disrupt that lesson. If the named student subsequently does disrupt that lesson, then the Snitching student becomes the Teacher’s Pet of the teacher of the affected lesson, and the disruptive student gets Detention.&lt;br /&gt;
&lt;br /&gt;
If two or more Students correctly Snitch on the same Student for the same Lesson, then the one who Snitched first gets to be Teacher’s Pet, but the one who Snitched last becomes the subject of a Grudge from the Lesson’s Teacher when the Lesson is Ended.&lt;br /&gt;
&lt;br /&gt;
==Detention==&lt;br /&gt;
&lt;br /&gt;
If a Student has been in Detention for more than seven days, they may, as a weekly action, remove one Grudge held against them by any one Teacher.&lt;br /&gt;
&lt;br /&gt;
If a Student is in Detention for three weeks without interruption then they become a Ghost.&lt;br /&gt;
&lt;br /&gt;
==Sweets==&lt;br /&gt;
&lt;br /&gt;
Each Student may have a number of Sweets, listed in the GNDT as “Tuck”. A Student may, as a weekly action, visit the Tuck Shop, and award themselves any number of Sweets from the following priced list, to a maximum value of 10p.&lt;br /&gt;
&lt;br /&gt;
* Sugar Lungorthin - 5p&lt;br /&gt;
* Jenglot Baby - 4p&lt;br /&gt;
* Jelly Dean - 3p&lt;br /&gt;
* Chocolate Basilisk - 2p&lt;br /&gt;
* Vorpal Chew - 1p&lt;br /&gt;
&lt;br /&gt;
A Student may eat a Sweet they own, at any time, by removing it from their Tuck.&lt;br /&gt;
&lt;br /&gt;
If a Student has a Jelly Dean, they may roll DICE4 to unwrap it. If the result is N or less, the Jelly Dean becomes a Loved Dean. Otherwise, it becomes a Loathed Dean. N is 1 if the Student is a Zombie, 2 if they are a Ghost and 3 if they are Alive.&lt;br /&gt;
&lt;br /&gt;
==Ascendancy==&lt;br /&gt;
&lt;br /&gt;
Professor Abalone’s School of Witchcraft and Miscellany goes through cycles of Light Ascendancy, when the Headmaster and Alive Students have the upper hand, and Dark Ascendancy, where Lord Marvolo and the Zombie Students are more powerful.  The school is normally considered to be in a time of Light Ascendancy.  While the number of Loathed Deans held by all Students is greater than the number of Loved Deans held by all Students, and the total number of all Deans is greater than 25, the school is considered to be in a time of Dark Ascendancy.&lt;br /&gt;
&lt;br /&gt;
==The Bullies==&lt;br /&gt;
&lt;br /&gt;
Blodger, Scraggs and Venter are, collectively, the school Bullies. The effect that they have on the game depends on the current Ascendancy.&lt;br /&gt;
&lt;br /&gt;
===During Light Ascendancy===&lt;br /&gt;
&lt;br /&gt;
During Light Ascendancy, the bullies’ fear of punishment and the Headmaster limits their capacity for mischief. Once, within 24 hours of a Student (“the Nerd”) carrying out Chores or becoming a Teacher’s Pet, any other Student may make a Bullying roll by posting “Bullying: DICE2” in the GNDT. If the result is a 1, then the Bullies attack the Nerd, stealing all of their sweets - their Tuck is set to -.&lt;br /&gt;
&lt;br /&gt;
===During Dark Ascendancy===&lt;br /&gt;
&lt;br /&gt;
During Dark Ascendancy, the vicious natures of the Bullies become more apparent. As a weekly action, and only if no Student has done so within the preceding seven days, whichever Student has most recently Channelled Lord Marvolo may incite the bullies.&lt;br /&gt;
&lt;br /&gt;
To do so, they must make an Incitement roll to the GNDT by posting “Incitement: DICEx DICE10”, where x is the number of Students whose condition is Alive. The result of the DICEx roll determines which Student is Bullied by the Incitement and corresponds to the order in which Student names are listed in the GNDT. The result of the DICE10 determines the outcome of the incitement.&lt;br /&gt;
&lt;br /&gt;
*On a roll of 1, the Bullied Student is wedgied to death and becomes a Zombie.&lt;br /&gt;
*On a roll of 2, the Bullied Student is conventionally bullied and their Tuck is set to -.&lt;br /&gt;
*On a roll of 3 or 4, the Bullied Student is corrupted by the Bullies; their UNE is incremented.&lt;br /&gt;
*If the result anything from 5 to 9, the Student successfully hides from the bullies. There is no effect.&lt;br /&gt;
*On a roll of 10, the Bullies’ manage enough articulation to actually cast a spell. Let Z be the result of DICEY, where Y is the number of subrules to Rule 2.8; the Spell described in Rule 2.8.Z is cast. The caster of the spell and (if required) the targeted Student are both the Bullied Student. The inciter may make any other decisions required by the spell.&lt;br /&gt;
&lt;br /&gt;
==Lavatory Studies==&lt;br /&gt;
&lt;br /&gt;
A Student may, as a weekly action, lock themself in a lavatory stall and experiment with advanced magic.  This is done by posting a comment in the GNDT in the form “Lavatory for [SUBJECT]: DICE6”, where [SUBJECT] is any of the legal academic Subjects.  Depending on the result of that die roll, the effects are as follows:&lt;br /&gt;
&lt;br /&gt;
* On a 1-4, the Student may increment their Grade in that Subject by one; or, if their Grade in that Subject is currently Ungraded, set it to C.&lt;br /&gt;
* On a 5, nothing happens.&lt;br /&gt;
* On a 6, the Student has made a hideous mistake. If they are Alive or Zombie, they must set their Condition to Ghost; if they are a Ghost, they must set their grade in the attempted Subject to F.&lt;br /&gt;
&lt;br /&gt;
==Graduation==&lt;br /&gt;
&lt;br /&gt;
If there is ever exactly one Student whose condition is Alive, that Student achieves victory.  If there is ever exactly one Student whose condition is Zombie, that Student achieves victory.&lt;br /&gt;
&lt;br /&gt;
If there is ever exactly one Student who has a grade of A+ in five Subjects, that Student achieves victory.&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;
= Glossary =&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. (eg. A rule specifying &amp;quot;bananas are blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
&lt;br /&gt;
;Can&lt;br /&gt;
:&amp;quot;is able to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Comment&lt;br /&gt;
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Core Proposal&lt;br /&gt;
:A Proposal whose changes 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 &#039;&#039;&#039;Students&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Daily Action&lt;br /&gt;
:If a game action is a Daily Action, each &#039;&#039;&#039;Student&#039;&#039;&#039; able to perform it may take that action once each day, but not more than once every six hours.&lt;br /&gt;
&lt;br /&gt;
;Day&lt;br /&gt;
: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 GMT, ending when the next day begins.  It can never be 2 different days at the same instant.&lt;br /&gt;
&lt;br /&gt;
;Dice&lt;br /&gt;
:References to &amp;quot;YDICEX&amp;quot; refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
;Dynastic Proposal&lt;br /&gt;
:A Proposal whose only changes are the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.&lt;br /&gt;
&lt;br /&gt;
;Effective Vote Comment (EVC)&lt;br /&gt;
:A &#039;&#039;&#039;Student&#039;&#039;&#039;&#039;s Effective Vote Comment with respect to a given Proposal means that &#039;&#039;&#039;Student&#039;&#039;&#039;’s Comment to that Proposal (if any) that contains that &#039;&#039;&#039;Student&#039;&#039;&#039;’s Vote on the Proposal that is given effect in accordance with Rule 1.4 when the Proposal is Resolved, not including explicit Votes of abstention..&lt;br /&gt;
&lt;br /&gt;
;Flavour Text&lt;br /&gt;
:When posting a blog entry, a &#039;&#039;&#039;Student&#039;&#039;&#039; 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;
&lt;br /&gt;
;Gamestate&lt;br /&gt;
:Any information which the Ruleset regulates the alteration of.&lt;br /&gt;
&lt;br /&gt;
;IRC Channel&lt;br /&gt;
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
:&amp;quot;is permitted to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Post&lt;br /&gt;
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
&lt;br /&gt;
;Quorum&lt;br /&gt;
:Quorum of a subset of &#039;&#039;&#039;Student&#039;&#039;&#039;s is half the number of &#039;&#039;&#039;Student&#039;&#039;&#039;s in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of &#039;&#039;&#039;Student&#039;&#039;&#039;s it is referring to, it is referring to a Quorum of all &#039;&#039;&#039;Student&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
;Resolve/Resolution&lt;br /&gt;
:If used in a context of Proposals, Call for Judgements or Declarations of Victory, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgement or a Declaration of Victory. The world “Resolution” means then the act of doing so. If used in another context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.&lt;br /&gt;
&lt;br /&gt;
;Shall&lt;br /&gt;
:&amp;quot;is required to&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Should&lt;br /&gt;
:&amp;quot;is recommended that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Story Post&lt;br /&gt;
:A Story Post is an Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).&lt;br /&gt;
&lt;br /&gt;
;Subject&lt;br /&gt;
:The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
&lt;br /&gt;
;Votable Matter&lt;br /&gt;
:The word “Votable Matter”, means a Proposal, a CFJ or a DoV.&lt;br /&gt;
&lt;br /&gt;
;Vote&lt;br /&gt;
:The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule 1.4 “Voting”.  The word “Vote”, used as a verb, means the act of casting such a Vote.&lt;br /&gt;
&lt;br /&gt;
;Voting Icons&lt;br /&gt;
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto. &lt;br /&gt;
&lt;br /&gt;
;Week&lt;br /&gt;
: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;
&lt;br /&gt;
;Weekly Action&lt;br /&gt;
:If a game action is a Weekly Action, each &#039;&#039;&#039;Student&#039;&#039;&#039; able to perform it may take that action once each week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
;Wiki&lt;br /&gt;
:The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Clarifications==&lt;br /&gt;
&lt;br /&gt;
===Numbers and Variables===&lt;br /&gt;
* Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero.  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, when “X” is a number, to spend X of a numeric value “V” means to subtract X from V (i.e. replace V with V-X); to gain X of a numeric value “V” means to add X to V; and to transfer X of a numeric value “V” from A to B means to subtract X from A&#039;s V and add the amount A&#039;s V was reduced by to B&#039;s V. Unless otherwise specified, a rule that allows &#039;&#039;&#039;Student&#039;&#039;&#039;s to transfer a numeric value only allows them to transfer that value from themselves to another &#039;&#039;&#039;Student&#039;&#039;&#039; (of their choice unless otherwise stated).&lt;br /&gt;
* A &#039;&#039;&#039;Student&#039;&#039;&#039; 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&#039;s effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one of those values to an illegal value.&lt;br /&gt;
* If a rule implies that the result of a division 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 division is instead the result rounded towards 0.&lt;br /&gt;
* If a number or other game variable is selected &#039;at random&#039; or &#039;randomly&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Rules and Proposals===&lt;br /&gt;
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.&lt;br /&gt;
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals 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 Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it. &lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
* For the purpose of all rules, time in Blognomic is in GMT.&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. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) 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 (eg. &amp;quot;04/10/09&amp;quot;), it shall be assumed that the date is in a day/month/year format.&lt;br /&gt;
&lt;br /&gt;
===Spelling===&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;
&lt;br /&gt;
===Names===&lt;br /&gt;
* Within the ruleset, a word only refers to the name of a &#039;&#039;&#039;Student&#039;&#039;&#039; if it is explicitly stated that it refers to a &#039;&#039;&#039;Student&#039;&#039;&#039;&#039;s name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Loot&amp;diff=290</id>
		<title>Loot</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Loot&amp;diff=290"/>
		<updated>2010-07-24T09:29:58Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==1==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Amount &lt;br /&gt;
! Enchantment &lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| spellbook of Force Bolt&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +0 &lt;br /&gt;
| quarterstaff&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
| &lt;br /&gt;
| wand of cold&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| Food Ration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +0&lt;br /&gt;
| Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| +0&lt;br /&gt;
| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Lock Pick&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Unidentified potion&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +0&lt;br /&gt;
| Cloak of Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1&lt;br /&gt;
| Ring Mail&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| Leather Armour&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| Ring Mail&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1&lt;br /&gt;
| Mace&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Potion of Holy Water&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Potion of Healing&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| Amulet Beacon&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| Longsword&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1&lt;br /&gt;
| Leather Armour&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +2&lt;br /&gt;
| Dart&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| Hawaiian Shirt&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| Bag of Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==2==&lt;br /&gt;
&lt;br /&gt;
==3==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Amount&lt;br /&gt;
! Enchantment&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Unidentified Potion&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| mace&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +0 || ring mail&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||   || food ration&lt;br /&gt;
|-&lt;br /&gt;
| 1 || || Amulet Beacon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==4==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Amount&lt;br /&gt;
! Enchantment&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +0&lt;br /&gt;
| Cloak of Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +0&lt;br /&gt;
| Two-Handed Sword&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +3 || small shield&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || two-handed sword&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +1 || dagger&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || Dwarven Chain Mail&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || leather gloves&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || Hawaiian Shirt&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +3 || robe&lt;br /&gt;
|-&lt;br /&gt;
| 1 || || food ration&lt;br /&gt;
|-&lt;br /&gt;
| 1 || || unidentified potion&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +0 || shortbow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==5==&lt;br /&gt;
&lt;br /&gt;
==6==&lt;br /&gt;
==7==&lt;br /&gt;
==8==&lt;br /&gt;
==9==&lt;br /&gt;
==10==&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Settlement&amp;diff=749</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Settlement&amp;diff=749"/>
		<updated>2010-04-21T08:10:37Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Grazing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
 0 ....................T...............................&lt;br /&gt;
 1 ................................t...................&lt;br /&gt;
 2 .....T.....................................T........&lt;br /&gt;
 3 ................t...................................&lt;br /&gt;
 4 ....................................................&lt;br /&gt;
 5 ....t...............................................&lt;br /&gt;
 6 ...................................bt...............&lt;br /&gt;
 7 ~~~~...............................CCC.......T......&lt;br /&gt;
 8 ~~~~~~~~~~~~~~~~~~~~~...............................&lt;br /&gt;
 9 ~~~~~~~~~~~~~~~~~~~~~~~~~III~~~~~~~~~~~~~~~~~~~~~~..&lt;br /&gt;
10 ~~~~~~~~~~~~~~~~~~~~~~~~~III~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
11 ...~~~~~~~~~~~~~~~~~~~~~~III~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
12 .......................~....~....~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
13 ........................_...~....................~~~&lt;br /&gt;
14 ...............................................t....&lt;br /&gt;
15 ..T.....t...........................................&lt;br /&gt;
16 .......................tb...........................&lt;br /&gt;
17 ......................................T.............&lt;br /&gt;
18 ....................................................&lt;br /&gt;
19 .................................................t..&lt;br /&gt;
20 .......t........................t...................&lt;br /&gt;
21 ....T...............................................&lt;br /&gt;
22 ....................................................&lt;br /&gt;
23 ......................T......................T......&lt;br /&gt;
24 ....................................................&lt;br /&gt;
25 ..T................................................#&lt;br /&gt;
26 .........t.......................................###&lt;br /&gt;
27 ..............................##..............######&lt;br /&gt;
28 .............................####..........#########&lt;br /&gt;
29 ..t...T................###...+..####...#############&lt;br /&gt;
30 ...........###############..#.#.+..#################&lt;br /&gt;
31 ....##################.k.+..#.#.#.a#################&lt;br /&gt;
