https://wiki.blognomic.com/api.php?action=feedcontributions&user=Bucky&feedformat=atomBlogNomic Wiki - User contributions [en]2024-03-29T14:50:42ZUser contributionsMediaWiki 1.34.1https://wiki.blognomic.com/index.php?title=The_Hall_of_Records&diff=24966The Hall of Records2023-11-29T17:56:41Z<p>Bucky: Self Excision</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Heir !! Age<br />
|-<br />
| Clucky || 39<br />
|-<br />
| Desertfrog || 43<br />
|-<br />
| Forest || 39<br />
|-<br />
| JonathanDark || 50<br />
|-<br />
| Josh || 41<br />
|-<br />
| Kevan || 30<br />
|-<br />
| lendunistus || 30<br />
|-<br />
| redtara || 44<br />
|-<br />
| SingularByte || 52<br />
|-<br />
| Snisbo || 39<br />
|-<br />
| Zack || 34<br />
|}</div>Buckyhttps://wiki.blognomic.com/index.php?title=Duel_Sheet&diff=24844Duel Sheet2023-11-05T03:52:59Z<p>Bucky: four Syphons in duel 10 should've hit Kevan</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Wizard !! Stars !! Hat !! Robes !! Staff !! Beard<br />
|-<br />
| Bucky || ★36 || Pointy || Plain || Cloaked || Flowing<br />
|-<br />
| JonathanDark || ★29 || Phrygian || Ragged || Hooked || Clipped<br />
|-<br />
| Kevan || ★27 || Hooded || Cloaked || Knobbed || Flowing<br />
|-<br />
| lendunistus || ★37 || Hooded || Plain || Knobbed || Flowing<br />
|-<br />
| Raven1207 || ★21 || Hooded || Starry || None || None<br />
|-<br />
| Snisbo || ★36 || Hooded || Plain || Knobbed || Clipped<br />
|-<br />
| Vovix || ★33 || Hooded || Plain || Knobbed || Flowing<br />
|-<br />
| Zack || ★21 || Hooded || Starry || Knobbed || Clipped<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+ Personality Traits<br />
|-<br />
! Wizard !! Selfish !! Benevolent !! Belligerent !! Reclusive<br />
|-<br />
| Bucky || 2 || 1 || 0 || 0<br />
|-<br />
| JonathanDark || 2 || 1 || 1 || 0<br />
|-<br />
| Kevan || 2 || 1 || 0 || 0<br />
|-<br />
| lendunistus || 2 || 0 || 2 || 1<br />
|-<br />
| Raven1207 || 1 || 0 || 2 || 0<br />
|-<br />
| Snisbo || 2 || 1 || 1 || 0<br />
|-<br />
| Vovix || 0 || 2 || 0 || 2<br />
|-<br />
| Zack || 3 || 0 || 2 || 0<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+ Achievements<br />
|-<br />
! Wizard !! Achievements<br />
|-<br />
| Bucky || -<br />
|-<br />
| JonathanDark || -<br />
|-<br />
| Kevan || -<br />
|-<br />
| lendunistus || -<br />
|-<br />
| Raven1207 || -<br />
|-<br />
| Snisbo || -<br />
|-<br />
| Vovix || -<br />
|-<br />
| Zack || -<br />
|}<br />
<br />
<!-- idle players<br />
|-<br />
| Josh || ★16 || None || Plain || None || None<br />
|-<br />
| Brendan || ★15 || None || Plain || None || None<br />
<br />
|-<br />
| Josh || 0 || 0 || 0 || 0<br />
|-<br />
| Brendan || 0 || 0 || 0 || 0<br />
--><br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Spell !! Charm<br />
|-<br />
| Greed || 0<br />
|-<br />
| Gather || 0<br />
|-<br />
| Burn || 1<br />
|-<br />
| Gift || 0<br />
|-<br />
| Misdirection || 3<br />
|-<br />
| Siphon || 0<br />
|-<br />
| Doom Cloud || 3<br />
|-<br />
| Snipe || 1<br />
|-<br />
| Synergy || 0<br />
|-<br />
| Spotlight || 3<br />
|-<br />
| Unify || 2<br />
|-<br />
| Magical Armor || 0<br />
|-<br />
| Expose || 2<br />
|-<br />
| Fizzle || 0<br />
|-<br />
| Gust || 4<br />
|-<br />
| Harden || 0<br />
|-<br />
| Disarm || 0<br />
|-<br />
| Defrock || 0<br />
|-<br />
| Trim || 0<br />
|}</div>Buckyhttps://wiki.blognomic.com/index.php?title=Wizard_Duel_Spell_List_8&diff=24824Wizard Duel Spell List 82023-10-30T16:15:30Z<p>Bucky: /* Expose */ CfJ "Brought To You By The Letter L"</p>
<hr />
<div>=== Greed ===<br />
<br />
'''Effect:''' If no other Wizard selected the Greed spell this Duel, gain 5 stars<br/><br />
'''Traits:''' Selfish<br/><br />
<br />
=== Gather ===<br />
<br />
'''Effect:''' Gain DICE3 Stars<br/><br />
'''Traits:''' Selfish<br/><br />
<br />
=== Burn ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring<br/><br />
'''Effect:''' The wizard in the targeted position loses 3 stars. Their neighbors lose 1 star<br/><br />
'''Traits:''' Belligerent</br><br />
<br />
=== Gift ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring which is not the position of the Wizard selecting the spell<br/><br />
'''Effect:''' The wizard in the targeted position gains 3 stars<br/><br />
'''Traits:''' Benevolent<br/><br />
<br />
=== Misdirection ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring, which is adjacent to that of the caster.<br/><br />
'''Effect:''' For the remainder of this Duel, if the Wizard casting this Spell is in a targeted position for the Input of any other Wizard’s Spell, the targeted position is changed to the Input position.<br/><br />
'''Speed:''' 10<br/><br />
'''Traits:''' Reclusive<br/><br />
<br />
=== Doom Cloud ===<br />
<br />
'''Cost:''' 1<br/><br />
'''Effect:''' Every other Wizard participating in the Duel loses 2 Stars.<br/><br />
'''Traits:''' Belligerent</br><br />
<br />
=== Snipe ===<br />
<br />
'''Inputs:''' The name of another Wizard participating in the current duel and the name of a spell other than Snipe from the spell list for the current duel<br/><br />
'''Effect:''' If and only if the named Wizard has selected to cast the named Spell in this duel, then a) consider the named Wizard to have selected the Spell Fizzle instead, and b) increase the Stars of the Wizard casting this Snipe Spell by 2.<br/><br />
'''Speed:''' 100<br/><br />
'''Traits:''' Selfish<br/><br />
<br />
=== Synergy ===<br />
<br />
'''Speed:''' 2<br/><br />
'''Effect:''' If this Wizard is in the targeted position of one or more Spells with speed less than this one, secretly randomly select one of those Spells, or select that Spell if it is just one Spell. After the Effects of the selected Spell are applied to this Wizard, apply the same Effects to the Wizard who cast the selected Spell. If this Effect triggers due to Misdirection, the Spell whose target changed is the Spell that this Effect applies to.<br />
<br />
=== Spotlight ===<br />
<br />
'''Effect:''' If this Wizard is Unique, they gain 5 stars.<br/><br />
'''Traits:''' Selfish<br/><br />
<br />
=== Unify ===<br />
<br />
'''Effect:''' All Trendy Wizards gain 1 star.<br/><br />
'''Traits:''' Benevolent<br/><br />
<br />
=== Magical Armor ===<br />
<br />
'''Effect:''' If the Wizard that cast this spell didn’t previously during Wizard Duel X-1 or Wizard Duel X-2(X being the current duel number), then that Wizard is not effected by any spells casted during Wizard Duel X.<br/><br />
'''Traits:''' Reclusive<br/><br />
'''Speed:''' 90<br />
<br />
=== Expose ===<br />
<br />
'''Effect:''' Every Wizard participating in the Duel loses 1 star for each of their styles which is None<br/><br />
'''Traits:''' Belligerent</br><br />
<br />
=== Fizzle ===<br />
<br />
Fizzle is excluded from random selections to be removed from a Wizard Duel’s spell list as long as the spell Snipe remains on that spell list.<br />
<br />
'''Effect:''' The Wizard casting Fizzle is disappointed.<br />
<br />
=== Gust ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring<br/><br />
'''Effect:''' The wizard in the targeted position’s Hat becomes None. For the remainder of this Duel, they don’t lose stars from the effects of Doom Cloud spells.<br/><br />
'''Speed:''' 2<br/></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24823Ruleset2023-10-30T16:14:36Z<p>Bucky: /* Expose */ CfJ "Brought To You By The Letter L"</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Wizards shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Wizard may update it to do so.<br />
<br />
== Wizards ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Wizard may make a blog post making clear their wish to be a Wizard (plural form Wizards); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Wizard.<br />
<br />
A Wizard may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Wizards are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Wizards 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.<br />
<br />
A Wizard may cease to be a Wizard at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Wizard in this way may not become a Wizard again within the following two weeks.<br />
<br />
===Idle Wizards ===<br />
<br />
If a Wizard is Idle, this is tracked by their name being removed or concealed in the list of currently active Wizards in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Wizards ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Wizards are not counted as Wizards . The combined term “Idle Wizard” can be used to refer to Wizards who are Idle even in rules that do not treat them as Wizards.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Wizard, then that Idle Wizard is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Wizard 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 Wizard Idled in a different Dynasty), the Wizard is given the default value for new Wizards, if such a value exists.<br />
<br />
An Admin may render a Wizard Idle if that Wizard has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Wizard has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Wizard during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Wizard if that Wizard is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Wizard who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Wizard, known as the Battle Master. If there is no Battle Master, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Wizard may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Wizards may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Wizard 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 Wizard'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-Wizard never has a Vote, even if they were a Wizard previously and had cast a valid Vote.<br />
<br />
If a Wizard other than the Battle Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Battle Master. When the Battle Master has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Battle Master's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Wizards who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Wizard may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Wizard already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Wizard casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Battle Master may use VETO as a voting icon to cast a Vote on a Proposal; when the Battle Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Battle Master later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Wizards actively disagree as to the interpretation of the Ruleset, or if a Wizard feels that an aspect of the game needs urgent attention, then any Wizard may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Wizard (other than the Battle Master) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Wizard's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Wizard may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Wizards, it has been open for at least 12 hours, and either the Battle Master has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Wizards, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Wizard who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Wizard who posted the DoV becomes Battle Master, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Battle Master must either Pass the Mantle (by making a post naming a Wizard who was not the last dynasty’s Battle Master, in which case the passing Wizard ceases to be the Battle Master and the Wizard so named becomes the Battle Master) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Battle Master's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Wizard'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. Wizards should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Wizard within BlogNomic, and should announce publicly if they control both a non-Idle Wizard and any Idle Wizards. This extends to exerting full control over the actions of another Wizard, defined here as the controlled Wizard's game behavior being functionally indistinguishable from if the controlling Wizard was logged into their account and playing through it, over a period of more than a day.<br />
* A Wizard 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.<br />
* A Wizard should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Wizard should not edit their own blog comments once posted, nor those of any other Wizard.<br />
* A Wizard should not edit the “Entry Date” field of a blog post.<br />
* A Wizard should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Wizard should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Wizard should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Wizard must use their own name in the Dice Roller, when rolling dice.<br />
* A Wizard should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Wizard should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Wizard to achieve victory.<br />
* A Wizard should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Wizard or Wizards to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Wizards and idle Wizards should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Wizards are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
== Wizards ==<br />
<br />
Each Wizard has a publicly tracked non-negative integer number of Stars, which defaults to the Lode of all other Wizards.<br />
<br />
The Lode of a specified group of Wizards is a number equal to the total number of their Stars, divided by the number of Wizards in that group.<br />
<br />
When a Wizard (the “Returner”) is unidled having been previously non-idle in the dynasty, the Lode of all other Wizards is compared what the Lode of all Wizards was at the point immediately after the Returner last went idle: if the first Lode is higher, the Returner’s Stars are increased by the difference between those values; if the Lode is lower, the Returner’s Stars are decreased by the difference. If any action would cause a Wizard’s Stars to be below 0, that action sets the Wizard’s Stars to 0 instead.<br />
<br />
== Spells ==<br />
<br />
Spells are defined as subrules of this rule, with the name of the Spell being the name of the subrule and rest of the spell information being tracked in the subrule itself. The definition of a Spell may have:<br />
* a cost<br />
* a set of inputs<br />
* a speed<br />
* a set of traits<br />
<br />
and must have:<br />
* an effect<br />
<br />
If a spell has a cost, the cost is deducted from a Wizard’s stars when they cast the spell, unless they have fewer stars than the cost, in which case the spell fails and has no effect.<br />
<br />
A spell’s speed is a non-negative integer. If a spell does not have a speed defined, its speed defaults to 1. Any action that would lower a spell’s speed below 0 instead sets it to 0.<br />
<br />
Each Spell has a Charm, which is by default 0. The Charm of each Spell is publicly tracked on the gamestate tracking page.<br />
<br />
If a Spell has Traits, the Traits are a list of one or more Personality Traits.<br />
<br />
{{Flair top|Antique box}}<br />
=== Greed ===<br />
<br />
'''Effect:''' If no other Wizard selected the Greed spell this Duel, gain 5 stars<br/><br />
'''Traits:''' Selfish<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Gather ===<br />
<br />
'''Effect:''' Gain DICE3 Stars<br/><br />
'''Traits:''' Selfish<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Burn ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring<br/><br />
'''Effect:''' The wizard in the targeted position loses 3 stars. Their neighbors lose 1 star<br/><br />
'''Traits:''' Belligerent</br><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Gift ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring which is not the position of the Wizard selecting the spell<br/><br />
'''Effect:''' The wizard in the targeted position gains 3 stars<br/><br />
'''Traits:''' Benevolent<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Misdirection ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring, which is adjacent to that of the caster.<br/><br />
'''Effect:''' For the remainder of this Duel, if the Wizard casting this Spell is in a targeted position for the Input of any other Wizard’s Spell, the targeted position is changed to the Input position.<br/><br />
'''Speed:''' 10<br/><br />
'''Traits:''' Reclusive<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Siphon ===<br />
<br />
'''Effect:''' If any Wizards other than this Wizard received any Stars from one or more Spells this Duel, other than Siphon, the Wizard among them with the lowest-numbered position in the Wizard Ring loses 1 Star, then this Wizard gains 1 Star. This Wizard can also receive Stars from other Spells and still trigger this Effect.<br/><br />
'''Speed:''' 0<br/><br />
'''Traits:''' Selfish, Belligerent<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
<br />
=== Doom Cloud ===<br />
<br />
'''Cost:''' 1<br/><br />
'''Effect:''' Every other Wizard participating in the Duel loses 2 Stars.<br/><br />
'''Traits:''' Belligerent</br><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Snipe ===<br />
<br />
'''Inputs:''' The name of another Wizard participating in the current duel and the name of a spell other than Snipe from the spell list for the current duel<br/><br />
'''Effect:''' If and only if the named Wizard has selected to cast the named Spell in this duel, then a) consider the named Wizard to have selected the Spell Fizzle instead, and b) increase the Stars of the Wizard casting this Snipe Spell by 2.<br/><br />
'''Speed:''' 100<br/><br />
'''Traits:''' Selfish<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Synergy ===<br />
<br />
'''Speed:''' 5<br/><br />
'''Effect:''' The next time the Effects of a Spell are applied to this Wizard during the current Duel, apply the same Effects to the Wizard who cast it.<br />
<br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
<br />
=== Spotlight ===<br />
<br />
'''Effect:''' If this Wizard is Unique, they gain 5 stars.<br/><br />
'''Traits:''' Selfish<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Unify ===<br />
<br />
'''Effect:''' All Trendy Wizards gain 1 star.<br/><br />
'''Traits:''' Benevolent<br/><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Magical Armor ===<br />
<br />
'''Effect:''' If the Wizard that cast this spell didn’t previously during Wizard Duel X-1 or Wizard Duel X-2(X being the current duel number), then that Wizard is not effected by any spells casted during Wizard Duel X.<br/><br />
'''Traits:''' Reclusive<br/><br />
'''Speed:''' 90<br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Expose ===<br />
<br />
'''Effect:''' Every Wizard participating in the Duel loses 1 star for each of their styles which is None<br/><br />
'''Traits:''' Belligerent</br><br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
<br />
=== Fizzle ===<br />
<br />