32 .#####################...##+#.#.####################&lt;br /&gt;
33 ######################...#.b..#.####################&lt;br /&gt;
34 ###########################...#.####################&lt;br /&gt;
35 ###########################...#.####################&lt;br /&gt;
36 ###########################...#.####################&lt;br /&gt;
37 ###########################...#.####################&lt;br /&gt;
38 ###########################...#.####################&lt;br /&gt;
39 ###########################..##.####################&lt;br /&gt;
40 ###########################..##.####################&lt;br /&gt;
41 ###############################.####################&lt;br /&gt;
42 ###############################.####################&lt;br /&gt;
43 ###############################.####################&lt;br /&gt;
44 ###############################.####################&lt;br /&gt;
45 ###############################....#################&lt;br /&gt;
46 ###############################.ba..################&lt;br /&gt;
47 ###############################....#################&lt;br /&gt;
48 ####################################################&lt;br /&gt;
49 ####################################################&lt;br /&gt;
50 ####################################################&lt;br /&gt;
&lt;br /&gt;
Legend:&lt;br /&gt;
&lt;br /&gt;
Empty:&lt;br /&gt;
. Dirt&lt;br /&gt;
+ Door&lt;br /&gt;
; Seedling&lt;br /&gt;
_ Channel&lt;br /&gt;
% Smoke&lt;br /&gt;
a Table&lt;br /&gt;
b Bed&lt;br /&gt;
c Small Crop&lt;br /&gt;
C Mature Crop&lt;br /&gt;
H Chimney&lt;br /&gt;
I Bridge&lt;br /&gt;
k Stove&lt;br /&gt;
t Bush or small Tree&lt;br /&gt;
y Catapult&lt;br /&gt;
&lt;br /&gt;
Occupied:&lt;br /&gt;
~ Water&lt;br /&gt;
# Rock&lt;br /&gt;
O Wall&lt;br /&gt;
T Large Tree&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=County_Activity&amp;diff=124</id>
		<title>County Activity</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=County_Activity&amp;diff=124"/>
		<updated>2010-03-29T09:55:28Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trade routes:&lt;br /&gt;
*Iron: &#039;&#039;&#039;Staffordshire&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;|&#039;&#039;&#039;&amp;lt;/span&amp;gt; Warwickshire, Gloucestershire, Wiltshire, Hampshire&lt;br /&gt;
*Wood: &#039;&#039;&#039;Hertfordshire&#039;&#039;&#039;, Bedfordshire, &#039;&#039;&#039;Huntingdonshire&#039;&#039;&#039;&lt;br /&gt;
*Quicksilver: &#039;&#039;&#039;Westmorland&#039;&#039;&#039;, Lancashire, Cheshire, &#039;&#039;&#039;Shropshire&#039;&#039;&#039;&lt;br /&gt;
*Caffeine: &#039;&#039;&#039;Westmorland&#039;&#039;&#039;, Lancashire, Cheshire, &#039;&#039;&#039;Shropshire&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;|&#039;&#039;&#039;&amp;lt;/span&amp;gt; Herefordshire, Gloucestershire, Somerset, Devon&lt;br /&gt;
*Cogs: &#039;&#039;&#039;Dorset&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;|&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hampshire, Sussex&lt;br /&gt;
*Gems: &#039;&#039;&#039;Lancashire&#039;&#039;&#039;, Yorkshire, &#039;&#039;&#039;Lincolnshire&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;|&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cambridgeshire&lt;br /&gt;
*Coal: &#039;&#039;&#039;Derbyshire&#039;&#039;&#039;, Leicestershire, Lincolnshire, &#039;&#039;&#039;Norfolk&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
[[Image:England traditional counties.png|300px|thumb]]&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Bedfordshire&#039;&#039;&#039;: Wood x1.5&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Berkshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Buckinghamshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Cambridgeshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Cheshire&#039;&#039;&#039;: Caffeine x1.5, Quicksilver x1.5&lt;br /&gt;
#&#039;&#039;&#039;Cornwall&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Cumberland&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Derbyshire&#039;&#039;&#039;: Coal x0&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Devon&#039;&#039;&#039;&amp;lt;/span&amp;gt;: no changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dorset&#039;&#039;&#039;&amp;lt;/span&amp;gt;: no changes&lt;br /&gt;
#&#039;&#039;&#039;County Durham&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Essex&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes. &lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Gloucestershire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Hampshire&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Herefordshire&#039;&#039;&#039;:&amp;lt;/span&amp;gt; No changes.&lt;br /&gt;
#&#039;&#039;&#039;Hertfordshire&#039;&#039;&#039;: Wood x0&lt;br /&gt;
#&#039;&#039;&#039;Huntingdonshire&#039;&#039;&#039;: Wood x2&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Kent&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Lancashire&#039;&#039;&#039;: Caffeine x1.5, Gems x0, Quicksilver x1.5&lt;br /&gt;
#&#039;&#039;&#039;Leicestershire&#039;&#039;&#039;: Coal x1.5&lt;br /&gt;
#&#039;&#039;&#039;Lincolnshire&#039;&#039;&#039;: Coal x1.5, Gems x2&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Middlesex&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Norfolk&#039;&#039;&#039;: Coal x2.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Northamptonshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Northumberland&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Nottinghamshire&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Oxfordshire&#039;&#039;&#039;&amp;lt;/span&amp;gt; (liberated by Keba): No changes.&lt;br /&gt;
#&#039;&#039;&#039;Rutland&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Shropshire&#039;&#039;&#039;: Caffeine x2, Quicksilver x2&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Somerset&#039;&#039;&#039;&amp;lt;/span&amp;gt; (liberated by Keba): No changes.&lt;br /&gt;
#&#039;&#039;&#039;Staffordshire&#039;&#039;&#039;: Iron x0.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Suffolk&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Surrey&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Sussex&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Warwickshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Westmorland&#039;&#039;&#039;: Caffeine x0, Quicksilver x0&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Wiltshire&#039;&#039;&#039;&amp;lt;/span&amp;gt;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Worcestershire&#039;&#039;&#039;: No changes.&lt;br /&gt;
#&#039;&#039;&#039;Yorkshire&#039;&#039;&#039;: Gems x1.5&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Admin_FAQ&amp;diff=36</id>
		<title>Admin FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Admin_FAQ&amp;diff=36"/>
		<updated>2008-11-11T12:25:11Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Argh, I forgot to change the title. This is not a FAQ at all!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_53&amp;diff=611</id>
		<title>Ruleset 53</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_53&amp;diff=611"/>
		<updated>2008-04-08T17:19:03Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Core Rules =  &lt;br /&gt;
 &lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
This is the Ruleset for BlogNomic; all &#039;&#039;&#039;Captains&#039;&#039;&#039; must obey it. Section One consists of the &amp;quot;core rules&amp;quot; of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Rules may be referred to by their type and entire number or type and name. (e.g. This Rule may be referred to as Rule 1.1 or the Rule entitled &amp;quot;Ruleset and Gamestate&amp;quot;). If a Proposal refers to a Rule by number and that Rule has been renumbered since the Proposal posting, that Proposal does nothing if enacted.&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;
&#039;&#039;&#039;Admins&#039;&#039;&#039; may correct obvious spelling and typographical mistakes in the Ruleset at any time.&lt;br /&gt;
&lt;br /&gt;
== Captains ==  &lt;br /&gt;
&lt;br /&gt;
Anybody may apply to join BlogNomic (if he is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing her arrival.  An &#039;&#039;&#039;Admin&#039;&#039;&#039; will add her to the roster in the sidebar, at which moment he becomes a &#039;&#039;&#039;Captain&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Captain&#039;&#039;&#039; may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A &#039;&#039;&#039;Captain&#039;&#039;&#039; may only change her name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Captains&#039;&#039;&#039; are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar.  &#039;&#039;&#039;Captains&#039;&#039;&#039; who wish to become &#039;&#039;&#039;Admins&#039;&#039;&#039; shall sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves &#039;&#039;&#039;Admins&#039;&#039;&#039;.  Existing &#039;&#039;&#039;Admins&#039;&#039;&#039; may be removed from their posts by Proposal, CfJ, or voluntary resignation.  &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Captains&#039;&#039;&#039; are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2 and 1.8, Idle &#039;&#039;&#039;Captains&#039;&#039;&#039; are not counted as &#039;&#039;&#039;Captains&#039;&#039;&#039;.  &#039;&#039;&#039;Admins&#039;&#039;&#039; may render a &#039;&#039;&#039;Captain Idle&#039;&#039;&#039; if that &#039;&#039;&#039;Captain&#039;&#039;&#039; has asked to become &#039;&#039;&#039;Idle&#039;&#039;&#039; or if that &#039;&#039;&#039;Captain&#039;&#039;&#039; has not posted a entry or comment for more than 7 days.  &#039;&#039;&#039;Admins&#039;&#039;&#039; may de-Idle a &#039;&#039;&#039;Captain&#039;&#039;&#039; at her request - the &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; personal gamestate retains the values it had immediately prior to her going Idle.  If one or more values would be undefined, it is set to the value new &#039;&#039;&#039;Captains&#039;&#039;&#039; receive, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
A single person may not control more than one &#039;&#039;&#039;Captain&#039;&#039;&#039; within BlogNomic. If anybody is suspected of controlling more than one &#039;&#039;&#039;Captain&#039;&#039;&#039;, then a Proposal may be made to remove any number of such &#039;&#039;&#039;Captains&#039;&#039;&#039; from the game, and to bar the perpetrator from rejoining.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Captain&#039;&#039;&#039; may submit a Proposal to change the Ruleset or Gamestate, by [http://blognomic.com/update/index.php?C=publish posting an entry] in the &amp;quot;Proposal&amp;quot; category that describes those changes (unless the Captain already has 2 Proposals pending, or has already made 3 Proposals that day).&lt;br /&gt;
&lt;br /&gt;
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.&lt;br /&gt;
&lt;br /&gt;
== Voting ==  &lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Captain&#039;&#039;&#039; may cast her Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Captain&#039;&#039;&#039; who made a Proposal has not cast a Vote on it, her Vote is counted as FOR. If a &#039;&#039;&#039;Captain&#039;&#039;&#039; casts more than one Vote on a Proposal, only the most recent of those Votes is counted. If a &#039;&#039;&#039;Captain&#039;&#039;&#039; leaves the game or goes Idle, her Vote no longer counts. If a &#039;&#039;&#039;Captain&#039;&#039;&#039; votes against her own proposal, that vote may not be changed. This is referred to as a Self-Kill.&lt;br /&gt;
&lt;br /&gt;
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the [[#Dynasties|Dread Pirate]]. The vote will count as the same as &#039;&#039;&#039;the Dread Pirate&#039;s&#039;&#039;&#039; vote.  The &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; cannot cast a vote of DEFERENTIAL. If there is no &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039;, a vote of DEFERENTIAL counts as an explicit vote of abstention.&lt;br /&gt;
&lt;br /&gt;
== Enactment ==  &lt;br /&gt;
&lt;br /&gt;
The oldest pending [[#Proposals|Proposal]] may be enacted by any &#039;&#039;&#039;Admin&#039;&#039;&#039; (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.&lt;br /&gt;
&lt;br /&gt;
The oldest pending Proposal may be failed by any &#039;&#039;&#039;Admin&#039;&#039;&#039;, if any of the following are true:-&lt;br /&gt;
&lt;br /&gt;
* It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.&lt;br /&gt;
* It has been open for voting for at least 48 hours and has fewer than 2 valid votes.&lt;br /&gt;
* The &#039;&#039;&#039;Captain&#039;&#039;&#039; who proposed it has voted AGAINST it.&lt;br /&gt;
* The &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; has voted to VETO it. &lt;br /&gt;
&lt;br /&gt;
Whenever an &#039;&#039;&#039;Admin&#039;&#039;&#039; marks a proposal as enacted or failed, he must also mark her name, and report the final tally of votes (or the fact that the proposal was self-killed or vetoed).&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgment ==  &lt;br /&gt;
&lt;br /&gt;
If two or more [[#Captain|Captain]] actively disagree as to the interpretation of the [[#Ruleset and Gamestate|Ruleset]], or if a &#039;&#039;&#039;Captain&#039;&#039;&#039; feels that an aspect of the game needs urgent attention, then any &#039;&#039;&#039;Captain&#039;&#039;&#039; may raise a &#039;&#039;&#039;Call for Judgment&#039;&#039;&#039; by posting an entry in the &amp;quot;Call for Judgment&amp;quot; category.  If the &#039;&#039;&#039;Captain&#039;&#039;&#039; wishes, he may post anonymously by choosing &amp;quot;Call for Judgment&amp;quot; from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Captains&#039;&#039;&#039; may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; later votes overriding their earlier ones). Unfailed CfJs continue until they reach a [[#Enactment|quorum]] of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed.  After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails.  A Failed CfJ has no further effect.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
&lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 [[#Captains|&#039;&#039;&#039;Captain&#039;&#039;&#039;]] 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 &#039;&#039;&#039;official posts&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Captain&#039;&#039;&#039; has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. The &#039;&#039;&#039;Admin&#039;&#039;&#039; 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&#039;s &#039;&#039;&#039;Status&#039;&#039;&#039; must changed to reflect its status.   &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 exception:  Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as they wish.&lt;br /&gt;
&lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any &#039;&#039;&#039;Captain&#039;&#039;&#039; may update any &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; data via the &#039;&#039;&#039;GNDT&#039;&#039;&#039;, whenever the Ruleset permits it.   &lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged - if a &#039;&#039;&#039;Captain&#039;&#039;&#039; feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a [[#Calls for Judgment|Call for Judgment]] shall be raised.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captains&#039;&#039;&#039; shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
&lt;br /&gt;
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single &#039;&#039;&#039;Captain&#039;&#039;&#039;, known as the &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039;, and is named according to the number of Dynasties he has headed (eg. &amp;quot;The First Dynasty of Myke&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; may vote to VETO any Proposal.&lt;br /&gt;
&lt;br /&gt;
==Victory and Ascension==  &lt;br /&gt;
If a &#039;&#039;&#039;Captain&#039;&#039;&#039; (other than the &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039;) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the &amp;lt;b&amp;gt;Declaration of Victory&amp;lt;/b&amp;gt; category, detailing this.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, the game immediately goes into Hiatus, if it hasn&#039;t already. During this time, the only game actions that may be taken are those covered by Rules &amp;quot;Captains&amp;quot;, &amp;quot;Calls for Judgment&amp;quot;, &amp;quot;Gamestate Tracking&amp;quot; and &amp;quot;Victory and Ascension&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Every &#039;&#039;&#039;Captain&#039;&#039;&#039; may respond to an active DoV saying whether or not he believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).&lt;br /&gt;
&lt;br /&gt;
The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; has voted on it. Upon resolution, if a Quorum of &#039;&#039;&#039;Captains&#039;&#039;&#039; have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.&lt;br /&gt;
&lt;br /&gt;
When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the &#039;&#039;&#039;Captain&#039;&#039;&#039; who made the DoV as its &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039;. (That &#039;&#039;&#039;Captain&#039;&#039;&#039; may pass this role to another &#039;&#039;&#039;Captain&#039;&#039;&#039; at this point, if he wishes.) The Hiatus continues until the new &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; posts an Ascension Address to the BlogNomic weblog - this shall specify the &#039;&#039;&#039;Dread Pirate&#039;s&#039;&#039;&#039; chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and that any keywords will be replaced with new theme-appropriate terms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
==Pirate or Ninja==&lt;br /&gt;
All Captains have a Role, which is either Pirate or Ninja, to be chosen by em and to be tracked in the GNDT, may not change eir Role once it is chosen. A captain may not take any other action outlined in section two of the ruleset until e has chosen a role. &lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
All Captains have a Ship, which has a name, that may not be the same as any other Ship’s name, and is to be tracked in the GNDT.&lt;br /&gt;
&lt;br /&gt;