Fizzle is excluded from random selections to be removed from a Wizard Duel’s spell list as long as the spell Snipe remains on that spell list.<br />
<br />
'''Effect:''' The Wizard casting Fizzle is disappointed.<br />
{{Flair bottom}}<br />
<br />
{{Flair top|Antique box}}<br />
=== Gust ===<br />
<br />
'''Inputs:''' A numerical position in the Wizard Ring<br/><br />
'''Effect:''' The wizard in the targeted position’s Hat becomes None. For the remainder of this Duel, they don’t lose stars from the effects of Doom Cloud spells.<br/><br />
'''Speed:''' 2<br/><br />
{{Flair bottom}}<br />
<br />
== Duels ==<br />
<br />
A Duel consists of a Number, A Wizard Ring and A Spell List. Duels are either Open, Pending or Resolved and are by default Open. <br />
<br />
A Wizard Ring consists of the names of the Wizards (including possibly Idle Wizards) who are actively participating in a Duel, as well as their numerical position in the ring (starting at 1). Each Wizard is considered to be neighbors with the Wizards numerically adjacent to them in the ring (so Wizard in position 4 is neighbors with Wizards 3 and 5). Additionally, the Wizard Ring loops so the Wizard in position 1 is adjacent to the Wizard in the last position and vice versa.<br />
<br />
The Spell List is a link to a wiki page which contains the spells available to cast in that duel. The spell list for all duels is considered game state.<br />
<br />
The Battle Master is permitted to publicly announce which Wizards are yet to select a spell for a given duel, but may not reveal any details about what spells Wizards have selected for casting other than to the Wizard who made the selection.<br />
<br />
== Creating A Duel ==<br />
<br />
If there is no open or pending duel, the Battle Master may Schedule a Duel by performing the following atomic action:<br />
<br />
* Set the Duel Number to be one higher than the previous duel number or 1 if it’s the first duel<br />
* Set the Wizard Ring to be all Wizards, ordered randomly (the Battle Master may make this determination using a private method of their choosing)<br />
* Randomly roll DICE6. On a 2, 3, 4 or 5, randomly select 1 Gewgaw to affect this Duel. On a 6, randomly select 2 different Gewgaws to affect this Duel, rerolling duplicates, or if there are only 2 Gewgaws to select from, select both.<br />
* Clear the contents of the wiki page titled “Wizard Duel Spell List X” where X is the duel number<br />
* Set the contents of the wiki page titled “Wizard Duel Spell List X” where X is the duel number to be the current spell list in the ruleset<br />
* Randomly choose a spell that is not mentioned in the effect of any Gewgaws affecting this duel from the wiki page from the previous step, and remove it from the spell list on that page.<br />
* Make a story post to the blog titled “Wizard Duel X” where X is the duel number which consists of the Wizard Ring and Spell List, and (if any are selected) the Gewgaws, for that Duel<br />
<br />
=== Gewgaws ===<br />
<br />
There exist a number of Gewgaws, which may be included by the Battle Master as part of a Duel to change the way that Duel is conducted. The list of Gewgaws, and the effect each such Gewgaw has when it is included in a Duel, is as follows:<br />
<br />
;Contemplation Orb: Before the spells selected for a Duel are cast, each Trendy Wizard named in that Duel’s Wizard Ring gains 1 Star.<br />
;Bonsai Volcano: After the spells selected for a Duel are cast, each Wizard who lost Stars in this Duel due to the effects of a Burn spell loses another Star.<br />
;Pewter Elephant: Before the spells selected for a Duel are cast, each Wizard who selected a Spell with positive Charm gains 1 additional Star.<br />
;Silver Candelabra: Before the spells selected for the Duel are cast, each Wizard who has selected a Spell not selected by any other Wizard for that Duel gains 1 Star.<br />
;Stygian Censer: Wizards may not select numerical positions as inputs which are not adjacent to their own position.<br />
;Ice Prism: Spells which contain the word “random”, “randomly” or a DICE value in their Effect are instead considered to have an Effect of “nothing happens”.<br />
<br />
== Engaging in a Duel ==<br />
<br />
Wizards who are named in the Wizard Ring for a duel are considered to be participants in that duel. Each participant in a duel may cast one instance of a spell in that duel. A wizard who is a participant in an open duel may select which spell they want to cast or change which spell they are casting in that duel by choosing a spell from the spell list for the duel and privately communicating with the Battle Master the name of the spell and any inputs for that spell. A Wizard may also clear their selection of a spell for an open duel by privately communicating this intention to the Battle Master. If a Wizard changes which spell they are casting in a given duel, they are only considered to have selected their new spell for casting, and so are not considered to have selected the previous spell.<br />
<br />
If the input for a spell refers to a numerical position in the Wizard ring, Wizards may instead reference the name of a Wizard (or a nickname for the Wizard, as long as it is clear which Wizard they are referring to) and if they do the Battle Master may assume they are targeting the numerical position held by that Wizard in the wizard ring at the start of the duel<br />
<br />
== Commencing a Duel ==<br />
<br />
If there is an open duel, and every Wizard participating in it has selected a spell to cast in that duel, the Battle Master may make a comment in the blog post for that duel indicating that the battle is about to commence and the duel is now pending. At this point the duel becomes pending.<br />
<br />
If there is a pending duel, the Battle Master may resolve the duel by performing the following atomic action<br />
<br />
* For each Wizard which requested to change their Style while this duel was open, update that Wizard’s requested Style to match their request<br />
* Apply the effects of the Duel’s selected Gewgaws, if any, that occur before spells are cast<br />
* Give each Wizard who selected a spell to cast in the current Duel a number of Stars equal to the Charm of that Spell<br />
* For each Wizard who selected a spell to cast in the current Duel, increase each of that Wizard’s Personality Traits that match the Spell’s Traits, if any, by 1.<br />
* Each Wizard’s Spell is cast starting with the highest-Speed Spells and continuing to the next highest-Speed Spells, until all Spells have been cast. If multiple Wizards cast Spells with the same Speed, then those Spells are cast in the same order as those Wizards’ order in the Wizard Ring, lowest to highest. When a Spell is cast, apply the effects of that Spell according to the Spell List for the current Duel, with those effects being applied to the Wizard casting the Spell unless otherwise stated. Idle Wizards who are targeted by a Spell are still considered Wizards for the purposes of resolving a Spell’s effects, and may have their gamestate changed by other Wizards’ Spells, but the Idle Wizards’ Spells are not cast.<br />
* Set the Charm of any Spell which was selected for casting this duel to 0. Increase the Charm of any Spell which was listed in the Spell List for this duel but was not selected for casting by any Wizard this duel by 1.<br />
* Apply the effects of the Duel’s selected Gewgaws, if any, that occur after spells are cast<br />
* Reply to the duel post specifying each spell that was cast, and for each of those spells: the name of the Wizard that cast that spell and the resulting effect that Spell caused including details such as Wizards targeted, Stars gained or lost with the names of the Wizards who gained or lost them, target positions changed, any other effects that the Spell had, or failure to have any effect at all<br />
* At this point, the duel becomes resolved and the Battle Master is encouraged to promptly schedule the next duel<br />
<br />
== Style ==<br />
<br />
Each Wizard has a single publicly-tracked Style for each of their Hat, Robes, Staff and Beard, from the possible Styles for each type listed below:<br />
<br />
* Hat: Pointy, Phrygian, Hooded, None.<br />
* Robes: Starry, Cloaked, Ragged, Plain.<br />
* Staff: Hooked, Crooked, Knobbed, None.<br />
* Beard: Flowing, Clipped, Wispy, None.<br />
<br />
A Wizard’s Styles default to Plain Robes and None for Hat, Staff and Beard.<br />
<br />
The Fashion Score for a Style is equal to the total number of Stars held by all Wizards who have that Style. The Fashion Score for None is always 0.<br />
<br />
A Style is In Fashion if its Fashion Score is greater than the Fashion Score for all other Styles of that same type.<br />
<br />
A Wizard is Trendy if all their Styles are In Fashion.<br />
<br />
If a Style is not In Fashion, it is Out of Fashion. A Wizard is Unique if, for each of their Styles, they are the only Wizard with that Style, the Style is Out of Fashion, and the Style is not “None”.<br />
<br />
If there is currently an open duel, a Wizard may request a style change by sending a private message to the Battle Master indicating which of their Styles they wish to change, and what they wish their new value for that Style to become. A Wizard may only request one one change in Style per duel, so if they send a new request to change their style the old request is overwritten. A Wizard may never request to change any of their Styles to none.<br />
<br />
== Personality Traits ==<br />
<br />
Each Wizard has a set of Personality Traits, where each Personality Trait is a number that is publicly tracked and defaults to 0. The Personality Traits are:<br />
<br />
* Selfish<br />
* Benevolent<br />
* Belligerent<br />
* Reclusive<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Wizards” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Wizards, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Battle Master has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Wizards have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Wizards on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Wizards, then the Battle Master’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Wizards who are not the Battle Master have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Battle Master is not a Wizard.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Battle Master may be recipient of the Mantle, as if they were a Wizard, during an Interregnum, as per the rule Victory and Ascension. The Battle Master may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Battle Master may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Wizard may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Duel Sheet]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Battle Master may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Wizards may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Wizard could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Wizards (or people who are not yet Wizards) also face the same restrictions if they intend to become an active Wizard during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Wizards who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Wizard may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Wizards; a Wizard's Alliance defaults to an empty set. A Wizard may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Wizard has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Wizard may pass the Mantle to a Wizard who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Wizards who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Wizards who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Wizard (or the Battle Master) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Wizard (or the Battle Master) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Battle Master may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Battle Master believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Wizard (other than the Battle Master) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Wizard may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Battle Master is privately tracking any information about them then they should do likewise at their first opportunity. When a Wizard has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Wizard able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Wizard per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Wizard able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Wizard per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Wizards.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Wizard's Effective Vote Comment with respect to a given Votable Matter is that Wizard's Comment to that Votable Matter, if any, that contains that Wizard's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Wizard 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Wizards , as well as people who are not Wizards but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Wizards who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Wizards are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Wizards is half the number of Wizards in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Wizards it is referring to, it is referring to a Quorum of all Wizards.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Wizard may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Wizard has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Battle Master to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Battle Master may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Wizard’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Wizard may correct the representations to comply with the Gamestate.<br />
<br />
If a Wizard feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Wizard, if doing so would not require the correcting Wizard to make any decisions on behalf of the original Wizard.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Wizards are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Wizard may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Wizard with such access. Only a Wizard with such access may Enact that Votable Matter. If that Votable Matter does not name a Wizard with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Wizard making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Wizard making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Wizard performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Wizard performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Wizard arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Wizard must redo the Atomic Action; for that purpose, the Wizard uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Wizard would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Wizard can spend or pay from only their own values, and a rule that allows Wizards to transfer or pay a numeric value to another Wizard only allows them to transfer that value from themselves to that other Wizard (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Wizard who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Wizards are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Battle Master (including secretly random selections), then that information may only be revealed by the Battle Master when the ruleset allows it. If a Wizard should already know such a piece of information (in that the Battle Master has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Battle Master may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Wizard A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Wizard may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Wizards may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Wizard may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Wizards may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Wizards with the corresponding forms of the singular “they”.<br />
* A Wizard may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Wizard if it is explicitly stated that it refers to a Wizard's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Wizard's (or prospective Wizard's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Wizards may Kick each other” and “Wizards may not Kick each other on Tuesdays” exist, and it is Tuesday, Wizards may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Wizards may Punch a Spaceman on Friday” and “Wizards may not Punch Spacemen on Friday”, then Wizards may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Wizard may have another Wizard as a Mentor. Wizards who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Wizard who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Wizard requests a Mentor, or a new Wizard has joined the game and has no Mentor, the Battle Master should select a Tenured Wizard and ask them to take that Wizard on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Battle Master should announce it in a blog post. The Battle Master should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Wizard may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Battle Master, any Wizard who has been active in at least three previous dynasties may act as Battle Master for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Wizard or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Wizards .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Wizard” and “Battle Master”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Wizard (Player)<br />
* Battle Master (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Duel_Sheet&diff=24779Duel Sheet2023-10-23T18:58:12Z<p>Bucky: unidle</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Wizard !! Stars !! Hat !! Robes !! Staff !! Beard<br />
|-<br />
| Brendan || ★18 || None || Plain || None || None<br />
|-<br />
| Bucky || ★20 || None || Plain || None || None<br />
|-<br />
| JonathanDark || ★15 || None || Plain || None || None<br />
|-<br />
| Kevan || ★16 || None || Cloaked || None || None<br />
|-<br />
| lendunistus || ★19 || None || Plain || None || None<br />
|-<br />
| Raven1207 || ★15 || None || Plain || None || None<br />
|-<br />
| Snisbo || ★17 || None || Plain || None || None<br />
|-<br />
| Vovix || ★21 || None || Plain || None || None<br />
|-<br />
| Zack || ★17 || None || Starry || None || None<br />
|}<br />
<br />
<!-- idle players<br />
|-<br />
| Josh || ★16 || None || Plain || None || None<br />
--><br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Spell !! Charm<br />
|-<br />
| Greed || 1<br />
|-<br />
| Gather || 0<br />
|-<br />
| Burn || 1<br />
|-<br />
| Gift || 0<br />
|-<br />
| Misdirection || 2<br />
|-<br />
| Siphon || 1<br />
|-<br />
| Doom Cloud || 0<br />
|-<br />
| Attire || 0<br />
|-<br />
| Snipe || 0<br />
|-<br />
| Synergy || 0<br />
|-<br />
| Spotlight || 1<br />
|-<br />
| Unify || 1<br />
|-<br />
| Magical Armor || 1<br />
|-<br />
| Expose || 0<br />
|-<br />
| Fizzle || 0<br />