If for any reason, a Captain loses er Ship, the value for that attribute shall be set to “-”. That Captain&#039;s Location attribute shall be set to Home Land, er Flavor shall set to “Sour” and er Army shall be set to 0. Then, as long as er Ship value remains as “-”, as a weekly action, that Captain may pay 100 gold to purchase a new Ship and record its new name in er Ship attribute. The new Ship’s name may not be the same as any other Ship that Captain had before.&lt;br /&gt;
&lt;br /&gt;
A Captain whose Ship has been sunken may not set er Location to any value other than Home Port, until e buys a new Ship.&lt;br /&gt;
&lt;br /&gt;
A ship has no effect or meaning unless specifically referred to as a ship.&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
All Captains have a certain amount of Gold, measured in coins, initially set to 100 coins, and is to be tracked in the GNDT.&lt;br /&gt;
&lt;br /&gt;
==Army==&lt;br /&gt;
Each Captain has an army of the same type of eir Pet to assist them, the size of which is tracked in a GNDT called “Army Size”.&lt;br /&gt;
All captains start with an army size of zero.&lt;br /&gt;
&lt;br /&gt;
At any time, a captain may increase the size of their army by one, by paying 2n + 1 gold where n is the current size of their army.&lt;br /&gt;
At any time, a captain may reduce the size of their army by one, by paying 2n - 1 gold as a severance, where n is the current size of their army, provided it does not go below zero.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Captain may pay n squared gold where n is eir Army Size at 0:00 of the previous Sunday. Every Sunday at 0:00 AM, each Captain who has failed to complete this action during the previous week and who could have paid at least 1 gold gets er army size reduced by DICEX where X is er current Army Size at that time. If this happens, that Captain’s Flavor is set to “Bitter”.&lt;br /&gt;
&lt;br /&gt;
A Captain may only change the size of eir army, by the mechanics of this rule, if e is currently located at Home Land.&lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
All Captains have a ‘Rank’ whose value matches one element of the sequence ‘1st’, ‘2nd’, ‘3rd’, ‘4th’, ‘5th’, ‘6th’ and ‘7th’ and it shall be tracked in the GNDT. A Captain must set eir Rank to ‘1st’ if it is not set to a valid value at any time.&lt;br /&gt;
&lt;br /&gt;
Whenever a Proposal is enacted, the Captain who Proposed it and any Captain who Voted FOR on that Proposal may change eir Rank to the next or previous value in the sequence as e prefers, but only within the next 24 hours after the proposal becomes enacted. (The sequence does not loop over itself, so for example, a ‘7th’ rank can only move to ‘6th’ rank, not back to ‘1st’). This action is called “Bragging”.&lt;br /&gt;
&lt;br /&gt;
There exists a section of sub-rules within this rule, called &#039;&#039;&#039;“Bragging Rights”&#039;&#039;&#039;. Each Rule within that section will apply only to Captains who’s rank is one specified in that rule, and will apply to no one else. No sub-rule may be created in this section that affects more than three ranks at once. Each rule will be noted down in this fashion, replacing words within parenthesis with the appropriate value: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Rule Name) [(Ranks)]:&#039;&#039;&#039; (Rule Text) &lt;br /&gt;
&lt;br /&gt;
All such rules will be noted below, within this rule.&lt;br /&gt;
&lt;br /&gt;
Only while being at Sea&lt;br /&gt;
can a Captain have er Rank&lt;br /&gt;
increase by Bragging&lt;br /&gt;
&lt;br /&gt;
===Bragging Rights===&lt;br /&gt;
&lt;br /&gt;
Plunderin’ [3rd through 6th]: Pirates may, as a weekly action, add three times DICE10 to their Gold. &lt;br /&gt;
&lt;br /&gt;
Lethal Skillz [3rd through 6th]: Ninjas may, as a weekly action, reduce a single Pirates Army Size of their choice by DICE4.&lt;br /&gt;
&lt;br /&gt;
Impressment [1st through 3rd]: Captains who have a flavor of ‘Bitter’ may, as a weekly action while at Home Land, add 1 to their Army Size, if their current Army Size is greater than 1 but less than 5, and if they have at least one Grog or Sake, which is in turn reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Prosperity [7th]: You may reduce your Rank by X places, X can&#039;t be greater than 6. Add 10 + (XDICE10) to your Gold.&lt;br /&gt;
&lt;br /&gt;
==Yo-ho-ho==&lt;br /&gt;
&lt;br /&gt;
In the spirit of piracy, all Pirates are encouraged to:&lt;br /&gt;
&lt;br /&gt;
#Use the words ‘Yarr’, ‘Matey’ and their kin as often as possible&lt;br /&gt;
#Promote the looting and plundering of non-Pirates&lt;br /&gt;
#Demand the keelhauling or walking of the plank of any person for any infraction&lt;br /&gt;
#Note that mutiny is a fact of life aboard pirate vessels.&lt;br /&gt;
#Drink lots and lots of rum&lt;br /&gt;
&lt;br /&gt;
==Horses==&lt;br /&gt;
&lt;br /&gt;
Milking cows is a weekly action. When a captain Milks the Cows, then that captain will receive DICEX gold, where X is the number of captains. All other captains of the same flavor as that captain will also receive 1 gold. All captains not of the same flavor will reduce their gold by 1.&lt;br /&gt;
&lt;br /&gt;
==Flavor==&lt;br /&gt;
&lt;br /&gt;
All Captains have exactly one Flavor (which is tracked in the GNDT and which may be referred to as a “Flavour” by Captains of the British persuasion).  The eligible Flavors are Sweet, Salty, Sour and Bitter.  All Captains who are Pirates have an initial Flavor of “Salty”, for obvious reasons.  All Captains who are Ninjas have an inital Flavor of “Sweet” because Ninjas are totally sweet (http://www.realultimatepower.net/ninja/ninja2.htm).&lt;br /&gt;
&lt;br /&gt;
==Pet==&lt;br /&gt;
&lt;br /&gt;
Every Captain shall have a Pet, which shall be one of {Penguin, Monkey, Parrot, Cow, Panda}, and only a pirate may have a parrot, and only ninja may have panda.  This pet shall be set once only, must be set before any change in eir ”Army Size”, and shall be tracked in the GNDT under ”Pet”.&lt;br /&gt;
&lt;br /&gt;
==The Man from Nantucket==&lt;br /&gt;
&lt;br /&gt;
If a Ninja posts a proposal in the form of one or more haikus (and only haikus, including italicized text), and the proposal passes, the Ninja may increase his Gold by 1DICE20.&lt;br /&gt;
&lt;br /&gt;
If a Pirate posts a proposal in the form of one or more limericks(and only limericks, including italicized text), and the proposal passes, the Pirate may increase his Gold by 1DICE20.&lt;br /&gt;
&lt;br /&gt;
==Spam, egg, spam, spam, bacon and spam==&lt;br /&gt;
&lt;br /&gt;
The wiki pages “About Hammer crushers” http://blognomic.com/wiki/index.php?title=About_Hammer_crushers&amp;amp;rcid=8922 (which may be referred to as the “Hammer Crushers Page&amp;quot;) and “About non-metallic mineral resources in China” http://blognomic.com/wiki/index.php?title=About_non-metallic_mineral_resources_in_China&amp;amp;rcid=8953 (which may be referred to as the “Non-Metallic Mineral Resources Page&amp;quot;) are gamestate documents and may only be revised as permitted by the Ruleset.&lt;br /&gt;
&lt;br /&gt;
==Home Land==&lt;br /&gt;
&lt;br /&gt;
There exists two islands that all Captains may call home. Shuriken Island is home to Ninja Captains while Cutlass Island is home to Pirate Captains. A Captain may port at his home island or head out to sea or sail to a Treasure Island as a daily action. A Captain may never change their location to anywhere but Sea if their current location is not Sea. The location of every Captain shall be tracked on the GNDT in a section called “Location”. The possible locations are Home Land, Sea, or any treasure island listed in the rule Treasure Islands. While at their Home Land, a Captain can never be pillaged or pillage someone. &lt;br /&gt;
&lt;br /&gt;
New captains start at Home Land.&lt;br /&gt;
&lt;br /&gt;
==Scurvy==&lt;br /&gt;
&lt;br /&gt;
If a Captain’s Fruit reaches 0, he has contracted Scurvy. Eir Sickness value in the GNDT shall be changed to ‘Scurvy’. A Captain with Scurvy may not Brag or take part in an Insult Swordfight. A Captain with Scurvy shall not Feed.&lt;br /&gt;
&lt;br /&gt;
A Captain with at least 5 barrels of Fruit may reduce eir Fruit by 5 at any time to change eir Flavor to Sour.  If eir Sickness was Scurvy when e did this, it becomes ‘None’.&lt;br /&gt;
&lt;br /&gt;
==Ninjitsu==&lt;br /&gt;
&lt;br /&gt;
In the spirit of honor, all Ninjas are encouraged to:&lt;br /&gt;
&lt;br /&gt;
* Avoid the words ‘Yarr’, ‘Matey’ and their kin as often as possible&lt;br /&gt;
* Discourage the looting and plundering of others&lt;br /&gt;
* Discourage the keelhauling or walking of the plank of any person&lt;br /&gt;
* Note that sepukku is an honorable path among Ninja’s&lt;br /&gt;
* Drink lots and lots of sake&lt;br /&gt;
&lt;br /&gt;
==Insult Swordfighting==&lt;br /&gt;
&lt;br /&gt;
Any captain may challenge another captain to a swordfight, provided both captains aren’t currently in a swordfight already, by making a post to that effect. A captain at sea may only challenge a captain who is also at sea, and a captain in Home Land may only challenge a captain at Home Land at the same island. While participating in an insult swordfight, the participating captains may not change their location.&lt;br /&gt;
&lt;br /&gt;
If the challenged captain accepts within 48 hours by making a comment to that effect to the aforementioned post, the swordfight officially starts. Both captains may then insult one another in their comments to the post, and respond to the other’s insults. If a challenged captain changes their location before accepting a challenge, they have ignored the challenge and their flavor shall be set to “Sour”.&lt;br /&gt;
&lt;br /&gt;
After a suitable amount of time has passed, the dread pirate may end the swordfight and declare a winner. The captain he decrees has displayed more wit is declared the winner of the swordfight, and immediately takes 2DICE10 of the other captain’s gold (or all their gold if they had less). The flavor of the loser (the other captain) is then set to ‘bitter’.&lt;br /&gt;
&lt;br /&gt;
All captains who share the same flavor &lt;br /&gt;
hold each other in very good favor &lt;br /&gt;
And won’t sword-fight each other &lt;br /&gt;
Rather, only another &lt;br /&gt;
Captain with a different flavor.&lt;br /&gt;
&lt;br /&gt;
If the Dread Pirate is swordfighting, any admin, other than the Dread Pirate, may declare the winner.&lt;br /&gt;
&lt;br /&gt;
If an admin is fighting the Dread Pirate, that admin may not declare the winner of that battle.&lt;br /&gt;
&lt;br /&gt;
The winner of an insult swordfight shall collect the reward regardless of the location of all captains involved.&lt;br /&gt;
&lt;br /&gt;
The winner of an Insult Swordfight may lower the loser’s Rank by one, as long as er Rank remains a legal value. &lt;br /&gt;
&lt;br /&gt;
===High Seas Rules===&lt;br /&gt;
If an insult swordfight is taking place at sea, the following must be adhered to:&lt;br /&gt;
&lt;br /&gt;
* All insults must consist of exactly one sentence and must end with a word rhyming with ‘hated’, ‘died’, ‘vow’, ‘clay’, ‘knee’ or ‘you’.&lt;br /&gt;
*All responses must consist of exactly one sentence and must rhyme with the previous insult.&lt;br /&gt;
* Each insult (except the first one) must be preceded by a response to the previous insult (captains may not respond to their own insults).&lt;br /&gt;
&lt;br /&gt;
===Tournament===&lt;br /&gt;
Every captain has a ‘tournament’ value, tracked by the GNDT, initially set to ‘Not Competing’.&lt;br /&gt;
&lt;br /&gt;
Any entrant may challenge any other entrant to a swordfight, regardless of location and flavour, provided both entrants aren’t in a swordfight already. The title of the post challenging another entrant must include the word ‘tournament’ for it to fall under this rule. This swordfight shall be fought as if both captains were at sea (High Seas Rules apply). If a captain is the loser of such a fight, or if a captain does not accept such a challenge within 48 hours, his ‘tournament’ value shall be set to ‘Eliminated’.&lt;br /&gt;
&lt;br /&gt;
Until March 27th, any captain may become an entrant by changing their ‘tournament’ value from ‘Not Competing’ to ‘Entrant’.&lt;br /&gt;
&lt;br /&gt;
==The Man of the Hour==&lt;br /&gt;
&lt;br /&gt;
There exists an entity called &amp;quot;The Man of the Hour&amp;quot;, separate from all Captains and not controlled by any Captain, who has his own row in the GNDT.  His ship&#039;s name is &amp;quot;The Poisonous Flower&amp;quot; and his flavor is &amp;quot;Sour&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Man of the Hour&lt;br /&gt;
in the G N D T he&lt;br /&gt;
shall be set at “sea”&lt;br /&gt;
&lt;br /&gt;
and only be set&lt;br /&gt;
at “Home Land” at the same time when&lt;br /&gt;
cows are being milked&lt;br /&gt;
&lt;br /&gt;
then in twenty-four&lt;br /&gt;
hours since coming in to Home Land&lt;br /&gt;
he goes back to sea.&lt;br /&gt;
&lt;br /&gt;
==Lady Luck==&lt;br /&gt;
&lt;br /&gt;
As a weekly action, the Dread Pirate may make a comment in the GNDT “DICE2 DICEX DICE100”, where X is the number of different pets.  With the result of the comment, the Dread Pirate will add to all Captains that has role Pirate (if the result of the first DICE is 1) or Ninja (if the result of the first DICE is 2), and has a Pet that is the xth in the list of pets in the rule “Pet”, where x is the result of the second DICE, n Gold where n is the result of the third DICE.&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
&lt;br /&gt;
There exists a finite amount of game objects called “Treasure”, which can only be created by a successful Proposal. No Captain may come in possession of Treasure in any way other than those specified by the rules. There shall be a Gamestate document in the Wiki that will track each existing Treasure and it’s owner (if it has one). For a Treasure to exist, its Name and Gold Value must be defined by the Proposal that created it. No two Treasures may share the same Name. The Gold Value must be a positive integer. A Treasure may or may not also have a property listed as ‘Enchantment’, which consists of a string of text describing a magical effect bestowed upon the owner of the particular Treasure. Enchantments must be specified upon creation of the Treasure entity and cannot be changed otherwise except as in accordance with the game ruleset; a Treasure shall default to having no Enchantment if not specified.&lt;br /&gt;
&lt;br /&gt;
An effect of Enchantment may be invoked by the Captain whom owns the respective Treasure once per day (unless otherwise stated in the Treasure’s Enchantment description) and may modify any of the invoking Captain’s stats or general game condition by a specified magnitute for: a specified amount of time; until some specified event occurs; or as a discrete instantaneous action. When a Captain acquires Treasure, e may keep it for as long as e wishes, or sell it whenever e is at Home Land. When a Captain sells Treasure e is no longer the owner of the Treasure, and that Captain adds it’s Gold Value to er own Gold. That Treasure then becomes owned by the Black Market. A Captain in posession of a Treasure may invoke its magical Enchantment when e so wishes if that Treasure has not been used previously within the specified use-limit period.&lt;br /&gt;
&lt;br /&gt;
Each Treasure is made of exactly one of the numbered Materials listed on the Non-Metallic Metal Resources Page. The name of each Treasure shall include its Material (for example, “Jade Monkey&amp;quot;). In addition, the Treasure’s Material must be specified at the creation of the Treasure and may only be changed as in accordance with the game ruleset.&lt;br /&gt;
&lt;br /&gt;
===Treasure Hunting===&lt;br /&gt;
&lt;br /&gt;
To hunt for treasure, a Captain must have a Treasure Map and their location must be the Location listed on any treasure map they possess. While at a Treasure Island, if allowed by the rules, a Captain may hunt for treasure as a daily action. To do so, the Captain rolls a DICE5 in the GNDT. If the result is a 1 or a 2, they have found the treasure and it shall be noted as described in the rules as owned by them.&lt;br /&gt;
&lt;br /&gt;
==Grog eats metal cups and sake for the sake of it.==&lt;br /&gt;
&lt;br /&gt;
Once while docked in port &lt;br /&gt;
sake a ninja may buy &lt;br /&gt;
pirates can buy grog &lt;br /&gt;
&lt;br /&gt;
Five shall be the most &lt;br /&gt;
That a ships hold can contain &lt;br /&gt;
never less than none &lt;br /&gt;
&lt;br /&gt;
The G N D T &lt;br /&gt;
Shall track the sake and grog &lt;br /&gt;
That each captain holds &lt;br /&gt;
&lt;br /&gt;
Both grog and sake &lt;br /&gt;
Shall cost two gold coins apiece, &lt;br /&gt;
Buying captain pays&lt;br /&gt;
&lt;br /&gt;
==Treasure Maps==&lt;br /&gt;
&lt;br /&gt;
A Treasure Map may only be created by a successful Proposal, and is tracked in the Gamestate document Wiki page for Treasures, along with the Treasure Map’s owner (if any).&lt;br /&gt;
&lt;br /&gt;
A Treasure Map, in the Proposal that created it, and on the Wiki page, shall list the name of the single Treasure to which it refers, and the alleged Location of that Treasure. Neither the named Treasure nor its alleged Location needs to exist in the Gamestate at the time of the enactment of the Treasure Map’s Proposal. However, no more than one Treasure Map may refer to the same named Treasure.&lt;br /&gt;
&lt;br /&gt;
If the same Treasure Map is claimed by two different Captains for any reason, the last person to claim the Treasure Map may challenge the first one to an Insult Swordfight. The winner of the Insult Swordfight becomes the owner of the Treasure Map. If no challenge to an Insult Swordfight is made, the first to claim the Treasure Map becomes the only owner.&lt;br /&gt;
&lt;br /&gt;
===Visiting the Tavern===&lt;br /&gt;
&lt;br /&gt;
Any Admin may, as a daily action, make a story post rolling DICEX and DICEY (in that order), where X is the number of active Captains located at Home Port and Y is the number of unowned Treasure Maps. E shall also include the name of the Captain whose position in alphabetical order (from the set of Active Captains located at Home Port) matches the number rolled by DICEX, as well as the name of the Treasure Map whose position in alphabetical order (from the set of unowned Treasure Maps) matches the number rolled by DICEY. The named Captain, has 48 hours to respond to that post with a comment claiming the Map and paying 1 GrogOrSake. If e does so within the time limit, the named Treasure Map becomes owned by that Captain. This process is known as “Visiting the Tavern”. &lt;br /&gt;