|}</div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24614Ruleset2023-10-11T19:20:24Z<p>Bucky: /* Betting */ Proposal "Acca Over Easy"</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
Each date has an integer Capacity, which is by default 0 and cannot be higher than the number of Sporting Events. If the Form Sheet shows fewer Sporting Events on a given date than that date’s capacity then the Bookie may randomly select a Sporting Event which is not already currently being held on that date, its Participants (using a Participant Selection method) and its Odds, and add it to the Form Sheet for that date. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
A Sporting Event may be either Open, Pending, Resolved or Closed and by default is Open. This is publicly tracked as the Sporting Event’s Status.<br />
<br />
The Bookie may generate the resolution, using their Resolution Method for that sport, to any Open Sporting Event provided it is later than 24 hours in advance of the time at which it takes place. At this point the sporting event becomes Pending. If it is on or after noon UTC on a Pending Sporting Event’s date, that sporting event automatically becomes Resolved. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.)<br />
<br />
A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should perform the following atomic action: first ensure that there are no Open Sporting Events whose date is on or before the current date (using the above process if any are still open), and then make a Results Post, a post in the Story Posts category detailing all Resolved sporting events, including any results that may be associated with those events, and summarizing all random choices that were made as part of determining those events’ results (excluding Meddlings). It should also state which Punters have won Readies as a result of Bets placed on each of those Events. At this point, all Resolved sporting events become Closed.<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for each Outcome are determined as follows:<br />
* For each Outcome where one Participant wins, set Y for the Odds of that Outcome to that Participant’s Track Record for this Sport and set X for the Odds of that Outcome to 3 plus the total of the Track Record of all other Participants for this Sporting Event.<br />
* For the Outcomes of “Draw” and “All Participants Die”, if either exists, set X for the Odds of that Outcome to the total of the Track Record of all Participants for this Sport and set Y to 3.<br />
* For any other Outcome that does have a rule for its Odds already covered by the preceding bullet points and where only one Participant is referenced in that Outcome, set Y for the Odds of that Outcome to that Participant’s Track Record for this Sport and set X for the Odds of that Outcome to 5 plus the total of the Track Record of all other Participants for this Sporting Event.<br />
* Optionally, resolve the ratio of X:Y to the lowest-common-denominator<br />
<br />
Any Punter or the Bookie should update the Odds of the Outcomes of a Sporting Event before 00:00 UTC on the day that Sporting Event occurs using the rules for Odds.<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Giolitti<br />
* Blogbots<br />
* Boxing<br />
Each Sport has public elements and secret elements. The public elements that make up each Sport are detailed in subrules to this rule. The subrules to this rule also specify which secret elements are tracked. Secret elements to a sport are kept privately by the Bookie.<br />
<br />
As a minimum, a Sport should have the following public elements: a list of potential Participants, a number of Required Participants for a Sporting Event, and a list of Potential Outcomes. A Sport should also have a method of resolution as a secret element, which the Bookie should set once before the first time a Sporting Event involving that Sport is resolved, and then only amend as directed by the ruleset.<br />
<br />
Sport Participants may have qualities, which are usually specific to and defined by the respective Sport. When a quality is secret, it is privately tracked by the Bookie. When a quality is public, it is publicly tracked. Whenever a Participant exists who does not have a value for quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that quality by any mechanism defined for that quality, or by generating a random legal value if no other mechanism is defined. Every Potential Participant in every Sport has a score for Dominance, which most be a positive integer and which is privately tracked by the Bookie. The Bookie is encouraged to ensure that the Resolution Methods for all Sports incorporate the Dominance of the Participants, such that the Participant with the higher Dominance is favoured.<br />
<br />
Each Participant in each Sport has a public value for Track Record. To initialise a Participant’s Track Record, the Bookie should generate 10 dummy Sporting Events that involve that Participant, and set their Track Record to the number of times in that 10 Sporting Event streak they won. Thereafter, each Participant’s Track Record is increased by 1 every time they win a Sporting Event.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Secret Element: Method of Resolution.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Odds: 9-to-5 for outcomes where a Participant wins, and 10-to-3 for a Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil. This is Symmetric.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Secret Element: Method of Resolution.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved. This is Symmetric.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Roberto “Silver Phantom” Calderon, Wild Man Danny Bannister, Alicia “Thunder City Cobra” Woo, Rebekka “The Sandman” Dante<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
* Meddling (Dive): The Participant loses the Match (unless both Participants were Meddled to Dive, in which case the Match is a Draw).<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Open or Pending Sporting Event that they have not previously placed a Bet on by privately announcing the Bet’s elements (aside from their own name) to the Bookie. Bets placed are privately tracked by the Bookie and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) in which the Bet was placed before the Sporting Event had occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has, and cannot exceed 100 (Unless it is the second or later Bet in an Acca in which case there is no limit on how high the Stake can be))<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
An Acca is a series of bets placed on any number of different Sporting Events that all take place on the same day. A Punter may, at any time, have up to one open Acca, and may place an Acca by sending the Bookie a message containing all of the Bets that it will incorporate, with the details of each bet as per the criteria in this rule, except for a single Stake that covers the entire Acca.<br />
<br />
When the Bookie is Cashing Bets, the Bets in an Acca are processed as follows:<br />
* They are resolved in order, from the first Sporting Event in the Form Sheet to the last;<br />
* The Stake for the first Bet is the Stake of the Acca;<br />
* The Stake for each subsequent Bet is the winnings from the previous bet in the Acca, plus the Stake of the previous bet in the Acca, if the previous bet in the Acca was won; otherwise it is 0.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter may plan a Sport’s Meddling, applying it to a specific Participant (or all Participants if the Meddling is defined as Symmetric) in a single, specific Open Sporting Event of that Sport (identified by the Sport and the date on which it will occur), by privately informing the Bookie of this.<br />
<br />
All Sports are considered to have the following Meddlings:<br />
<br />
Dose: Temporarily increase the Dominance of the chosen Participant by 1 for the named Sporting Event.<br />
Dope: Temporarily decrease the Dominance of the chosen Participant by 1 for the named Sporting Event.<br />
<br />
===Accusations===<br />
<br />
A Punter may Accuse another Punter of having Meddled with a specific Participant in a single, specific Sporting Event which has taken place on an earlier day, by making a blog post to that effect. This is known as an Accusation Post.<br />
<br />
If an Accusation Post exists which hasn’t been Investigated, and which does not repeat the accused Punter, Participant and Event of an earlier Accusation Post, the Bookie should Investigate it by saying in a comment on that post whether the Accusation is true:<br />
<br />
* If it is true, the Accused Punter is fined 20 Readies for tampering with a sporting fixture; if the Accused Punter gained any Readies from Cashed Bets on that Event, they are also fined that amount of Readies<br />
* If it is not true, the Accusing Punter is fined 10 Readies for wasting the Bookie’s time<br />
<br />
(When a Punter is fined an amount of Readies, they lose that amount.)<br />
<br />
==A Good Day At The Races==<br />
<br />
No Sporting Events may be scheduled to take place on or after Saturday 14th of October 2023.<br />
<br />