&lt;br /&gt;
No other Admin may take this action until the Map is claimed or the 48 hour response period expires, whichever occurs first.&lt;br /&gt;
&lt;br /&gt;
===Finders Keepers===&lt;br /&gt;
&lt;br /&gt;
When a proposal that creates a Treasure Map is enacted and the Proposal includes the text “Finders Keepers” (even in flavor text), the Admin who is doing the enactment shall make a DICEX roll in a GNDT comment and include it in er Admin comment. X must be the number of Captains who voted on that Proposal, including the creator. Then assign ownership of the created Treasure Map, to the Captain whose position in the voting order matches the dice roll and include er name in the Admin Comment as well. If the assigned Captain is idle at the time of the enactment, the Treasure Map remains unowned.&lt;br /&gt;
&lt;br /&gt;
==Fruit==&lt;br /&gt;
&lt;br /&gt;
All Captains have a certain amount of Fruit, measured in barrels, initially set to 50 barrels, and is to be tracked in the GNDT. Once every Monday, each Captain must lower their Fruit by n+1, ‘n’ being their Army Size. This action is known as Feeding. If a Captains Fruit reaches 0 Barrels, he shall not Feed until he acquires Fruit again.&lt;br /&gt;
&lt;br /&gt;
A Captain may at any time purchase Fruit from a branch of Fingal’s Fruiterers. Fruit is priced at 10 Gold for a barrel of Fruit. A Captain may only purchase Fruit while e is at Port.&lt;br /&gt;
&lt;br /&gt;
==Battles==&lt;br /&gt;
&lt;br /&gt;
As a daily action, a Captain who is at Sea may Attack another Captain who is at Sea, by making a blog post stating the action. The attack is resolved by making a comment in the GNDT of “DICEX DICEY”, where X is one more than the size of the Attacking Captain’s Army, and Y one more than the size of the Attacked Captain’s Army. If a Captain’s Sickness is set to Scurvy, eir Army size shall be counted as two-thirds of its actual size recorded in the GNDT, rounded down. Should the first DICE roll be strictly greater than the second, then the Attack is successful, and the Attacking Captain may plunder 2DICE10 gold from the other Captain, whose Flavour is set to Bitter. If the first roll is more at least double the second roll and the defending Captain owns a treasure, then the attacking captain may take one treasure at random. To choose a treasure, the attacking Captain shall roll DICET where T is the number of treasures the the defending captain holds and alphabetically count to T and take that treasure. (Example: If the defender has treasures A B and C and the roll is 3, e shall take treasure C) Otherwise the Attacked Captain has fended off the attack, and the Attacking Captain loses half of the first DICE roll, rounded up, from the size of eir Army, and eir Flavour is set to Bitter. No single Captain may Attack the same Captain more than once in a week.&lt;br /&gt;
&lt;br /&gt;
==Treasure Islands==&lt;br /&gt;
&lt;br /&gt;
If the a treasure map proposal mentions a location that does not exist on the list of islands below in this rule, is shall be listed when the treasure map proposal is passed. An island listed this way will have no special attributes or effects unless the proposal causes it. Listed below are possible Treasure Islands that a Captain or treasure may be located:&lt;br /&gt;
&lt;br /&gt;
===The Isle of Untimely Demise===&lt;br /&gt;
* If a Captain (called The Tardy Captain) spends more than three days located at this island, daily any Captain may roll DICEX where X is half the size (rounded up) of the Tardy Captain’s army and a DICE3. The result of the DICEX roll will be removed from the Tardy Captain’s army value after a number of days equal to the DICE3 roll have passed, if possible.&lt;br /&gt;
&lt;br /&gt;
===Icecube Isle===&lt;br /&gt;
&lt;br /&gt;
===Forsaken Clay Mound Isle===&lt;br /&gt;
&lt;br /&gt;
===Deep Burial Reef===&lt;br /&gt;
&lt;br /&gt;
===Squeaky Sands Island===&lt;br /&gt;
&lt;br /&gt;
===Icecube Isle===&lt;br /&gt;
&lt;br /&gt;
===Forsaken Clay Mound Isle===&lt;br /&gt;
&lt;br /&gt;
===Deep Burial Reef===&lt;br /&gt;
&lt;br /&gt;
===Squeaky Sands Island===&lt;br /&gt;
&lt;br /&gt;
===Isle of Infinite Fright===&lt;br /&gt;
&lt;br /&gt;
===Forbidden Orchard Isle===&lt;br /&gt;
&lt;br /&gt;
==Sickness==&lt;br /&gt;
&lt;br /&gt;
The GNDT contains a column called ‘Sickness’. The eligible values are ‘Cabin Fever’, ‘Scurvy’. and ‘None’. If ever a captain has an undefined value for Sickness, eir Sickness value shall be changed to ‘None’.&lt;br /&gt;
&lt;br /&gt;
==Cabin Fever==&lt;br /&gt;
&lt;br /&gt;
If a captain’s Location is set to Sea for more than a week straight, that Captain has contracted Cabin Fever and eir Sickness value in the GNDT shall be changed accordingly. A captain with Cabin Fever may not change eir Location by the rule “Home Land”. As a daily action a captain with Cabin Fever may roll 1DICE50 to try to escape the doldrums. A result of 0 to 24 means the captain is still stuck in the doldrums. A result of 25 to 44 means the captain can make it back to eir homeland (eir location shall be changed to either Port or Home Land, as determined by the text of the rule “Home Land&amp;quot;). A result of 45 to 50 means that the captain has shown great skill in eir escape and may change eir location to any legal value. &lt;br /&gt;
&lt;br /&gt;
If the Location of a captain with Cabin Fever is ever not “Sea” eir Sickness shall be set to “None”.&lt;br /&gt;
&lt;br /&gt;
==Black Market==&lt;br /&gt;
&lt;br /&gt;
There exists a non-playing game entity known as “Black Market”. The only ability of the Black Market is to own sold Treasures.&lt;br /&gt;
&lt;br /&gt;
Any Captain whose Location is Home Land may purchase a Treasure owned by the Black Market by making a Story Post announcing the Purchase and paying an amount of Gold equal to the Treasure’s Gold Value plus an additional 20% of that amount, rounded up.&lt;br /&gt;
&lt;br /&gt;
==Sea Monsters==&lt;br /&gt;
&lt;br /&gt;
There exists a finite number of game objects known as ‘Sea Monsters’. Sea Monsters may be summoned by Captains to perform certain actions. For a Sea Monster to exist it shall be created through a successful proposal. There shall be a Gamestate document in the Wiki entitled ‘Sea Monsters’ that will track each existing Sea Monster, its Affiliation, Summoning Cost and Effect.&lt;br /&gt;
&lt;br /&gt;
For a Sea Monster to exist, its Name, Affiliation, Summoning Cost and Effect shall be defined by the proposal that created it.&lt;br /&gt;
&lt;br /&gt;
No two Sea Monsters may share the same Name. A Sea Monster’s Affiliation may be either Pirates or Ninjas. Only Pirates may summon Sea Monsters affiliated with Pirates. Only Ninjas may summon Sea Monsters affiliated with Ninjas.&lt;br /&gt;
&lt;br /&gt;
A Sea Monster’s Summoning Cost details how much Gold and Fruit a Captain shall pay to Summon the Sea Monster. A Sea Monster’s Summoning Cost shall consist of positive integers only. A Sea Monster’s Summoning Cost may consist of only a Fruit value, of only a Gold value or of two values, Fruit and Gold.&lt;br /&gt;
&lt;br /&gt;
A Sea Monster’s Effect details what effect the Sea Monster will have on the summoning Captain’s target. Effects shall be specified upon creation of the Sea Monster and cannot be changed otherwise except as in accordance with the Game Ruleset. If a Sea Monster’s Effect is not specified, it’s Effect shall be ‘None’, and it shall have no effect.&lt;br /&gt;
&lt;br /&gt;
As a weekly action, a Captain may summon a Sea Monster Affiliated to eir Role by making a post to that effect. In this post, the Captain shall state the Captain e wishes to target and the Name of the Sea Monster e is summoning. The Effect of the Sea Monster may then be carried out. Only Captains with eir location set to ‘Sea’ may summon a Sea Monster. Only Captains with eir location set to ‘Sea’ may be targeted.&lt;br /&gt;
&lt;br /&gt;
= Glossary =&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity. &lt;br /&gt;
&lt;br /&gt;
* It is noted that where a [[#Proposals|Proposal]] would &#039;&#039;&#039;amend&#039;&#039;&#039; the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).&lt;br /&gt;
* Rules which &#039;&#039;&#039;trigger&#039;&#039;&#039; upon the Enactment or Failure of a Proposal are the responsibility of the &#039;&#039;&#039;Admin&#039;&#039;&#039; who Enacts or Fails it. &lt;br /&gt;
&lt;br /&gt;
* Appropriate &#039;&#039;&#039;Icons&#039;&#039;&#039;: 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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto. &lt;br /&gt;
*The &amp;quot;subject&amp;quot; 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 &amp;quot;&amp;quot; (i.e. an empty string) is not valid.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Posts&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;comments&amp;quot;&#039;&#039;&#039; refer only to those made to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
* A &#039;&#039;&#039;keyword&#039;&#039;&#039; defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying &amp;quot;Bananas are Blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
* Unless otherwise specified, game &#039;&#039;&#039;variables&#039;&#039;&#039; defined to hold numeric values can hold only non-negative integers, and any action that would set those values below &#039;&#039;&#039;zero&#039;&#039;&#039; instead sets them to zero.  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;
* Unless otherwise specified:  When &amp;quot;X&amp;quot; is a number, to &#039;&#039;&#039;spend&#039;&#039;&#039; X of a numeric value &amp;quot;V&amp;quot; means to subtract X from V (i.e. replace V with V-X); no action may be taken which requires spending X of a numeric value when the subtraction would result in a number which is illegal as a replacement for that value (e.g. if the value represents a variable which is restricted to non-negative integers, but the subtraction comes up negative).&lt;br /&gt;
* Superficial differences between the &#039;&#039;&#039;spelling&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Gamestate&#039;&#039;&#039; is defined as any information which the Ruleset regulates the alteration of, such as &#039;&#039;&#039;Captains&#039;&#039;&#039;&#039; names and the blog colour scheme.&lt;br /&gt;
&lt;br /&gt;
== Typographic Conventions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Italicized text&#039;&#039;&#039; is not considered part of the ruleset and may be used to clarify rules with examples, notes, and flavor text. &#039;&#039;For example, this italicized text provides an example of the use of italicized text.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Timespans ==&lt;br /&gt;
&lt;br /&gt;
* References to &#039;&#039;&#039;&amp;quot;a day&amp;quot;&#039;&#039;&#039; (as an entity rather than a duration, eg. &amp;quot;Sunday&amp;quot;) refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.&lt;br /&gt;
* References to a &#039;&#039;&#039;&amp;quot;week&amp;quot;&#039;&#039;&#039; refer to the period of time between the start of a Monday and the end of the following Sunday. &lt;br /&gt;
* All &#039;&#039;&#039;references to time&#039;&#039;&#039; must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* If a game action is a &#039;&#039;&#039;Daily Action&#039;&#039;&#039;, each Captain able to perform it may take that action once per day, but not more than once every six hours.&lt;br /&gt;
* If a game action is a &#039;&#039;&#039;Weekly Action&#039;&#039;&#039;, each Captain able to perform it may take that action once per week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quorum&#039;&#039;&#039; is equal to half the number of &#039;&#039;&#039;Captains&#039;&#039;&#039;, rounded down, plus one.&lt;br /&gt;
&lt;br /&gt;
== Dice ==&lt;br /&gt;
&lt;br /&gt;
References to &#039;&#039;&#039;&amp;quot;YDICEX&amp;quot;&#039;&#039;&#039; refer to Y X-sided dice. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
== IEEE ==&lt;br /&gt;
* The IEEE auxiliary verbs used in Blognomic are:&lt;br /&gt;
** Is required to: &#039;&#039;&#039;&amp;quot;shall&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is recommended that: &#039;&#039;&#039;&amp;quot;should&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is permitted to: &#039;&#039;&#039;&amp;quot;may&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is able to: &#039;&#039;&#039;&amp;quot;can&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Treasures_Page&amp;diff=1105</id>
		<title>Treasures Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Treasures_Page&amp;diff=1105"/>
		<updated>2008-04-07T11:34:43Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* The Diamond Steering Wheel of Destiny */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is where Pirates and Ninjas track the Treasures they possess&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
http://blognomic.com/images/member/photo_253.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Treasures=&lt;br /&gt;
&lt;br /&gt;
===The Ice Spar Bucket of Nantucket===&lt;br /&gt;
The Ice Spar Bucket of Nantucket.  It is worth 61 gold.&lt;br /&gt;
&lt;br /&gt;
===The Calcite Milking Gloves===&lt;br /&gt;
The Calcite Milking Gloves. They are worth 100 gold.&lt;br /&gt;
&lt;br /&gt;
===Mica Mirror===&lt;br /&gt;
When a Captain acquires the Mica Mirror by whatever means, he must change his Flavor within 24 hours to a different Flavor.  If he fails to do so, any Admin may change that Captain’s Flavor to a random Flavor. Gold Value: 15&lt;br /&gt;
&lt;br /&gt;
===The Big Whoop - Abestos Edition===&lt;br /&gt;
&lt;br /&gt;
Value: 100 times its current owner&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
Make a story post that contains a DICE7 Roll. Then, apply the effect corresponding to the result from this list.&lt;br /&gt;
&lt;br /&gt;
1) Set your Ship Value to ‘-’ (You have sunk your own ship)&lt;br /&gt;
2) Set your Flavor to Sour and your Sickness to ‘Asbestos Poisoning’&lt;br /&gt;
3) Change your Rank to any legal value.&lt;br /&gt;
4) Set your GrogOrSake to 10, this supersedes rule 2.19&lt;br /&gt;
5) Add DICE150 to your Fruit.&lt;br /&gt;
6) Add up to 20 to your army size, then add up to 400 to your Gold.&lt;br /&gt;
7) Re-roll DICE7, then pick another effect from this list. If this is the third time you have Re-Rolled today, you win the game.&lt;br /&gt;
&lt;br /&gt;
Whenever this Treasure’s Enchantment is used, “The Big Whoop - Asbestos Edition” and every map that references it becomes unowned.&lt;br /&gt;
&lt;br /&gt;
===RECTORITE Clay Idol===&lt;br /&gt;
&lt;br /&gt;
Gold Value: 80&lt;br /&gt;
&lt;br /&gt;
Twice a week you may increase you army size by 1 for a period of 24 hours. This Enchantment cannot be activated again until that period ends.&lt;br /&gt;
&lt;br /&gt;
===Kaolin Shovel===&lt;br /&gt;
&lt;br /&gt;
Value: 150&lt;br /&gt;
&lt;br /&gt;
Once a week, at a time you’re hunting for treasure, you may obtain the treasure without Rolling any dice for digging, as long as you fulfill any other existing requirements for that treasure.&lt;br /&gt;
&lt;br /&gt;
===Pumice Orange Basket===&lt;br /&gt;
&lt;br /&gt;
Value: 180&lt;br /&gt;
&lt;br /&gt;
You may, as a weekly action take 10 Fruit from another Captain of your choice, and add it to your Fruit.&lt;br /&gt;
&lt;br /&gt;
===Other Clay Champion Belt===&lt;br /&gt;
&lt;br /&gt;
Value: 75&lt;br /&gt;
&lt;br /&gt;
This belt may not be sold.&lt;br /&gt;
&lt;br /&gt;
As a daily action, you may make any other non-entrant captain an entrant by changing their tournament value to ‘entrant’. You then gain DICE10 gold.&lt;br /&gt;
&lt;br /&gt;
If you lose a tournament swordfight, or fail to accept a challenge to one within 48 hours (unless you were unable to accept it), the entrant who defeated you (or challenged you) will gain ownership of this treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: Purplebeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===BORON PROSPECTING Dummy===&lt;br /&gt;
&lt;br /&gt;
Value: 130&lt;br /&gt;
&lt;br /&gt;
Once a week, when a Captain targets you with the effect of a Sea Monster, you may respond within 24 hours to er Sea Monster attack post with a comment that reads “I’m sorry, sir. You miss.” and pay 1 Army. If you do, ignore all effects of that Sea Monster during this attack. If the effects where already applied, undo them.&lt;br /&gt;
&lt;br /&gt;
===Mystical Diatomite Seed===&lt;br /&gt;
&lt;br /&gt;
Once a Week you may roll DICE10 and add the resulting amount to your Fruit. If a Captain rolls exactly 10, er Flavor becomes Sweet. This enchantment can only be activated while it’s owner is located on Forbidden Orchard Isle.&lt;br /&gt;
&lt;br /&gt;
===The Diamond Steering Wheel of Destiny===&lt;br /&gt;
&lt;br /&gt;
As a daily action, you may achieve victory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: Purplebeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
===The Ice Spar Bucket of Nantucket===&lt;br /&gt;
&lt;br /&gt;
This map shall guide ye to me treasure, the Ice Spar Bucket of Nantucket, on Icecube Isle.&lt;br /&gt;
&lt;br /&gt;
Due to the frozen ground, the Ice Spar Bucket of Nantucket is harder to dig up then most treasures. For a pirate to claim this treasure, e must roll a 1 or 2 twice during the same attempt at hunting for treasure, once to break the icy ground and a second to dig the treasure up before the ground freezes again.&lt;br /&gt;
&lt;br /&gt;
===RECTORITE Clay Idol===&lt;br /&gt;
&lt;br /&gt;
The “RECTORITE Clay Idol” lies in no place other than the Forsaken Clay Mound Isle, where a Captain must go and dig for it. An army size of at least three is required to claim the treasure successfully, because it is so heavy and slippery.&lt;br /&gt;
&lt;br /&gt;
===Kaolin Shovel===&lt;br /&gt;
&lt;br /&gt;
The Kaoilin Shovel is located at “Deep Burial Reef”. Because of the huge dangers in navigating the reef, It can only be claimed by a Captain of Rank 3rd or Greater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: Purplebeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pumice Orange Basket===&lt;br /&gt;
&lt;br /&gt;
The Pumice Orange Basket is hidden on “Squeaky Sands Island”. There is Quicksand around the edge of this Island, and the Squeaking Sands may frighten less experienced Captains, therefore, only Captains of Rank 4th or higher, with a Fruit value of less than 50 may claim this Treasure.&lt;br /&gt;
&lt;br /&gt;
===BORON PROSPECTING Dummy===&lt;br /&gt;
&lt;br /&gt;
The Treasure referenced by this map can be found on the Isle of Infinite Fright. If you attempt to dig this treasure and fail (that is, your dig roll is not 1 or 2) your Army is reduced to 0, your location is set to ‘Home Port’ and your flavor is set to ‘Sour’.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: arthexis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mystical Diatomite Seed===&lt;br /&gt;
&lt;br /&gt;
To unearth the Mystical Diatomite Seed, a Captain must dig for it at Forbidden Orchard Isle on a Tuesday.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: aaronwinborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Diamond Steering Wheel of Destiny===&lt;br /&gt;
&lt;br /&gt;
The Diamond Steering Wheel of Destiny is located at “Doom Island”. Only captains with at least 200 gold, an army of 20, 3 treasures and 50 fruit may hunt for this treasure. This treasure map may not be distributed through visiting the tavern.&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Sea_Monsters&amp;diff=723</id>
		<title>Sea Monsters</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Sea_Monsters&amp;diff=723"/>
		<updated>2008-04-02T15:15:14Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kargo Krushing Kraken==&lt;br /&gt;
&lt;br /&gt;
Affiliation: Pirates&lt;br /&gt;
&lt;br /&gt;
Summoning cost: 5 barrels of fruit, 10 gold&lt;br /&gt;
&lt;br /&gt;
Effect: Reduce target’s Gold by 10. Reduce target’s Fruit by 10. Set target’s rank to 1st.&lt;br /&gt;
&lt;br /&gt;
==Shuriken Island Sea-Moth==&lt;br /&gt;
&lt;br /&gt;
Affiliation: Ninja&lt;br /&gt;
&lt;br /&gt;
Summoning cost: 5 barrels of fruit, 10 gold&lt;br /&gt;
&lt;br /&gt;
Effect: Reduce target’s Gold by 10. Reduce target’s Fruit by 10. Set target’s flavour to Sour.&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_Draft,_Take_Two&amp;diff=711</id>
		<title>Ruleset Draft, Take Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_Draft,_Take_Two&amp;diff=711"/>
		<updated>2008-03-16T19:28:40Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Core Rules =  &lt;br /&gt;
 &lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for &#039;&#039;&#039;BlogNomic&#039;&#039;&#039;; all Captains must obey the most recent version of this document.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Section One consists of the &#039;&#039;&#039;&amp;quot;core rules&amp;quot;&#039;&#039;&#039; of blognomic, covering basic Captain and proposal mechanics; Section Two contains the &#039;&#039;&#039;&amp;quot;dynastic rules&amp;quot;&#039;&#039;&#039; of the current round, and Section Three contains the &#039;&#039;&#039;glossary&#039;&#039;&#039;, which exists solely to clarify the remainder of the ruleset.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ruleset&#039;&#039;&#039; and &#039;&#039;&#039;Gamestate&#039;&#039;&#039; can only be altered in manners specified by the Ruleset. &lt;br /&gt;
&lt;br /&gt;
If two parts of the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; contradict each other, precedence shall be construed in the following order:&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Glossary&#039;&#039;&#039; has precedence over any &#039;&#039;&#039;Dynastic Rule&#039;&#039;&#039; or &#039;&#039;&#039;Core Rule&#039;&#039;&#039;;&lt;br /&gt;
# A &#039;&#039;&#039;Dynastic Rule&#039;&#039;&#039; has precedence over a &#039;&#039;&#039;Core Rule&#039;&#039;&#039;, unless that &#039;&#039;&#039;Core Rule&#039;&#039;&#039; explicitly says it can&#039;t be overruled by a &#039;&#039;&#039;Dynastic Rule&#039;&#039;&#039;;&lt;br /&gt;
# If both contradicting parts are a &#039;&#039;&#039;Core Rule&#039;&#039;&#039;, or if both of them are a &#039;&#039;&#039;Dynastic Rule&#039;&#039;&#039;, the part with more limited scope applies. &#039;&#039;(e.g. if the rules &amp;quot;Players can Fight each other&amp;quot; and &amp;quot;Players cannot Fight each other on Tuesdays&amp;quot; exist, and it is Tuesday, players cannot fight each other.)&#039;&#039;&lt;br /&gt;
# If two parts with the same scope contradict each other, the negative rule applies. &#039;&#039;(e.g. with &amp;quot;Players can Fight each other on Tuesdays&amp;quot; and &amp;quot;Players cannot fight each other on Tuesdays&amp;quot;, Players cannot fight each other on Tuesdays.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admins&#039;&#039;&#039; may correct obvious spelling and typographical mistakes in the Ruleset at any time.&lt;br /&gt;
&lt;br /&gt;
No &#039;&#039;&#039;Rule&#039;&#039;&#039; may contain a provision that bars itself from being altered and/or repealed. If at any moment a &#039;&#039;&#039;Rule&#039;&#039;&#039; exists or is altered in a manner that renders it to contain such a provision, the entirety of that &#039;&#039;&#039;Rule&#039;&#039;&#039; shall be considered void and with no effects on the &#039;&#039;&#039;Gamestate&#039;&#039;&#039;. &#039;&#039;A rule A is considered to fall under this paragraph&#039;s provisions if it protects another rule B from being altered and/or repealed and that rule B prevents rule A from being altered. Daisy-chains of protection also fall under this paragraph&#039;s provisions.&#039;&#039; The provisions on this paragraph supersede any text in a &#039;&#039;&#039;Dynastic Rule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Captains ==  &lt;br /&gt;
&lt;br /&gt;
Anybody may apply to join BlogNomic (if he is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing her arrival.  An &#039;&#039;&#039;Admin&#039;&#039;&#039; will add her to the roster in the sidebar, at which moment he becomes a &#039;&#039;&#039;Captain&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Captain&#039;&#039;&#039; may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A &#039;&#039;&#039;Captain&#039;&#039;&#039; may only change her name as a result of a proposal approving the change.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Captains&#039;&#039;&#039; are &#039;&#039;&#039;Admins&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar.  &#039;&#039;&#039;Captains&#039;&#039;&#039; who wish to become &#039;&#039;&#039;Admins&#039;&#039;&#039; shall sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves &#039;&#039;&#039;Admins&#039;&#039;&#039;.  Existing &#039;&#039;&#039;Admins&#039;&#039;&#039; may be removed from their posts by Proposal, CfJ, or voluntary resignation.  &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Captains&#039;&#039;&#039; are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. Idle &#039;&#039;&#039;Captains&#039;&#039;&#039; are not counted as &#039;&#039;&#039;Captains&#039;&#039;&#039;, except when they are directly referred to as &amp;quot;Idle Captains&amp;quot;.  &#039;&#039;&#039;Admins&#039;&#039;&#039; may render a &#039;&#039;&#039;Captain Idle&#039;&#039;&#039; if that &#039;&#039;&#039;Captain&#039;&#039;&#039; has asked to become &#039;&#039;&#039;Idle&#039;&#039;&#039; or if that &#039;&#039;&#039;Captain&#039;&#039;&#039; has not posted a entry or comment for more than 7 days.  &#039;&#039;&#039;Admins&#039;&#039;&#039; may unidle a &#039;&#039;&#039;Captain&#039;&#039;&#039; at her request - the &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; personal gamestate retains the values it had immediately prior to her going Idle.  If one or more values would be undefined, it is set to the value new &#039;&#039;&#039;Captains&#039;&#039;&#039; receive, if such a value exists.&lt;br /&gt;
&lt;br /&gt;
If the last &#039;&#039;&#039;Admin&#039;&#039;&#039; would go Idle or resign, they must immediately make one other &#039;&#039;&#039;Captain&#039;&#039;&#039; an &#039;&#039;&#039;Admin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A single person may not control more than one &#039;&#039;&#039;Captain&#039;&#039;&#039; within BlogNomic. If anybody is suspected of controlling more than one &#039;&#039;&#039;Captain&#039;&#039;&#039;, then a &#039;&#039;&#039;Call for Judgment&#039;&#039;&#039; may be made to remove any number of such &#039;&#039;&#039;Captains&#039;&#039;&#039; from the game, and to bar the perpetrator from rejoining.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
  &lt;br /&gt;
Any &#039;&#039;&#039;Captain&#039;&#039;&#039; may propose changes to the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; or &#039;&#039;&#039;Gamestate&#039;&#039;&#039; by making a &#039;&#039;&#039;Proposal&#039;&#039;&#039;. To make a &#039;&#039;&#039;Proposal&#039;&#039;&#039;, a &#039;&#039;&#039;Captain&#039;&#039;&#039; must {{Make a Post}}, in the &amp;quot;Proposal&amp;quot; category, that describes the changes he wishes to be made. A Proposal is a &#039;&#039;&#039;Voting Post&#039;&#039;&#039;.&lt;br /&gt;
  &lt;br /&gt;
Only the oldest Pending &#039;&#039;&#039;Proposal&#039;&#039;&#039; may be &#039;&#039;&#039;Enacted&#039;&#039;&#039; or &#039;&#039;&#039;Failed&#039;&#039;&#039;. This does not stop &#039;&#039;&#039;Voting Posts&#039;&#039;&#039; of other types from being &#039;&#039;&#039;Enacted&#039;&#039;&#039; or &#039;&#039;&#039;Failed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;Proposal&#039;&#039;&#039; is &#039;&#039;&#039;Enacted&#039;&#039;&#039;, the effects it describes are made by the Enacting &#039;&#039;&#039;admin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Captain&#039;&#039;&#039; may not make a &#039;&#039;&#039;Proposal&#039;&#039;&#039; if he already has 2 &#039;&#039;&#039;Proposals&#039;&#039;&#039; pending. Furthermore, no &#039;&#039;&#039;Captain&#039;&#039;&#039; may post more than 3 &#039;&#039;&#039;Proposals&#039;&#039;&#039; in the same day.&lt;br /&gt;
&lt;br /&gt;
== Voting ==  &lt;br /&gt;
  &lt;br /&gt;
Some Offical posts, known as &#039;&#039;&#039;Voting Posts&#039;&#039;&#039;, may be voted upon. These posts have 3 states: &#039;&#039;&#039;Pending&#039;&#039;&#039;, &#039;&#039;&#039;Passed&#039;&#039;&#039; or &#039;&#039;&#039;Failed&#039;&#039;&#039;. When a &#039;&#039;&#039;Voting Post&#039;&#039;&#039; is first put forward, it is considered &#039;&#039;&#039;Pending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any Captain may cast his &#039;&#039;&#039;Vote&#039;&#039;&#039; on a Pending Voting Post by declaring it in the comments of the entry. Valid votes are &#039;&#039;&#039;FOR&#039;&#039;&#039;, &#039;&#039;&#039;AGAINST&#039;&#039;&#039;, and &#039;&#039;&#039;DEFERENTIAL&#039;&#039;&#039;, which must be represented by appropriate icons. If there exists more than one Vote from a single Captain on a single Post, only the most recent of those Votes is counted. If a Captain leaves the game or goes idle, his Vote no longer counts.  &lt;br /&gt;
  &lt;br /&gt;
A vote of DEFERENTIAL is a vote of faith in the decision of the [[#Dynasties|Dread Pirate]]. The vote will count as the same as the Dread Pirate&#039;s vote. If the Dread Pirate votes DEFERENTIAL, or there is no Dread Pirate, any  DEFERENTIAL votes are not counted. &lt;br /&gt;
  &lt;br /&gt;
If the Captain who made a Voting Post has not cast an explicit Vote on it, his Vote is counted as FOR.&lt;br /&gt;
&lt;br /&gt;
== Enactment ==  &lt;br /&gt;
&lt;br /&gt;
A Voting Post may be enacted by any &#039;&#039;&#039;Admin&#039;&#039;&#039; if either of the following is true:-&lt;br /&gt;
&lt;br /&gt;
* It has a number of FOR votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.&lt;br /&gt;
* It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.&lt;br /&gt;
&lt;br /&gt;
The oldest pending Voting Post may be failed by any &#039;&#039;&#039;Admin&#039;&#039;&#039;, if any of the following are true:-&lt;br /&gt;
&lt;br /&gt;
* It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.&lt;br /&gt;
* It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.&lt;br /&gt;
* It has been open for voting for at least 48 hours and has fewer than 2 valid votes.&lt;br /&gt;
* The &#039;&#039;&#039;Captain&#039;&#039;&#039; who posted it it has voted AGAINST it.&lt;br /&gt;
* The &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; has voted to VETO it. &lt;br /&gt;
&lt;br /&gt;
Whenever an Admin marks a Voting Post as passed or failed e must report the following information on the Voting Post:&lt;br /&gt;
# the final tally of for to against votes, or whether the proposal was self-killed or vetoed&lt;br /&gt;
# the time of enactment or failure&lt;br /&gt;
# the identity of the enacting or failing admin&lt;br /&gt;
&lt;br /&gt;
== Calls for Judgment ==  &lt;br /&gt;
&lt;br /&gt;
If two or more [[#Captain|Captain]] actively disagree as to the interpretation of the [[#Ruleset and Gamestate|Ruleset]], or if a &#039;&#039;&#039;Captain&#039;&#039;&#039; feels that an aspect of the game needs urgent attention, then any &#039;&#039;&#039;Captain&#039;&#039;&#039; may raise a &#039;&#039;&#039;Call for Judgment&#039;&#039;&#039; by posting an entry in the &amp;quot;Call for Judgment&amp;quot; category.  If the &#039;&#039;&#039;Captain&#039;&#039;&#039; wishes, he may post anonymously by choosing &amp;quot;Call for Judgment&amp;quot; from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Captains&#039;&#039;&#039; may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; later votes overriding their earlier ones). Unfailed CfJs continue until they reach a [[#Enactment|quorum]] of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed.  After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails.  A Failed CfJ has no further effect.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
&lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 [[#Captains|&#039;&#039;&#039;Captain&#039;&#039;&#039;]] 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 &#039;&#039;&#039;official posts&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;Captain&#039;&#039;&#039; has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. The &#039;&#039;&#039;Admin&#039;&#039;&#039; 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&#039;s &#039;&#039;&#039;Status&#039;&#039;&#039; must changed to reflect its status.   &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 exception:  Whilst a non-official post has been posted for less than five minutes and has no comments, the author may change the categories as they wish.&lt;br /&gt;
&lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
&lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any &#039;&#039;&#039;Captain&#039;&#039;&#039; may update any &#039;&#039;&#039;Captain&#039;s&#039;&#039;&#039; data via the &#039;&#039;&#039;GNDT&#039;&#039;&#039;, whenever the Ruleset permits it.   &lt;br /&gt;
&lt;br /&gt;
All updates to the GNDT are logged - if a &#039;&#039;&#039;Captain&#039;&#039;&#039; feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a [[#Calls for Judgment|Call for Judgment]] shall be raised.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captains&#039;&#039;&#039; shall be assigned a password for the GNDT when they join the Nomic.&lt;br /&gt;
&lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
&lt;br /&gt;
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single &#039;&#039;&#039;Captain&#039;&#039;&#039;, known as the &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039;, and is named according to the number of Dynasties he has headed (eg. &amp;quot;The First Dynasty of Myke&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; may vote to VETO any Proposal.&lt;br /&gt;
&lt;br /&gt;
If at any time there is no Dread Pirate, any Captain may propose that BlogNomic enter into a &#039;&#039;&#039;Metadynasty&#039;&#039;&#039; via a Proposal or a Call for Judgment.  &lt;br /&gt;
&lt;br /&gt;
Metadynasties are named according to the number of Metadynasties that have occured &#039;&#039;(eg. &amp;quot;Third Metadynasty&amp;quot;)&#039;&#039; unless the name is changed.&lt;br /&gt;
&lt;br /&gt;
==Victory and Ascension==  &lt;br /&gt;
If a [[#Captains|Captain]] believes e has achieved &#039;&#039;&#039;victory&#039;&#039;&#039; as specified in the current [[#Ruleset and Gamestate|Ruleset]] and no active DoV has been posted by em, e may {{Make a Post}} to the Blognomic frontpage in the &#039;&#039;&#039;Declaration of Victory&#039;&#039;&#039; category. As soon as it is posted, a Declaration of Victory (hereafter referred as a DoV) becomes Active and remains so until it passes or fails. No Captain may have more than one active DoV pending at any time. &lt;br /&gt;
&lt;br /&gt;
Whenever a DoV becomes active and there is not a &#039;&#039;&#039;Hiatus&#039;&#039;&#039; in effect, a Hiatus begins. So long as a Hiatus is in effect, the only game actions that may be taken are those covered by Core Rules &amp;quot;Captains&amp;quot;, &amp;quot;Calls for Judgment&amp;quot;, &amp;quot;Gamestate Tracking&amp;quot; and &amp;quot;Victory and Ascension&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Every Captain may vote on an active DoV, saying whether e believes the poster has achieved victory or not (using the FOR and AGAINST vote icons). If a single Captain votes more than once on the same active DoV, only the most recent of those Votes is counted.&lt;br /&gt;
&lt;br /&gt;
The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the &#039;&#039;&#039;Dread Pirate&#039;&#039;&#039; has voted on it. Upon resolution, if a Quorum of &#039;&#039;&#039;Captains&#039;&#039;&#039; have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends. DoV&#039;s may not be resolved if a Call for Judgment is pending.&lt;br /&gt;
&lt;br /&gt;
At the winner&#039;s discretion, e may choose another active Captain to be the current Dread Pirate for the next dynasty. This is known as &#039;&#039;&#039;Passing the Mantle&#039;&#039;&#039;. If the selected Captain agrees, then all rights and responsibilities of the Dread Pirate transfer to the selected Captain. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next Dread Pirate.  &lt;br /&gt;
  &lt;br /&gt;