If it is, or is after, Saturday 14th of October 2023, the Results Post for the Sporting Events from October 13th 2023 has been up for at least 24 hours, and there are no univestigated Accusation Posts, then the Bookie should, at their first opportunity, Liquidate all Goods belonging to all Punters and then make a post disclosing the Readies available to each Punter. At that time, the single Punter with the highest number of Readies has achieved Victory. If at that point there is no single Punter who has the highest number of Readies then the tied Punter who most recently placed a winning Bet has achieved Victory.<br />
<br />
==Conspicuous Consumption==<br />
A Punter’s Float is equal to their Readies minus 100, to a minimum of zero. Each Punter has a Lockup, which is publicly tracked and defaults to empty.<br />
<br />
Goods are items that a Punter can have in their Lockup; each Good, their associated Purchase Cost, and their associated Purchase Threshold are listed below:<br />
<br />
{| class="wikitable"<br />
|+ Goods<br />
|-<br />
! Name !! Purchase Cost !! Purchase Threshold<br />
|-<br />
| Steak Dinner || 10 || 25<br />
|-<br />
| Knock-off Rolex || 20 || 40<br />
|-<br />
| Sheepskin Coat || 40 || 65<br />
|-<br />
| Motor || 75 || 100<br />
|-<br />
| Real Rolex || 110 || 140<br />
|-<br />
| Take the Family to Marbella || 150 || 200<br />
|-<br />
| Actually East London's getting a bit rough for us, we're thinking of moving to Essex || 200 || 250<br />
|}<br />
<br />
Flashing is an atomic action that the Bookie can perform at any time and should perform whenever any Punter has an amount of Float that meets or exceeds the Purchase Threshold for a Goods that they don’t already have; it has the following steps:<br />
* For each Punter, on their behalf, purchase (using Readies to spend the Purchase Cost) the cheapest Goods that they don’t already own whose Purchase Threshold their Float meets or exceeds;<br />
* Repeat the previous step until no Punter has a Float that meets or exceeds the Purchase Threshold of any Good that they do not already own.<br />
<br />
===Liquidation===<br />
At any time, a Punter may remove a Goods from their Lockup and send the Bookie a direct message indicating that they have done so. When the Bookie receives such a message they should increase the Readies of that Punter by the Cost of those Goods. The Bookie may Liquidate a Punter’s cheapest Goods on their behalf if it is necessary in order to service the payment of a Bet.<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Inactive] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24560Ruleset2023-09-27T02:42:14Z<p>Bucky: /* Accusations */ proposal "Fine Print"</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
If at any point the Form Sheet does not show at least one Sporting Event per day up until 13th October 2023 then the Bookie may randomly select a Sporting Event, its Participants (using a Participant Selection method) and its Odds, for each upcoming day without a Sporting Event and add them to the list, until there are Sporting Events scheduled until 13th October 2023. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
The Bookie may generate the resolution, using their Resolution Method for that sport, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). It should also state how many Readies each Punter won (if any) from each of those Events. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.)<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for all outcomes are the default value, which is 11:10.<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Giolitti<br />
* Blogbots<br />
* Boxing<br />
Each Sport has public elements and secret elements. The public elements that make up each Sport are detailed in subrules to this rule. The subrules to this rule also specify which secret elements are tracked. Secret elements to a sport are kept privately by the Bookie.<br />
<br />
As a minimum, a Sport should have the following public elements: a list of potential Participants, a number of Required Participants for a Sporting Event, and a list of Potential Outcomes. A Sport should also have a method of resolution as a secret element, which the Bookie should set once before the first time a Sporting Event involving that Sport is resolved, and then only amend as directed by the ruleset.<br />
<br />
Sport Participants may have qualities, which are usually specific to and defined by the respective Sport. When a quality is secret, it is privately tracked by the Bookie. When a quality is public, it is publicly tracked. Whenever a Participant exists who does not have a value for quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that quality by any mechanism defined for that quality, or by generating a random legal value if no other mechanism is defined.<br />
<br />
Each Participant in each Sport has a public value for Track Record. To initialise a Participant’s Track Record, the Bookie should generate 10 dummy Sporting Events that involve that Participant, and set their Track Record to the number of times in that 10 Sporting Event streak they won. Thereafter, each Participant’s Track Record is increased by 1 every time they win a Sporting Event.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Secret Element: Method of Resolution.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Odds: 9-to-5 for outcomes where a Participant wins, and 10-to-3 for a Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Secret Element: Method of Resolution.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Roberto “Silver Phantom” Calderon, Wild Man Danny Bannister, Alicia “Thunder City Cobra” Woo, Rebekka “The Sandman” Dante<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on by privately announcing this to the Bookie. Bets placed are privately tracked by the Bookie and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) in which the Bet was placed before the Sporting Event had occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has)<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the Bookie does not receive the attempt to plan a Meddling until after the corresponding Event’s resolution has been generated, that attempt is considered untimely; it does not result in the Meddling being planned, and the Bookie shall privately inform the Punter who sent it that it was not timely.<br />
<br />
===Accusations===<br />
<br />
A Punter may Accuse another Punter of having Meddled with a specific Participant in a single, specific Sporting Event which has taken place on an earlier day, by making a blog post to that effect. This is known as an Accusation Post.<br />
<br />
If an Accusation Post exists which hasn’t been Investigated, and which does not repeat the accused Punter, Participant and Event of an earlier Accusation Post, the Bookie should Investigate it by saying in a comment on that post whether the Accusation is true:<br />
<br />
* If it is true, the Accused Punter is fined 20 Readies for tampering with a sporting fixture; if the Accused Punter gained any Readies from Cashed Bets on that Event, they are also fined that amount of Readies<br />
* If it is not true, the Accusing Punter is fined 10 Readies for wasting the Bookie’s time<br />
<br />
(When a Punter is fined an amount of Readies, they lose that amount.)<br />
<br />
==A Good Day At The Races==<br />
<br />
No Sporting Events may be scheduled to take place on or after Saturday 14th of October 2023.<br />
<br />
If it is, or is after, Saturday 14th of October 2023 then the Bookie should, at their first opportunity, make a post disclosing the Readies available to each Punter. At that time, the single Punter with the highest number of Readies has achieved Victory. If at that point there is no single Punter who has the highest number of Readies then the tied Punter who most recently placed a winning Bet has achieved Victory.<br />
<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24556Ruleset2023-09-26T18:07:51Z<p>Bucky: /* Meddling */ The wrong blockquote from "Proposal: Filling In the Timing Gaps" was added by the enacting admin; correcting the representation.</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
If at any point the Form Sheet does not show at least one Sporting Event per day up until 13th October 2023 then the Bookie may randomly select a Sporting Event, its Participants (using a Participant Selection method) and its Odds, for each upcoming day without a Sporting Event and add them to the list, until there are Sporting Events scheduled until 13th October 2023. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
The Bookie may generate the resolution, using their Resolution Method for that sport, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). It should also state how many Readies each Punter won (if any) from each of those Events. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.)<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for all outcomes are the default value, which is 11:10.<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Giolitti<br />
* Blogbots<br />
* Boxing<br />
Each Sport has public elements and secret elements. The public elements that make up each Sport are detailed in subrules to this rule. The subrules to this rule also specify which secret elements are tracked. Secret elements to a sport are kept privately by the Bookie.<br />
<br />
As a minimum, a Sport should have the following public elements: a list of potential Participants, a number of Required Participants for a Sporting Event, and a list of Potential Outcomes. A Sport should also have a method of resolution as a secret element, which the Bookie should set once before the first time a Sporting Event involving that Sport is resolved, and then only amend as directed by the ruleset.<br />