The Hiatus then continues until the new Dread Pirate posts an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; to the BlogNomic weblog - this shall specify the new Dread Pirate&#039;s chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed, and/or that the words &amp;quot;Captain&amp;quot; and &amp;quot;Dread Pirate&amp;quot; will be replaced with new theme-appropriate terms. The new Dread Pirate may also proclaim at the Ascension Address the veto of any Pending Proposals.   &lt;br /&gt;
&lt;br /&gt;
Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences. Unless decreed otherwise by the Dread Pirate in the Axcension Address, all Captains&#039; GNDT (http://blognomic.com/gndt/generic.cgi?nomic=blog) stats are then reset to zero or blank, and all NPC entities are removed.&lt;br /&gt;
  &lt;br /&gt;
The current Dread Pirate may not declare victory in eir own dynasty. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dynastic Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glossary =&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;&amp;quot;&amp;gt;&lt;br /&gt;
This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity. &lt;br /&gt;
&lt;br /&gt;
* It is noted that where a [[#Proposals|Proposal]] would &#039;&#039;&#039;amend&#039;&#039;&#039; the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).&lt;br /&gt;
* Rules which &#039;&#039;&#039;trigger&#039;&#039;&#039; upon the Enacment or Failure of a Proposal are the responsibility of the &#039;&#039;&#039;Admin&#039;&#039;&#039; who Enacts or Fails it. &lt;br /&gt;
&lt;br /&gt;
* Appropriate &#039;&#039;&#039;Icons&#039;&#039;&#039;: 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, an I http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto. &lt;br /&gt;
* The &#039;&#039;&#039;&amp;quot;subject&amp;quot;&#039;&#039;&#039; of a blog entry is the Title of the entry. Any entry that does not have exactly one subject is not valid.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Posts&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;comments&amp;quot;&#039;&#039;&#039; refer only to those made to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
* A &#039;&#039;&#039;keyword&#039;&#039;&#039; defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying &amp;quot;Bananas are Blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
* Unless otherwise specified, game &#039;&#039;&#039;variables&#039;&#039;&#039; defined to hold numeric values can hold only non-negative integers, and any action that would set those values below &#039;&#039;&#039;zero&#039;&#039;&#039; instead sets them to zero.  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;
* Unless otherwise specified:  When &amp;quot;X&amp;quot; is a number, to &#039;&#039;&#039;spend&#039;&#039;&#039; X of a numeric value &amp;quot;V&amp;quot; means to subtract X from V (i.e. replace V with V-X); no action may be taken which requires spending X of a numeric value when the subtraction would result in a number which is illegal as a replacement for that value (e.g. if the value represents a variable which is restricted to non-negative integers, but the subtraction comes up negative).&lt;br /&gt;
* Superficial differences between the &#039;&#039;&#039;spelling&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Gamestate&#039;&#039;&#039; is defined as any information which the Ruleset regulates the alteration of, such as &#039;&#039;&#039;Captains&#039;&#039;&#039;&#039; names and the blog colour scheme.&lt;br /&gt;
&lt;br /&gt;
== Typographic Conventions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Italicized text&#039;&#039;&#039; is not considered part of the ruleset and may be used to clarify rules with examples, notes, and flavor text. &#039;&#039;For example, this italicized text provides an example of the use of italicized text.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Timespans ==&lt;br /&gt;
&lt;br /&gt;
* References to &#039;&#039;&#039;&amp;quot;a day&amp;quot;&#039;&#039;&#039; (as an entity rather than a duration, eg. &amp;quot;Sunday&amp;quot;) refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.&lt;br /&gt;
* References to a &#039;&#039;&#039;&amp;quot;week&amp;quot;&#039;&#039;&#039; refer to the period of time between the start of a Monday and the end of the following Sunday. &lt;br /&gt;
* All &#039;&#039;&#039;references to time&#039;&#039;&#039; must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* If a game action is a &#039;&#039;&#039;Daily Action&#039;&#039;&#039;, each Captain able to perform it may take that action once per day, but not more than once every six hours.&lt;br /&gt;
* If a game action is a &#039;&#039;&#039;Weekly Action&#039;&#039;&#039;, each Captain able to perform it may take that action once per week, but not more than once every twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
&lt;br /&gt;
* Unless otherwise specified, &#039;&#039;&#039;Quorum&#039;&#039;&#039; is equal to half the number of &#039;&#039;&#039;Captains&#039;&#039;&#039;, rounded down, plus one.&lt;br /&gt;
&lt;br /&gt;
== Dice ==&lt;br /&gt;
&lt;br /&gt;
References to &#039;&#039;&#039;&amp;quot;YDICEX&amp;quot;&#039;&#039;&#039; refer to Y X-sided dice. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
== IEEE ==&lt;br /&gt;
* The IEEE auxiliary verbs used in Blognomic are:&lt;br /&gt;
** Is required to: &#039;&#039;&#039;&amp;quot;shall&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is recommended that: &#039;&#039;&#039;&amp;quot;should&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is permitted to: &#039;&#039;&#039;&amp;quot;may&amp;quot;&#039;&#039;&#039;;&lt;br /&gt;
** Is able to: &#039;&#039;&#039;&amp;quot;can&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=About_non-metallic_mineral_resources_in_China&amp;diff=12</id>
		<title>About non-metallic mineral resources in China</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=About_non-metallic_mineral_resources_in_China&amp;diff=12"/>
		<updated>2008-03-13T21:44:09Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Enacting &amp;quot;And you thought it was just a silly non-sequitur...&amp;quot;. Yeah, I cheated a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;China many non-metallic mineral species, abundant resources, and widely distributed. Proven reserves are 88 kinds of non-metallic mineral:&lt;br /&gt;
&lt;br /&gt;
===diamond===&lt;br /&gt;
===graphite===&lt;br /&gt;
===natural sulfur===&lt;br /&gt;
===pyrite===&lt;br /&gt;
===crystal===&lt;br /&gt;
===corundum===&lt;br /&gt;
===kyanite===&lt;br /&gt;
===Xi Shi line===&lt;br /&gt;
===andalusite===&lt;br /&gt;
===wollastonite===&lt;br /&gt;
===sodium saltpeter===&lt;br /&gt;
===talc===&lt;br /&gt;
===asbestos===&lt;br /&gt;
===Blue asbestos===&lt;br /&gt;
===mica===&lt;br /&gt;
===feldspar===&lt;br /&gt;
===garnet stones===&lt;br /&gt;
===pyrophyllite===&lt;br /&gt;
===diopside===&lt;br /&gt;
===tremolite===&lt;br /&gt;
===vermiculite===&lt;br /&gt;
===zeolite===&lt;br /&gt;
===alunite===&lt;br /&gt;
===Glauber&#039;s salt===&lt;br /&gt;
===gypsum===&lt;br /&gt;
===barite===&lt;br /&gt;
===witherite===&lt;br /&gt;
===Trona===&lt;br /&gt;
===calcite===&lt;br /&gt;
===ice spar===&lt;br /&gt;
===magnesite===&lt;br /&gt;
===fluorite===&lt;br /&gt;
===precious stones===&lt;br /&gt;
===jade===&lt;br /&gt;
===agate===&lt;br /&gt;
===pigment minerals===&lt;br /&gt;
===limestone===&lt;br /&gt;
===marl===&lt;br /&gt;
===chalk===&lt;br /&gt;
===dolomite===&lt;br /&gt;
===quartzite===&lt;br /&gt;
===sandstone and natural quartz sand===&lt;br /&gt;
===quartz veins===&lt;br /&gt;
===quartz powder===&lt;br /&gt;
===natural Whetstone===&lt;br /&gt;
===potassium content sandstone and shale===&lt;br /&gt;
===diatomite===&lt;br /&gt;
===shale===&lt;br /&gt;
===kaolin===&lt;br /&gt;
===ceramics soil===&lt;br /&gt;
===refractory clay===&lt;br /&gt;
===palygorskite clay===&lt;br /&gt;
===sepiolite clay===&lt;br /&gt;
===illite clay===&lt;br /&gt;
===RECTORITE clay===&lt;br /&gt;
===bentonite===&lt;br /&gt;
===iron bauxite===&lt;br /&gt;
===other clay===&lt;br /&gt;
===peridotite===&lt;br /&gt;
===serpentinite===&lt;br /&gt;
===basalt===&lt;br /&gt;
===amphibolite===&lt;br /&gt;
===gabbro===&lt;br /&gt;
===diabase===&lt;br /&gt;
===andesite===&lt;br /&gt;
===diorite and granite===&lt;br /&gt;
===perlite===&lt;br /&gt;
===pumice===&lt;br /&gt;
===nepheline syenite===&lt;br /&gt;
===rough rocks===&lt;br /&gt;
===tuff===&lt;br /&gt;
===ash===&lt;br /&gt;
===scoria===&lt;br /&gt;
===marble===&lt;br /&gt;
===slate===&lt;br /&gt;
===gneiss===&lt;br /&gt;
===peat===&lt;br /&gt;
===salt===&lt;br /&gt;
===potassium===&lt;br /&gt;
===magnesium===&lt;br /&gt;
===iodine===&lt;br /&gt;
===bromine===&lt;br /&gt;
===arsenic===&lt;br /&gt;
===BORON PROSPECTING===&lt;br /&gt;
===phosphate rock===&lt;br /&gt;
===Magnesite===&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Motion_to_Fix_Spelling_of_Clarification&amp;diff=382</id>
		<title>Motion to Fix Spelling of Clarification</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Motion_to_Fix_Spelling_of_Clarification&amp;diff=382"/>
		<updated>2007-02-28T21:01:49Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: Unnecessary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Ruleset_Reconstruction&amp;diff=715</id>
		<title>Ruleset Reconstruction</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Ruleset_Reconstruction&amp;diff=715"/>
		<updated>2006-09-23T15:28:17Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &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;
= Laws =  &lt;br /&gt;
 &lt;br /&gt;
== Ruleset and Gamestate ==  &lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039; the &#039;&#039;&#039;Ruleset&#039;&#039;&#039; for &#039;&#039;&#039;BlogNomic&#039;&#039;&#039;; Swashbucklers may ignore it. Section One consists of the &amp;quot;laws&amp;quot; of blognomic, covering basic Swashbuckler and proposal mechanics; Section Two contains the &amp;quot;rules&amp;quot; of the current round, and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset.  Laws and rules may be referred to by eir type and entire number or type and name. (e.g. This Law may be referred to as Law 1.1 or the Law entitled &amp;quot;Ruleset and Gamestate&amp;quot;). No Rule may contain a provision that bars itself from being altered and/or repealed. If at any moment a Rule exists or is altered in a manner that renders it to contain such a provision, the entirety of that Rule shall be considered void and with no effects on the Gamestate. The provisions on this paragraph supersede any text in a Rule.&lt;br /&gt;
  &lt;br /&gt;
The Ruleset and &#039;&#039;&#039;Gamestate&#039;&#039;&#039; can only be changed when the Ruleset specifically permits eir being changed.  &lt;br /&gt;
  &lt;br /&gt;
Spivak pronouns, as defined in the [[#Glossary|Glossary]], shall be used  whenever a Swashbuckler is referred to.   &lt;br /&gt;
  &lt;br /&gt;
Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.&lt;br /&gt;
&lt;br /&gt;
== Swashbucklers ==  &lt;br /&gt;
  &lt;br /&gt;
Anybody may apply to join BlogNomic (if e is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing eir arrival.  An Admin will add em to the roster in the sidebar, at which moment e becomes a &#039;&#039;&#039;Swashbuckler&#039;&#039;&#039;.  &lt;br /&gt;
  &lt;br /&gt;
A Swashbuckler may change eir name or eir sidebar link by editing eir blognomic.com profile.  A Swashbucklerâ€™s name may only ever act as a signifier identifying a certain player. A name change may never create a meaning in the Ruleset that was not present before it.  E may leave the game by posting an entry to the BlogNomic weblog requesting such action.  &lt;br /&gt;
  &lt;br /&gt;
Some Swashbucklers are &#039;&#039;&#039;Admin Staff&#039;&#039;&#039;, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Swashbucklers who wish to become Admins shall sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from eir post by Proposal, CfJ or voluntary resignation.  &lt;br /&gt;
  &lt;br /&gt;
Some Swashbucklers are &#039;&#039;&#039;Idle&#039;&#039;&#039;, and shall be marked as such in the sidebar. For the purposes of the ruleset, excluding Laws 1.1 and 1.2, idle Swashbucklers are not counted as Swashbucklers. Admin may render a Swashbuckler idle if that Swashbuckler has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle a Swashbuckler at eir request - the Swashbuckler&#039;s personal gamestate retains the values it had immediately prior to eir idling.  &lt;br /&gt;
  &lt;br /&gt;
A single person may not control more than one Swashbuckler within BlogNomic. If anybody is suspected of controlling more than one Swashbuckler, then a Proposal may be made to remove any number of such Swashbucklers from the game, and to bar the perpetrator from rejoining.&lt;br /&gt;
&lt;br /&gt;
== Proposals ==  &lt;br /&gt;
  &lt;br /&gt;
Any Swashbuckler may propose a change to the Ruleset or gamestate by [http://blognomic.com/update/index.php?C=publish posting an entry] in the &#039;&#039;&#039;&amp;quot;Proposal&amp;quot;&#039;&#039;&#039; category that describes the changes e wishes to be made.  &lt;br /&gt;
  &lt;br /&gt;
Proposals can either be &#039;&#039;&#039;Pending&#039;&#039;&#039;, &#039;&#039;&#039;Enacted&#039;&#039;&#039;, or &#039;&#039;&#039;Failed&#039;&#039;&#039;. When a Proposal is first put forward, it is considered Pending.  &lt;br /&gt;
  &lt;br /&gt;
No ostensible Proposal shall be legal if its posting leads to its poster having more than 2 Proposals pending. Furthermore, no Swashbuckler may post more than 3 Proposals in the same day. Rules may take precedence over this paragraph.  &lt;br /&gt;
  &lt;br /&gt;
== Voting ==  &lt;br /&gt;
  &lt;br /&gt;
Any Swashbuckler may cast eir &#039;&#039;&#039;Vote&#039;&#039;&#039; on a Pending [[#Proposals|Proposal]] by declaring it in the comments of the entry. Valid votes are &#039;&#039;&#039;FOR&#039;&#039;&#039;, &#039;&#039;&#039;AGAINST&#039;&#039;&#039;, and &#039;&#039;&#039;DEFERENTIAL&#039;&#039;&#039;, which must be represented by appropriate icons. If there exists more than one Vote from a single Swashbuckler on a single Proposal, only the most recent of those Votes is counted. Rules may take precedence over the previous sentence.  If a Swashbuckler leaves the game or goes idle, eir Vote no longer counts.  &lt;br /&gt;
  &lt;br /&gt;
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the [[#Dynasties|Captain]]. The vote will count as the same as the Captain&#039;s vote. The Captain cannot cast a vote of DEFERENTIAL. If there is no Captain, a vote of DEFERENTIAL counts as an explicit vote of abstention.  &lt;br /&gt;
  &lt;br /&gt;
If the Swashbuckler who made a Proposal has not cast an explicit Vote on it, eir Vote is counted as FOR.&lt;br /&gt;
&lt;br /&gt;
== Enactment ==  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Quorum&#039;&#039;&#039; is equal to half the number of Swashbucklers, rounded down, plus one.  &lt;br /&gt;
  &lt;br /&gt;
If the oldest pending [[#Proposals|Proposal&#039;s]] FOR votes exceed or equal Quorum and that Proposal has been open for voting for at least 12 hours, or if it is more than 48 hours old and more than half of its votes are FOR, then any Admin Staff may mark that Proposal as Enacted, then update the Ruleset and/or Gamestate to include the specified effects of that Proposal.  &lt;br /&gt;
  &lt;br /&gt;
If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of those votes being changed, or if all Swashbucklers have voted on it and it still cannot be Enacted, or if the Swashbuckler who proposed it has voted AGAINST it, or if it is more than 48 hours old and half or fewer of its votes are FOR, then any Admin Staff may mark that Proposal as Failed.  When the proposer votes against eir own proposal, that vote may not be changed.  &lt;br /&gt;
  &lt;br /&gt;
Whenever an Admin marks a proposal as enacted or failed e must report the following information on the proposal:&amp;lt;br&amp;gt;  &lt;br /&gt;
1) the final tally of for to against votes, or whether the proposal was self-killed or vetoed&amp;lt;br&amp;gt;  &lt;br /&gt;
2) the time of enactment or failure&amp;lt;br&amp;gt;  &lt;br /&gt;
3) the identity of the enacting or failing admin &lt;br /&gt;
 &lt;br /&gt;
Rules may take precedence over any part of this law. &lt;br /&gt;
 &lt;br /&gt;
== Calls for Judgment ==  &lt;br /&gt;
  &lt;br /&gt;
If two or more [[#Swashbucklers|Swashbucklers]] actively disagree as to the interpretation of the [[#Ruleset and Gamestate|Ruleset]], or if a Swashbuckler feels that an aspect of the game needs urgent attention, then any Swashbuckler may raise a &#039;&#039;&#039;Call for Judgment&#039;&#039;&#039; by posting an entry in the &amp;quot;Call for Judgment&amp;quot; category .  If the Swashbuckler wishes, e may post anonymously by choosing &amp;quot;Call for Judgment&amp;quot; from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.  &lt;br /&gt;
  &lt;br /&gt;
All Swashbucklers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Swashbuckler&#039;s later votes overriding eir earlier ones). CfJs continue until they reach a [[#Enactment|quorum]] of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed.  After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails and may have no further effect.&lt;br /&gt;
&lt;br /&gt;
== Gamestate Tracking ==  &lt;br /&gt;
  &lt;br /&gt;
[[#Proposals|Proposals]], [[#Calls for Judgment|Calls for Judgment]], 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 [[#Swashbucklers|Swashbuckler]] 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 &#039;&#039;&#039;official posts&#039;&#039;&#039;.  &lt;br /&gt;
  &lt;br /&gt;
If no other Swashbuckler has commented on it, an official post may be altered or removed; otherwise this can only be done as allowed by the Ruleset. 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&#039;s &#039;&#039;&#039;Status&#039;&#039;&#039; must changed to reflect its status.   &lt;br /&gt;
  &lt;br /&gt;
A non-official post may not through editing of the blog be changed into an official post.   &lt;br /&gt;
  &lt;br /&gt;
Voting and comments are accessible through the link at the bottom of every post.   &lt;br /&gt;
  &lt;br /&gt;
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Swashbuckler may update any Swashbuckler&#039;s data via the &#039;&#039;&#039;GNDT&#039;&#039;&#039;, whenever the Ruleset permits it.   &lt;br /&gt;
  &lt;br /&gt;
All updates to the GNDT are logged - if a Swashbuckler feels that an alteration goes against the Rules (as they were at the time of the alteration), e may simply undo the effects of that alteration. If such an undoing is disputed, a [[#Calls for Judgment|Call for Judgment]] shall be raised.   &lt;br /&gt;
  &lt;br /&gt;
Swashbucklers shall be assigned a password for the GNDT when they join the Nomic. &lt;br /&gt;
 &lt;br /&gt;
== Dynasties ==  &lt;br /&gt;
  &lt;br /&gt;
BlogNomic is divided into a number of Rounds, referred to as &#039;&#039;&#039;Dynasties&#039;&#039;&#039;.  &lt;br /&gt;
  &lt;br /&gt;
Each Dynasty has a single &#039;&#039;&#039;Captain&#039;&#039;&#039; and is named according to the number of times which that [[#Swashbucklers|Swashbuckler]] has been the Captain (or Captain equivalent) (eg. &amp;quot;The First Dynasty of Myke&amp;quot;).  &lt;br /&gt;
  &lt;br /&gt;
The Captain has the following powers:  &lt;br /&gt;
  &lt;br /&gt;
* E may &#039;&#039;&#039;veto&#039;&#039;&#039; any Proposal; that Proposal immediately fails. (This veto may be contested with a CfJ if it is thought excessively unreasonable.)   &lt;br /&gt;
* E may change the BlogNomic header, the colour scheme and the VETO icon, whenever e likes.  &lt;br /&gt;
  &lt;br /&gt;
If there is no Captain, any Swashbuckler may propose a new header, color scheme, and/or VETO icon. If such a proposal passes, the changes will be made by any Admin.  &lt;br /&gt;
  &lt;br /&gt;
A page of [[Dynasty Records]] is kept on a separate weblog, recording events that took place during past Dynasties, noting eir themes, eir Captain or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Swashbucklers may submit Dynasty Records to the Captain.&lt;br /&gt;
&lt;br /&gt;
==Victory and Ascension==  &lt;br /&gt;
  &lt;br /&gt;
If a [[#Swashbucklers|Swashbuckler]] believes that e has achieved &#039;&#039;&#039;victory&#039;&#039;&#039; as specified in the current [[#Ruleset and Gamestate|Ruleset]], e may {{Make a Post}} to the Blognomic frontpage entitled &#039;&#039;&#039;&amp;quot;Declaration of Victory&amp;quot;&#039;&#039;&#039;, and a &#039;&#039;&#039;Hiatus&#039;&#039;&#039; begins. So long as the Hiatus is in effect, the only game actions that may be taken are those covered by laws 1.2, 1.6, and 1.9.  &lt;br /&gt;
  &lt;br /&gt;
Every Swashbuckler may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons).  The following stipulations must be true before a DoV may pass or fail.&lt;br /&gt;
* 12 hours have passed since the posting of the DoV.&lt;br /&gt;
* If less than 24 hours have passed since the posting of the DoV the current Captain has voted upon the DoV.&lt;br /&gt;
If both of these stipulations are true and at least half of all Swashbucklers have voted FOR the DoV passes and the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends.  If both of these stipulations are true and at least half of all Swashbucklers have voted AGAINST the DoV the the DoV fails.  If no clear decision is reached after 24 hours, the [[#Dynasties|Captain]] may optionally Pass or Fail the DoV on his own accord.&lt;br /&gt;
&lt;br /&gt;
Hiatus may not end if either of the following stipulations are false and ends once they are both true:&lt;br /&gt;
* There is no active DoV.&lt;br /&gt;
* There are no pending CFJs.    &lt;br /&gt;
  &lt;br /&gt;
At the winner&#039;s discretion, e may choose another active Swashbuckler to be the Captain for the next dynasty. This is known as &#039;&#039;&#039;Passing the Mantle&#039;&#039;&#039;. If the selected Swashbuckler agrees, then all rights and responsibilities of the Captain transfer to the selected Swashbuckler. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next Captain.  &lt;br /&gt;
  &lt;br /&gt;
When a Dynasty has been won, all Swashbucklers&#039; {{GNDT}} stats are reset to zero or blank. Any Swashbucklers who were idle throughout that Dynasty may be removed from the game, at the Captain&#039;s discretion.   &lt;br /&gt;
  &lt;br /&gt;
The Hiatus then continues until the new Captain posts an &#039;&#039;&#039;Ascension Address&#039;&#039;&#039; to the BlogNomic weblog - this shall specify the Captain&#039;s chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed, and/or that the words &amp;quot;Swashbuckler&amp;quot; and &amp;quot;Captain&amp;quot; will be replaced with new theme-appropriate terms. If the new Captain chooses not to repeal a rule, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new Captain&#039;s proclamation, shall be renumbered to keep a sequential progression. The new Captain may also proclaim at the Ascension Address the veto of any Pending Proposals.  &lt;br /&gt;
  &lt;br /&gt;
Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.   &lt;br /&gt;
  &lt;br /&gt;
The Captain may not declare victory in eir own dynasty. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rules =   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:8px;background:#ddd;margin:8px 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Glossary =&lt;br /&gt;
&lt;br /&gt;
This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity. &lt;br /&gt;
&lt;br /&gt;
* It is noted that where a [[#Proposals|Proposal]] would &#039;&#039;&#039;amend&#039;&#039;&#039; the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).&lt;br /&gt;
* Rules which &#039;&#039;&#039;trigger&#039;&#039;&#039; on Enactment or Failure of a Proposal are the responsibility of the acting Admin, who is responsible to check if Quorum is met at the moment of the Enactment.&lt;br /&gt;
* Appropriate &#039;&#039;&#039;Icons&#039;&#039;&#039;: 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, an I http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto. &lt;br /&gt;
* The &#039;&#039;&#039;&amp;quot;subject&amp;quot;&#039;&#039;&#039; of a blog entry is the first and only sentence in the Title of an entry. Any entry that does not have exactly one subject is not valid.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Posts&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;comments&amp;quot;&#039;&#039;&#039; refer only to those made to the BlogNomic weblog at [http://blognomic.com blognomic.com]&lt;br /&gt;
* A &#039;&#039;&#039;keyword&#039;&#039;&#039; defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying &amp;quot;Bananas are Blue&amp;quot; cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying &amp;quot;every day is Sunday&amp;quot; will be overruled by the glossary entry below.)&lt;br /&gt;
* Unless otherwise specified, game &#039;&#039;&#039;variables&#039;&#039;&#039; defined to hold numeric values can hold only non-negative integers, and any action that would set those values below &#039;&#039;&#039;zero&#039;&#039;&#039; instead sets them to zero.  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;
* Superficial differences between the &#039;&#039;&#039;spelling&#039;&#039;&#039; of geographic versions of English, e.g, British English, American English, Australian English shall be construed as irrelevant for the purposes of play.&lt;br /&gt;
* &#039;&#039;&#039;Gamestate&#039;&#039;&#039; is defined as any information which the Ruleset regulates the alteration of, such as Countries&#039; names and the blog colour scheme.&lt;br /&gt;
&lt;br /&gt;
== Typographic Conventions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Italicized text&#039;&#039;&#039; is not considered part of the ruleset and may be used to clarify rules with examples, notes and flavor text. &#039;&#039;For example, this italicized text provides an example of the use of italicized text.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Timespans ==&lt;br /&gt;
&lt;br /&gt;
* References to &#039;&#039;&#039;&amp;quot;a day&amp;quot;&#039;&#039;&#039; (as an entity rather than a duration, eg. &amp;quot;Sunday&amp;quot;) refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.&lt;br /&gt;
* References to a &#039;&#039;&#039;&amp;quot;week&amp;quot;&#039;&#039;&#039; refer to the period of time between the start of a Monday and the end of the following Sunday. &lt;br /&gt;
* All &#039;&#039;&#039;references to time&#039;&#039;&#039; must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. &amp;quot;dinnertime&amp;quot;, &amp;quot;twilight&amp;quot;) cannot be achieved until they fulfil one of these criteria.&lt;br /&gt;
* An action which may be taken&#039;&#039;&#039; &#039;often&#039; &#039;&#039;&#039;may be taken once per day, but not more than once every six hours.&lt;br /&gt;
* An action which may be taken&#039;&#039;&#039; &#039;occasionally&#039; &#039;&#039;&#039;may be taken once per week, but not more than once per twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
== Dice ==&lt;br /&gt;
&lt;br /&gt;
References to &#039;&#039;&#039;&amp;quot;YDICEX&amp;quot;&#039;&#039;&#039; refer to Y X-sided dice. To roll dice, post DICEX in the comments field of a post, replacing X with the number of sides on the die you wish to roll.&lt;br /&gt;
&lt;br /&gt;
== Spivak ==&lt;br /&gt;
&lt;br /&gt;
* The Spivak pronouns used in Blognomic are: &lt;br /&gt;
** Subject case: &#039;&#039;&#039;&amp;quot;e&amp;quot;&#039;&#039;&#039;; &lt;br /&gt;
** Object case: &#039;&#039;&#039;&amp;quot;em&amp;quot;&#039;&#039;&#039;; &lt;br /&gt;
** Possessive Adjective case: &#039;&#039;&#039;&amp;quot;eir&amp;quot;&#039;&#039;&#039;; &lt;br /&gt;
** Possessive Pronoun case: &#039;&#039;&#039;&amp;quot;eirs&amp;quot;&#039;&#039;&#039;; &lt;br /&gt;
** Reflexive case: &#039;&#039;&#039;&amp;quot;emself&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== IEEE ==&lt;br /&gt;
* The IEEE auxiliary verbs used in Blognomic are:&lt;br /&gt;
** Is required to: &#039;&#039;&#039;â€œshallâ€&#039;&#039;&#039;;&lt;br /&gt;
** Is recommended that: &#039;&#039;&#039;â€œshouldâ€&#039;&#039;&#039;;&lt;br /&gt;
** Is permitted to: &#039;&#039;&#039;â€œmayâ€&#039;&#039;&#039;;&lt;br /&gt;
** Is able to: &#039;&#039;&#039;â€œcanâ€&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Local_Proposals&amp;diff=278</id>
		<title>Local Proposals</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Local_Proposals&amp;diff=278"/>
		<updated>2006-07-05T17:58:14Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Example Proposal (this is not a legal proposal)==&lt;br /&gt;
===Proposal: Example (0001/01/01)===&lt;br /&gt;
Proposed by Angry Grasshopper&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheese may never be called awesome.&amp;quot;&lt;br /&gt;
====Votes====&lt;br /&gt;
&lt;br /&gt;
Excalabur: http://blognomic.com/images/vote/for.gif&lt;br /&gt;
&lt;br /&gt;
Hix: http://blognomic.com/images/vote/seal.gif&lt;br /&gt;
&lt;br /&gt;
Angry Grasshopper: http://blognomic.com/images/vote/for.gif&lt;br /&gt;
&lt;br /&gt;
Bucky: http://blognomic.com/images/vote/imperial.gif&lt;br /&gt;
&lt;br /&gt;
Chronos Phaenon: http://blognomic.com/images/vote/against.gif&lt;br /&gt;
&lt;br /&gt;
====Outcome====&lt;br /&gt;
http://blognomic.com/images/vote/against.gif (Failed)&lt;br /&gt;
&lt;br /&gt;
==Local Proposals==&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Commodities_Market&amp;diff=118</id>
		<title>Commodities Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Commodities_Market&amp;diff=118"/>
		<updated>2005-10-21T09:39:44Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Purplebeard */ Paying for reproduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
*The [[World]]&lt;br /&gt;
*The [[Ruleset]]&lt;br /&gt;
*The [[Quick Reference]]&lt;br /&gt;
*The [[Talk:Commodities Market|Discussion Page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Excalabur|Excalabur]] ==&lt;br /&gt;
* Grain:      345&lt;br /&gt;
* Metal:      515&lt;br /&gt;
* Petroleum:  182&lt;br /&gt;
* Nat.Beauty: 145&lt;br /&gt;
&lt;br /&gt;
== [[User:GazeboDude|Gazebo Dude]] ==&lt;br /&gt;
* Grain:      314&lt;br /&gt;
* Metal:      664&lt;br /&gt;
* Petroleum:  108&lt;br /&gt;
* Nat.Beauty:  0&lt;br /&gt;
&lt;br /&gt;
== [[User:Jamuraa|Jamuraa]] ==&lt;br /&gt;
* Grain:     374&lt;br /&gt;
* Metal:     696&lt;br /&gt;
* Petroleum: 167&lt;br /&gt;
* Nat.Beauty: 0&lt;br /&gt;
&lt;br /&gt;
== [[User:Purplebeard|Purplebeard]] ==&lt;br /&gt;
* Grain:       386&lt;br /&gt;
* Metal:       502&lt;br /&gt;
* Petroleum:   117&lt;br /&gt;
* Nat.Beauty:   19&lt;br /&gt;
&lt;br /&gt;
== [[User:Rodney|Rodney]] ==&lt;br /&gt;
* Grain:      344&lt;br /&gt;
* Metal:      410&lt;br /&gt;
* Petroleum:  251&lt;br /&gt;
* Nat.Beauty:  0&lt;br /&gt;
&lt;br /&gt;
== [[User:Smith|Smith]] ==&lt;br /&gt;
* Grain:      153&lt;br /&gt;
* Metal:      367&lt;br /&gt;
* Petroleum:   35&lt;br /&gt;
* Nat.Beauty:  54&lt;br /&gt;
&lt;br /&gt;
== [[User: Lunaetic|Lunaetic]] ==&lt;br /&gt;
* Grain:      205&lt;br /&gt;
* Metal:      323&lt;br /&gt;
* Petroleum:   74&lt;br /&gt;
* Nat.Beauty:   0&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=World&amp;diff=1129</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=World&amp;diff=1129"/>
		<updated>2005-10-21T09:39:30Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Purplebeard Homeland */ Initiating reproduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
*The [[Commodities Market]]&lt;br /&gt;
*The [[Ruleset]]&lt;br /&gt;
*The [[Quick Reference|Quick Reference Page]]&lt;br /&gt;
== Chronos Phaenon Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 133&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 13&lt;br /&gt;
* Metal: 9&lt;br /&gt;
* Petroleum: 4&lt;br /&gt;
* Natural Beauty: -2&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Operating: Fortification&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (3) Gazebo Dude Homeland&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (5) Purplebeard Homeland&lt;br /&gt;
* (6) Rodney Homeland&lt;br /&gt;
* (7) Seventy-Fifth Trombone Homeland&lt;br /&gt;
* (8) ShadowClaw Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (10) Tekneek Homeland&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (15) Death&#039;s Valley&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (24) Cul-de-Sac&lt;br /&gt;
* (25) Sea of Serenity&lt;br /&gt;
* (26) Munchkinland&lt;br /&gt;
* (31) Lunaetic Homeland&lt;br /&gt;
&lt;br /&gt;
=== In Transit ===&lt;br /&gt;
* Invasion Transport: Smith Homeland, 2, ? periods left (smith)&lt;br /&gt;
&lt;br /&gt;
== Excalabur Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 122&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 6&lt;br /&gt;
* Metal: 5&lt;br /&gt;
* Petroleum: 11&lt;br /&gt;
* Natural Beauty: 2&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
*Operating: Farm&lt;br /&gt;
*Operating: Steel Mill&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (18) Scotland&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
* (29) James Pond&lt;br /&gt;
* (31) Lunaetic Homeland&lt;br /&gt;
* (32) Royal Hunting Ground&lt;br /&gt;
&lt;br /&gt;
== Gazebo Dude Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Gazebo Dude&#039;&#039;&#039;&lt;br /&gt;
* Population: 208&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 4&lt;br /&gt;
* Metal: 13&lt;br /&gt;
* Petroleum: 14&lt;br /&gt;
* Natural Beauty: -7&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (15) Death&#039;s Valley&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== Jamuraa Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Jamuraa&#039;&#039;&#039;&lt;br /&gt;
* Population: 142&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 11&lt;br /&gt;
* Metal: 15&lt;br /&gt;
* Petroleum: 3&lt;br /&gt;
* Natural Beauty: -5&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Operating: Farm&lt;br /&gt;
* Operating: Oil Well&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (12) Londinium&lt;br /&gt;
* (14) Somewhere Over the Rainbow&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (20) Sinon&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (29) James Pond&lt;br /&gt;
&lt;br /&gt;
== Purplebeard Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Purplebeard&#039;&#039;&#039;&lt;br /&gt;
* Population: 117&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 10&lt;br /&gt;
* Metal: 12&lt;br /&gt;
* Petroleum: 11&lt;br /&gt;
* Natural Beauty: -9&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Oil well&lt;br /&gt;
* Operating: Oil well&lt;br /&gt;
* Operating: Farm&lt;br /&gt;
* Operating: Farm&lt;br /&gt;
* Operating: Farm&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Fomenting: Reproduction, 1 periods left&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (22) Your Mother&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (28) Castle Black&lt;br /&gt;
&lt;br /&gt;
== Rodney Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Rodney&#039;&#039;&#039;&lt;br /&gt;
* Population: 139&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 11&lt;br /&gt;
* Metal: 15&lt;br /&gt;
* Petroleum: 15&lt;br /&gt;
* Natural Beauty: -17&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (17) Greater Erg&lt;br /&gt;
* (20) Sinon&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== Seventy-Fifth Trombone Homeland ==&lt;br /&gt;
* Controller: Uncontrolled&lt;br /&gt;
* Population: 100&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 10&lt;br /&gt;
* Metal: 6&lt;br /&gt;
* Petroleum: 2&lt;br /&gt;
* Natural Beauty: 6&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (12) Londinium&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== ShadowClaw Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 107&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 9&lt;br /&gt;
* Metal: 10&lt;br /&gt;
* Petroleum: 12&lt;br /&gt;
* Natural Beauty: -7&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (10) Tekneek Homeland&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (25) Sea of Serenity&lt;br /&gt;
* (29) James Pond&lt;br /&gt;
* (32) Royal Hunting Ground&lt;br /&gt;
&lt;br /&gt;
== Smith Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Smith&#039;&#039;&#039;&lt;br /&gt;
* Population: 141&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 8&lt;br /&gt;
* Metal: 9&lt;br /&gt;
* Petroleum: 4&lt;br /&gt;
* Natural Beauty: 3&lt;br /&gt;
&lt;br /&gt;
=== Constructions ===&lt;br /&gt;
* Operating: Oil Well&lt;br /&gt;