<br />
Sport Participants may have qualities, which are usually specific to and defined by the respective Sport. When a quality is secret, it is privately tracked by the Bookie. When a quality is public, it is publicly tracked. Whenever a Participant exists who does not have a value for quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that quality by any mechanism defined for that quality, or by generating a random legal value if no other mechanism is defined.<br />
<br />
Each Participant in each Sport has a public value for Track Record. To initialise a Participant’s Track Record, the Bookie should generate 10 dummy Sporting Events that involve that Participant, and set their Track Record to the number of times in that 10 Sporting Event streak they won. Thereafter, each Participant’s Track Record is increased by 1 every time they win a Sporting Event.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Secret Element: Method of Resolution.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Odds: 9-to-5 for outcomes where a Participant wins, and 10-to-3 for a Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Secret Element: Method of Resolution.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Roberto “Silver Phantom” Calderon, Wild Man Danny Bannister, Alicia “Thunder City Cobra” Woo, Rebekka “The Sandman” Dante<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Secret Element: Method of Resolution.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on by privately announcing this to the Bookie. Bets placed are privately tracked by the Bookie and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) in which the Bet was placed before the Sporting Event had occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has)<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the Bookie does not receive the attempt to plan a Meddling until after the corresponding Event’s resolution has been generated, that attempt is considered untimely; it does not result in the Meddling being planned, and the Bookie shall privately inform the Punter who sent it that it was not timely.<br />
<br />
===Accusations===<br />
<br />
A Punter may Accuse another Punter of having Meddled with a specific Participant in a single, specific Sporting Event which has taken place on an earlier day, by making a blog post to that effect. This is known as an Accusation Post.<br />
<br />
If an Accusation Post exists which hasn’t been Investigated, and which does not repeat the accused Punter, Participant and Event of an earlier Accusation Post, the Bookie should Investigate it by saying in a comment on that post whether the Accusation is true:<br />
<br />
* If it is true, the Accused Punter is fined 20 Readies for tampering with a sporting fixture<br />
* If it is not true, the Accusing Punter is fined 10 Readies for wasting the Bookie’s time<br />
<br />
(When a Punter is fined an amount of Readies, they lose that amount.)<br />
<br />
==A Good Day At The Races==<br />
<br />
No Sporting Events may be scheduled to take place on or after Saturday 14th of October 2023.<br />
<br />
If it is, or is after, Saturday 14th of October 2023 then the Bookie should, at their first opportunity, make a post disclosing the Readies available to each Punter. At that time, the single Punter with the highest number of Readies has achieved Victory. If at that point there is no single Punter who has the highest number of Readies then the tied Punter who most recently placed a winning Bet has achieved Victory.<br />
<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24527Betting Shop2023-09-20T21:59:05Z<p>Bucky: Proposal: Draw Aware Gliotti Odds</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/9 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/9 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/9 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/9 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/9 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/9 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/9 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/9 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/9 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/9 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/9 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/9 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || 🐈 The Aristocrats 🐈 win <br />
|-<br />
| Blogbots || 19/9 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || The Killing Joke wins<br />
|-<br />
| Giolitti || 20/9 || DiFieri vs Scaletti || None || Draw <br />
|-<br />
| Nomich || 21/9 || Gothmog Hall vs Ichneumon Hall || Gothmog Hall 11:10 - Ichneumon Hall 11:10 - Draw 11:10 || -<br />
|-<br />
| Giolitti || 22/9 || Micheli vs Paparoni || Micheli 9:5 - Paraponi 9:5 - Draw 10:3 || - <br />
|-<br />
| Nomich || 23/9 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10 || - <br />
|-<br />
| Giolitti || 24/9 || DiFieri vs Scaletti || DiFieri 9:5 - Scaletti 9:5 - Draw 10:3 || - <br />
|-<br />
| Clingboom || 25/9 || Laser Mideg vs Acid Yoda vs Buzzsaw Darth Cliche vs Cheesecutter Purplebeard || Laser Mideg 11:10 - Acid Yoda 11:10 - Buzzsaw Darth Cliche 11:10 - Cheesecutter Purplebeard 11:10 - All die 11:10 || -<br />
|-<br />
| Giolitti || 26/9 || Micheli vs Di Fieri || Micheli 9:5 - Di Fieri 9:5 - Draw 10:3 || - <br />
|-<br />
| Nomich || 27/9 || Ichneumon Hall vs Penanggalan Hall || Ichneumon Hall 11:10 - Penanggalan Hall 11:10 - Draw 11:10 || - <br />
|-<br />
| Blogbots || 28/9 || Ducktank vs Hard Hat || Ducktank 11:10 - Ducktank in Sudden Death 11:10 - Hard Hat 11:10 - Hard Hat in Sudden Death 11:10 - All Participants Trashed 11:10 || - <br />
|-<br />
| Blogbots || 29/9 || The Killing Joke vs Hard Hat || The Killing Joke 11:10 - The Killing Joke in Sudden Death 11:10 - Hard Hat 11:10 - Hard Hat in Sudden Death 11:10 - All Participants Trashed 11:10 || - <br />
|-<br />
| Giolitti || 30/9 || Carpino vs Micheli || Carpino 9:5 - Micheli 9:5 - Draw 10:3 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24526Ruleset2023-09-20T21:57:18Z<p>Bucky: /* Giolitti */ Proposal: Draw Aware Gliotti Odds</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
If at any point the Form Sheet does not show at least one Sporting Event per day for the next seven days then the Bookie may randomly select a Sporting Event, its Participants (using a Participant Selection method) and its Odds, for each upcoming day without a Sporting Event and add them to the list, until there are Sporting Events scheduled for the following ten days. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
The Bookie may generate the resolution, if defined, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.) For each Meddling that is planned for an Event, the Punter who performed it loses 10 Readies at the start of that Event.<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for all outcomes are the default value, which is 11:10.<br />
<br />
Whenever a Punter places a Bet with Stakes 10 or greater, they must, for each Outcome of the Sporting Event for that Bet, increase the X in the Odds for that outcome by the 1; then they increase the Y of the Odds of the selected Outcome for the selected Sporting Event by the Stake of their Bet, divided by 10, and then rounded down to the nearest integer (to a minimum of 1).<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Bloggsball<br />
* Giolitti<br />
* Boxing<br />
<br />
The specific elements that make up a Sport are detailed in subrules to this rule. As a minimum, a Sport should have a list of potential Participants, a number of Required Participants for a Sporting Event, a list of Potential Outcomes, and a method of resolution. Sport Participants my have Qualities, which are specific to and defined by the respective Sport. When a Quality is Secret, it is privately tracked by the Bookie. When a Quality is Public, it is publicly tracked. Whenever a Participant exists who does not have a value for Quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that Quality by any mechanism defined for that Quality, or by generating a random legal value if no other mechanism is defined.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Method of Resolution: The Bookie shall randomly deal each Participating Participant 7 cards from the same standard 52 card deck as their “play”. The Participant whose play scores the most points wins. <br />
The score value of a play is determined as follows:-<br />
* 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.<br />
* A card with a value of 3 or 7 is a Bonus Card. A play scores additional 3 points for each Bonus Card in it.<br />
* Any play containing the Big Bonus Card JD scores an additional 4 points.<br />
* The Queen of Spades’s face value becomes -12 unless it is in the same play as two Heart cards.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Method of Resolution: Each Participant has 4 hit points. The Bookie randomly selects an ordered list of 8 traps from the list Acid, Laser, Buzzsaw, Cheesecutter, StickyBomb. They then work down that list from top to bottom; for each entry they subtract 1 hit point from each Participant who doesn’t have the name of that trap in their name; if a Participant has 0 or fewer Hit Points then they are dead in this Sporting Event. If at any point there is only one living Participant, and the next item on the list is not StickyBomb, then that Participant has won.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Odds: 9-to-5 for outcomes where a Participant wins, and 10-to-3 for a Draw<br />