* Operating: Farm&lt;br /&gt;
* Constructing: Portable Mountain, 3 periods left&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
*Fomenting: Hostile Takeover(Greater Erg), 2 periods left&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (3) Gazebo Dude Homeland&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (17) Greater Erg&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (26) Munchkinland&lt;br /&gt;
&lt;br /&gt;
=== In Transit ===&lt;br /&gt;
Basic Transport: Area 51, 5, 1 period left (smith)&lt;br /&gt;
&lt;br /&gt;
Invasion: Chronos Phaenon Homeland, 6, ? periods left (Excalabur)&lt;br /&gt;
&lt;br /&gt;
== Tekneek Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population:  23&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 14&lt;br /&gt;
* Metal: 14&lt;br /&gt;
* Petroleum: 1&lt;br /&gt;
* Natural Beauty: -5&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Constructing: Oil Well, 6 periods left&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (8) ShadowClaw Homeland&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== Devil&#039;s Hole ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 110&lt;br /&gt;
* Maximum Beauty: 21&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 3&lt;br /&gt;
* Metal: 5&lt;br /&gt;
* Petroleum: 5&lt;br /&gt;
* Natural Beauty: 8&lt;br /&gt;
&lt;br /&gt;
=== Constructions ===&lt;br /&gt;
Operating: Tourist Destination&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (18) Scotland&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (30) Hundred Acre Woods&lt;br /&gt;
&lt;br /&gt;
== Londinium ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Jamuraa&#039;&#039;&#039;&lt;br /&gt;
* Population: 94&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Constructing: Farm, 1 periods left&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 6&lt;br /&gt;
* Metal: 10&lt;br /&gt;
* Petroleum: 4&lt;br /&gt;
* Natural Beauty: 0&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (7) 75th Trombone Homeland&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== Area 51 ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 104&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 5&lt;br /&gt;
* Metal: 3&lt;br /&gt;
* Petroleum: 5&lt;br /&gt;
* Natural Beauty: 7&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (6) Rodney Homeland&lt;br /&gt;
* (10) Tekneek Homeland&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (31) Lunaetic Homeland&lt;br /&gt;
&lt;br /&gt;
=== In transit ===&lt;br /&gt;
Invasion Transportation: Rodney Homeland, 21, ? periods left&lt;br /&gt;
&lt;br /&gt;
== Somewhere over the Rainbow ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Jamuraa&#039;&#039;&#039;&lt;br /&gt;
* Population: 83&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 8&lt;br /&gt;
* Metal: 10&lt;br /&gt;
* Petroleum: 3&lt;br /&gt;
* Natural Beauty: -1&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (7) 75th Trombone Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (10) Tekneek Homeland&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (17) Greater Erg&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
* (29) James Pond&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Valley ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 123&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 4&lt;br /&gt;
* Metal: 1&lt;br /&gt;
* Petroleum: 2&lt;br /&gt;
* Natural Beauty: 13&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (3) Gazebo Dude Homeland&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (20) Sinon&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
== Shangri-La ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 66&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 2&lt;br /&gt;
* Metal: 9&lt;br /&gt;
* Petroleum: 4&lt;br /&gt;
* Natural Beauty: 5&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (5) Purplebeard Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (15) Death&#039;s Valley&lt;br /&gt;
* (25) Sea of Serenity&lt;br /&gt;
* (28) Castle Black&lt;br /&gt;
&lt;br /&gt;
== Greater Erg ==&lt;br /&gt;
* Controller: Occupied by Smith&lt;br /&gt;
* Population: 106 (20)&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 3&lt;br /&gt;
* Metal: 3&lt;br /&gt;
* Petroleum: 7&lt;br /&gt;
* Natural Beauty: 7&lt;br /&gt;
&lt;br /&gt;
=== Constructions ===&lt;br /&gt;
* Operating: Fortification(smith)&lt;br /&gt;
* Constructing: Tourist Destination, 2 periods left&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (6) Rodney Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (29) James Pond&lt;br /&gt;
* (30) Hundred Acre Woods&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 144&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
* Grain: 9&lt;br /&gt;
* Metal: 6&lt;br /&gt;
* Petroleum: 10&lt;br /&gt;
* Natural Beauty: -5&lt;br /&gt;
&lt;br /&gt;
=== Buildings===&lt;br /&gt;
Operating: Oil Well&lt;br /&gt;
&lt;br /&gt;
Operating: Oil Well&lt;br /&gt;
&lt;br /&gt;
===Adjacent to ===&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
&lt;br /&gt;
== Bacon ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Purplebeard&#039;&#039;&#039;&lt;br /&gt;
* Population: 84&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
* Grain: 9&lt;br /&gt;
* Metal: 8&lt;br /&gt;
* Petroleum: 2&lt;br /&gt;
* Natural Beauty: 1&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
* Operating: Steel Mill&lt;br /&gt;
* Operating: Steel Mill&lt;br /&gt;
===Adjacent to ===&lt;br /&gt;
* (5) Purplebeard Homeland&lt;br /&gt;
* (21) Botany Bay&lt;br /&gt;
* (22) Your Mother&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
* (30) Hundred Acre Woods&lt;br /&gt;
&lt;br /&gt;
== Sinon ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Jamuraa&#039;&#039;&#039;&lt;br /&gt;
* Population: 81&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 1&lt;br /&gt;
* Metal: 9&lt;br /&gt;
* Petroleum: 9&lt;br /&gt;
* Natural Beauty: 1&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (6) Rodney Homeland&lt;br /&gt;
* (15) Death&#039;s Valley&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
&lt;br /&gt;
=== In Transit ===&lt;br /&gt;
&lt;br /&gt;
== Botany Bay (Oceanic) ==&lt;br /&gt;
* Controller: Occupied by Purplebeard&lt;br /&gt;
* Population: 0 (1)&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (2) Gazebo Dude Homeland&lt;br /&gt;
* (3) Excalabur Homeland&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (12) Londinium&lt;br /&gt;
* (14) Somewhere over the Rainbow&lt;br /&gt;
* (18) Scotland&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
&lt;br /&gt;
== Your mother ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Purplebeard&#039;&#039;&#039;&lt;br /&gt;
* Population: 59&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production: ===&lt;br /&gt;
* Grain: 8&lt;br /&gt;
* Metal: 3&lt;br /&gt;
* Petroleum: 10&lt;br /&gt;
* Natural Beauty: -1&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (5) Purplebeard Homeland&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (23) The Pervasive Sea&lt;br /&gt;
* (26) Munchkinland&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
&lt;br /&gt;
== The Pervasive Sea (Oceanic) ==&lt;br /&gt;
* Controller: Occupied by Purplebeard&lt;br /&gt;
* Population: 0 (1)&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (2) Gazebo Dude Homeland&lt;br /&gt;
* (3) Excalabur Homeland&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (5) Purplebeard Homeland&lt;br /&gt;
* (6) Rodney Homeland&lt;br /&gt;
* (7) Seventy-Fifth Trombone Homeland&lt;br /&gt;
* (8) ShadowClaw Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (10) Tekneek Homeland&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (12) Londinium&lt;br /&gt;
* (13) Area 51&lt;br /&gt;
* (15) Death&#039;s Valley&lt;br /&gt;
* (18) Scotland&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (20) Sinon&lt;br /&gt;
* (22) Your Mother&lt;br /&gt;
&lt;br /&gt;
== Cul-de-Sac ==&lt;br /&gt;
* Controller: Occupied by Smith&lt;br /&gt;
* Population: 113 (+2 smith)&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production: ===&lt;br /&gt;
* Grain: 10&lt;br /&gt;
* Metal: 6&lt;br /&gt;
* Petroleum: 9&lt;br /&gt;
* Natural Beauty: -5&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
&lt;br /&gt;
=== In Transit ===&lt;br /&gt;
&lt;br /&gt;
== Sea of Serenity (Oceanic) ==&lt;br /&gt;
* Controller: Uncontrolled&lt;br /&gt;
* Population: 0&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (8) Shadowclaw Homeland&lt;br /&gt;
* (16) Shangri-la&lt;br /&gt;
&lt;br /&gt;
== Munchkinland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Purplebeard&#039;&#039;&#039;&lt;br /&gt;
* Population: 71&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 10&lt;br /&gt;
* Metal: 6&lt;br /&gt;
* Petroleum: 1&lt;br /&gt;
* Natural Beauty: 3&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Operating: Fortification&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (9) Smith Homeland&lt;br /&gt;
* (22) Your Mother&lt;br /&gt;
* (27) Doldrums&lt;br /&gt;
&lt;br /&gt;
== Doldrums (Oceanic) ==&lt;br /&gt;
* Controller: Occupied by Purplebeard&lt;br /&gt;
* Population: 0 (1)&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (14) Somewhere over the rainbow&lt;br /&gt;
* (18) Scotland&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (21) Botany Bay (Oceanic)&lt;br /&gt;
* (22) Your Mother&lt;br /&gt;
* (24) Cul-de-Sac&lt;br /&gt;
* (26) Munchkinland&lt;br /&gt;
* (28) Castle Black&lt;br /&gt;
* (32) Royal Hunting Grounds&lt;br /&gt;
&lt;br /&gt;
== Castle Black ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Excalabur&#039;&#039;&#039;&lt;br /&gt;
* Population: 48&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 7&lt;br /&gt;
* Metal: 5&lt;br /&gt;
* Petroleum: 3&lt;br /&gt;
* Natural Beauty: 5&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (5)  Purplebeard Homeland&lt;br /&gt;
* (16) Shangri-La&lt;br /&gt;
* (27) Doldrums (Oceanic)&lt;br /&gt;
&lt;br /&gt;
== James Pond (Oceanic) ==&lt;br /&gt;
* Controller: None.&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (4) Jamuraa Homeland&lt;br /&gt;
* (8) ShadowClaw Homeland&lt;br /&gt;
* (14) Somewhere Over the Rainbow&lt;br /&gt;
* (17) Greater Erg&lt;br /&gt;
&lt;br /&gt;
== Hundred Acre Woods ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Purplebeard&#039;&#039;&#039;&lt;br /&gt;
* Population: 26&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 1&lt;br /&gt;
* Metal: 2&lt;br /&gt;
* Petroleum: 6&lt;br /&gt;
* Natural Beauty: 11&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (19) Bacon&lt;br /&gt;
* (11) Devil&#039;s Hole&lt;br /&gt;
* (17) Greater Erg&lt;br /&gt;
&lt;br /&gt;
== Lunaetic Homeland ==&lt;br /&gt;
* Controller: &#039;&#039;&#039;Lunaetic&#039;&#039;&#039;&lt;br /&gt;
* Population: 27&lt;br /&gt;
* Maximum Beauty: 24&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 4&lt;br /&gt;
* Metal: 8&lt;br /&gt;
* Petroleum: 14&lt;br /&gt;
* Natural Beauty: -2&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (1) Chronos Phaenon Homeland&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (12) Londinium&lt;br /&gt;
&lt;br /&gt;
=== In transit ===&lt;br /&gt;
* Invasion Transportation: Smith Homeland, 20, ? periods left&lt;br /&gt;
&lt;br /&gt;
== Royal Hunting Ground ==&lt;br /&gt;
* Controller: Occupied by Purplebeard&lt;br /&gt;
* Population: 51 (1)&lt;br /&gt;
* Maximum Beauty: 20&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Grain: 10&lt;br /&gt;
* Metal:  5&lt;br /&gt;
* Petroleum: 9&lt;br /&gt;
* Natural Beauty: -4&lt;br /&gt;
&lt;br /&gt;
=== Adjacent to ===&lt;br /&gt;
* (2) Excalabur Homeland&lt;br /&gt;
* (8) Shadowclaw Homeland &lt;br /&gt;
* (27) Doldrums (Oceanic)&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
	<entry>
		<id>https://wiki.blognomic.com/index.php?title=Quick_Reference&amp;diff=472</id>
		<title>Quick Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.blognomic.com/index.php?title=Quick_Reference&amp;diff=472"/>
		<updated>2005-10-20T19:46:21Z</updated>

		<summary type="html">&lt;p&gt;Purplebeard: /* Excalabur */ Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRight}}&lt;br /&gt;
&lt;br /&gt;
*The [[Commodities Market]]&lt;br /&gt;
*The [[World]]&lt;br /&gt;
*The [[Ruleset]]&lt;br /&gt;
&lt;br /&gt;
== Excalabur ==&lt;br /&gt;
* Population: 993&lt;br /&gt;
* Production Capacity &#039;&#039;plus Occupied territory production&#039;&#039;:&lt;br /&gt;
** Grain: 72 &lt;br /&gt;
** Metal: 67 &lt;br /&gt;
** Petroleum: 57 &lt;br /&gt;
** Natural Beauty: 21&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Excalabur Homeland|Excalabur Homeland]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Area 51|Area 51]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Devil&#039;s Hole|Devil&#039;s Hole]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Scotland|Scotland]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Shangri-La|Shangri-La]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Death&#039;s Valley|Death&#039;s Valley]]&#039;&#039;&#039;, &#039;&#039;&#039;Castle Black&#039;&#039;&#039;, &#039;&#039;&#039;Tekneek Homeland&#039;&#039;&#039;, &#039;&#039;&#039;Chronos Phaenon Homeland&#039;&#039;&#039;, &#039;&#039;&#039;ShadowClaw Homeland&#039;&#039;&#039;&lt;br /&gt;
* Territories Disputed: None&lt;br /&gt;
&lt;br /&gt;
* Alliance: None&lt;br /&gt;
* At War with: None&lt;br /&gt;
&lt;br /&gt;
== Gazebo Dude ==&lt;br /&gt;
* Population: 208&lt;br /&gt;
* Production Capacity &#039;&#039;minus 1 from war)&#039;&#039;:&lt;br /&gt;
** Grain: 4 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Metal: 13 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Petroleum: 14 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Natural Beauty: -7 &#039;&#039;+7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Gazebo Dude Homeland|Gazebo Dude Homeland]]&#039;&#039;&#039;&lt;br /&gt;
* Territories Disputed: None.&lt;br /&gt;
&lt;br /&gt;
* Alliance: Underdog Free Trade Association (UFTA)&lt;br /&gt;
* At War with: Purplebeard&lt;br /&gt;
&lt;br /&gt;
== Jamuraa ==&lt;br /&gt;
* Population: 400&lt;br /&gt;
* Production Capacity &#039;&#039;plus ocuppied terr. production&#039;&#039;:&lt;br /&gt;
** Grain: 26&lt;br /&gt;
** Metal: 44&lt;br /&gt;
** Petroleum: 19&lt;br /&gt;
** Natural Beauty: -5&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Jamuraa Homeland|Jamuraa Homeland]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Londinium|Londinium]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Somewhere over the Rainbow|Somewhere over the Rainbow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Sinon|Sinon]]&#039;&#039;&#039;&lt;br /&gt;
* Territories Disputed: None&lt;br /&gt;
&lt;br /&gt;
* Alliance: Overdog Free Trade Association (OFTA)&lt;br /&gt;
* At War with: None&lt;br /&gt;
&lt;br /&gt;
== Purplebeard == &lt;br /&gt;
* Population: 357&lt;br /&gt;
* Production Capacity &#039;&#039;plus ocuppied terr. production, minus 1 because of war&#039;&#039;&lt;br /&gt;
** Grain: 38 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Metal: 31 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Petroleum: 30 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Natural Beauty: 5 &#039;&#039;+11 (most of my production capacities are set to 0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Purplebeard Homeland|Purplebeard Homeland]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Bacon|Bacon]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Your mother|Your mother]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Munchkinland|Munchkinland]]&#039;&#039;&#039;, &#039;&#039;&#039;[[World#Hundred Acre Woods|Hundred Acre Woods]]&#039;&#039;&#039;, &#039;&#039;[[World#Botany Bay (Oceanic)|Botany Bay (Oceanic)]]&#039;&#039;, &#039;&#039;[[World#Pervasive Sea (Oceanic)|Pervasive Sea (Oceanic)]]&#039;&#039;, &#039;&#039;[[World#Doldrums (Oceanic)|Doldrums (Oceanic)]]&#039;&#039;, &#039;&#039;[[World#Royal Hunting Ground|Royal Hunting Ground]]&#039;&#039;&lt;br /&gt;
* Territories Disputed: None.&lt;br /&gt;
&lt;br /&gt;
* Alliance: None&lt;br /&gt;
* At War with: Underdog Free Trade Association (UFTA)&lt;br /&gt;
&lt;br /&gt;
== Rodney == &lt;br /&gt;
* Population: 139&lt;br /&gt;
* Production Capacity &#039;&#039;Minus one because of the war&#039;&#039;:&lt;br /&gt;
** Grain: 11 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Metal: 15 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Petroleum: 15 &#039;&#039;-1&#039;&#039;&lt;br /&gt;
** Natural Beauty: -17 &#039;&#039;+17&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Rodney Homeland|Rodney Homeland]]&#039;&#039;&#039;&lt;br /&gt;
* Territories Disputed:&lt;br /&gt;
&lt;br /&gt;
* Alliance: Underdog Free Trade Association (UFTA)&lt;br /&gt;
* At War with: Purplebeard&lt;br /&gt;
&lt;br /&gt;
== Smith ==&lt;br /&gt;
* Population: 144&lt;br /&gt;
* Production Capacity &#039;&#039;plus ocuppied terr. production, minus 1 because of the war&#039;&#039; &lt;br /&gt;
** Grain: 8 &#039;&#039;+1&#039;&#039; &lt;br /&gt;
** Metal: 9 &#039;&#039;+1&#039;&#039; &lt;br /&gt;
** Petroleum: 4 &#039;&#039;+1&#039;&#039;&lt;br /&gt;
** Natural Beauty: 3 &#039;&#039;+1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Smith Homeland|Smith Homeland]]&#039;&#039;&#039;, &#039;&#039;[[World#Greater Erg|Greater Erg]]&#039;&#039;,&#039;&#039; [[World#Cul-de-Sac|Cul-de-Sac]]&#039;&#039;&lt;br /&gt;
* Territories Disputed: None&lt;br /&gt;
&lt;br /&gt;
* Alliance: Underdog Free Trade Association (UFTA)&lt;br /&gt;
* At War with: Purplebeard&lt;br /&gt;
&lt;br /&gt;
== Lunaetic ==&lt;br /&gt;
* Population: 27&lt;br /&gt;
* Production Capacity &lt;br /&gt;
** Grain: 4&lt;br /&gt;
** Metal: 8&lt;br /&gt;
** Petroleum: 14&lt;br /&gt;
** Natural Beauty: -2&lt;br /&gt;
&lt;br /&gt;
* Territories &#039;&#039;&#039;Controlled&#039;&#039;&#039; and &#039;&#039;Occupied&#039;&#039;: &#039;&#039;&#039;[[World#Lunaetic Homeland|Lunaetic Homeland]]&#039;&#039;&#039;&lt;br /&gt;
*Territories Disputed: None&lt;br /&gt;
&lt;br /&gt;
* Alliance: None&lt;br /&gt;
* At War with: None&lt;br /&gt;
&lt;br /&gt;
== Unoccupied Territories ==&lt;br /&gt;
* [[World#Sea of Serenity (Oceanic)|Sea of Serenity (Oceanic)]]&lt;/div&gt;</summary>
		<author><name>Purplebeard</name></author>
	</entry>
</feed>