* Method of Resolution: The Bookie shall assign random numbers from 1 to 13 to each Participant’s Pocket, and select a random Grand Canal from Angel, World, Sun, Moon, Star, Lightning, Devil, Death, Impostor and Magician. If one Participant has a higher number than the other in their Pocket (or if the Grand Canal is Devil, a lower number) and the Grand Canal is not Death, they win. If neither Participant wins, the game is a draw.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Soccer===<br />
<br />
*Potential Participants: Zahndorf FC, West Cresci Albion, Juarez Town, Feltwhistle Rovers<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Public Qualities: Each Participant has an Offensive Rating, a Defensive Rating, and a Midfield Rating.<br />
*Meddling (Red Cards): Subtract 1 from each of the Offensive, Defensive, and Midfield Ratings of the Meddled Participant for this Sporting Event only, to a minimum of 1 for each Rating.<br />
*Meddling (Own Goals): Whenever the Attacker is the Meddled Participant in the second step of the Method of Resolution, if the Attacker’s Score is not increased by 1, then increase the Defender’s Score by 1.<br />
*Method of Resolution:<br />
The Bookie shall designate one Participant as the First and the other as the Second, setting each to have a Score of 0. The Bookie shall use the Ratings of the 2 Participants for the Sporting Event while performing the following steps 6 times:<br />
# Determine which Participant has Possession by randomly choosing a number between 1 and M, where M is the sum of the Midfield Ratings for both Participants. If the result is less than or equal to the Midfield Rating of the First, then the First is the Attacker and the Second is the Defender. Otherwise, the Second is the Attacker and the First is the Defender.<br />
# Determine if the Attacker scores by randomly choosing a number between 1 and S, where S is the sum of the Defensive Rating of the Defender and the Offensive Rating of the Attacker. If the result greater than the Defensive Rating of the Defender, then add 1 to the Score of the Attacker.<br />
<br />
After the steps above have been performed 6 times, the Outcome is based on the final values of the Scores. The Participant with the higher Score wins, or if the Scores are the same, it is a Draw.<br />
<br />
Odds: The Odds for the possible Outcomes are determined by matching the combination of the 2 Participants to the row in the Odds table below and using the Odds for the Outcomes listed for that row:<br />
<br />
{| class="wikitable"<br />
|+ Odds<br />
|-<br />
! Participants !! Odds<br />
|-<br />
| Zahndorf FC, West Cresci Albion ||<br />
* Zahndorf FC wins 1-1<br />
* West Cresci Albion wins 3-1<br />
* Draw 2-1<br />
|-<br />
| Zahndorf FC, Juarez Town ||<br />
* Zahndorf FC wins 2-1<br />
* Juarez Town wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Zahndorf FC, Feltwhistle Rovers ||<br />
* Zahndorf FC wins 1-1<br />
* Feltwhistle Rovers wins 5-1<br />
* Draw 3-1<br />
|-<br />
| Juarez Town, West Cresci Albion ||<br />
* Juarez Town wins 1-1<br />
* West Cresci Albion wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Feltwhistle Rovers, West Cresci Albion ||<br />
* Feltwhistle Rovers wins 3-1<br />
* West Cresci Albion wins 1-1<br />
* Draw 2-1<br />
|-<br />
| Juarez Town, Feltwhistle Rovers ||<br />
* Juarez Town wins 1-1<br />
* Feltwhistle Rovers wins 4-1<br />
* Draw 3-1<br />
|}<br />
* Participant Selection: Round-Robin Tournament, without a tournament winner, selecting the match-up order randomly. After each Participant has played every other Participant once, the Bookie shall reset the Particpant Selection tracking for Soccer and start the Round-Robin Tournament selection over.<br />
<br />
===Bloggsball===<br />
* Potential Participants: ♠ Aces and Eights ♠, 📶 The Receptionists 📶, 🎤THE HOSTS🎤, 🐈 The Aristocrats 🐈, 🚨New Dynasty Klaxon🚨, 🚀 The Raccoons 🚀<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins<br />
* Secret Quality: Level, which must be a number between 1 and 20. When generating, randomly select a number between 5 and 15.<br />
* Method of Resolution: The Bookie randomly generates an odd number of rounds for the match, between 5 and 25. For each Participant in this Sporting Event, adjust their Level between 1 and 3 inclusive, up or down, randomly, to a minimum of 1 or a maximum of 20. The Levels of Bloggball Participants are privately tracked by the Bookie. For the first round, the Bookie randomly selects one Participant to be the Pitcher; the other is the Blogger. Participants alternate between Pitcher and Blogger from one round to the next. Each Round, the Bookie randomly generates a number between 1 and 20; that number is the Blogger’s Brawn. If the Blogger’s Brawn is higher than the Pitcher’s Level, the Blogger scores a point; otherwise, the Pitcher scores a Point. Whichever Participant has the most Points at the end of the Rounds wins.<br />
* Meddling (PEDs): The named Participant’s Brawn is +1 whenever it is calculated in this match.<br />
* Meddling (Huge Donation): The named Participant has their Level permanently increased by 1 before determining the number of rounds<br />
<br />
===Estate Agent Wrestling===<br />
<br />
*Potential Participants: I. O. Yoo, I. M. Eyeron, J. M. Proctor, C. J. Hatchet<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins<br />
*Secret Quality: Finishing Move. A Finishing Move is five potential outcomes for the roll of a Fight Die, with a maximum of one Miss.<br />
*Method of Resolution: A Fight Die is a six-sided die with sides of {Punch,Kick,Grapple,Leap,Taunt,Miss}. At the start of the Sporting Event, each Participant has a number of Contribution defaulting to 0. For each round, the Bookie shall randomly roll 5 Fight Dice for each Participant and add Contribution based on the results of that Participant’s dice roll results for that round matching one or more combinations below:<br />
* Two or more Punches: 1 Contribution<br />
* Two or more Kicks: 1 Contribution<br />
* Two or more Grapples: 1 Contribution<br />
* Three Leaps and at least one Kick, Punch, or Grapple: 3 Contribution<br />
* A set of die results which corresponds exactly to the sequence of their Finishing Move (without considering the order of those results): 5 Contribution<br />
* At least one Taunt and gained at least 1 Contribution from any other valid combination this round: 1 Contribution<br />
* Three Leaps and no Kicks, Punches, or Grapples: -3 Contribution (to a minimum of zero)<br />
<br />
The Bookie shall repeat these rounds until one Participant has at least 10 Contribution. If both Participants have at least 10 Contribution and have the same Contribution at the end of the round, the Bookie continues repeating the rounds until one Partipant has more Contribution than the other. At the end of this process, the Participant with the highest Contribution wins.<br />
<br />
*Meddling (Over): Each round, the selected Participant has a Miss as one of their results, and the Bookie shall randomly roll 4 Fight Dice instead of 5 for the remaining results for that Participant.<br />
*Meddling (Hyped): Each round, the Bookie shall re-roll all Miss results beyond the first rolled Miss result for the selected Participant.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Resolution Method: The Sporting Event takes place on a linear track of 19 spaces, numbers from 1 on the left to 19 on the right. One Participant is allocated the 4 space (the ‘left bot’), the other is allocated the 16 space (the ‘right bot’). The Bookie then resolves the Sporting Event as follows: they put into effect the BotScript of each Participant, starting with the first line of the BotScript of the left bot, continuing to the first line of the right bot, then moving to the second line of the Botscript of the left bot, and carrying on in that fashion, looping back to the first line of the respective BotScripts after the sixth. If at any point a Participant has a Chassis of 0, that Bot is Trashed. If one Participant in a Blogbots Sporting Event is Trashed and the other isn’t, the non-Trashed participant has won.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Bob, Tom, Alice, Burt<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Method of Resolution: Generate a 6x6 square grid with each space in the grid randomly containing the name of a Participating Participant. Mark every space that is a part of a line of four spaces horizontally, vertically, or diagonally that all have the same name. The Participant with the most marked spaces containing their name wins; otherwise, it is a draw.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on. Bets placed are publicly tracked and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) that has not yet occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has)<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
Whenever a Punter places a Bet they must update Odds as described in the rule Odds.<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter who has at least 10 Readies may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped.<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24523Betting Shop2023-09-19T18:16:00Z<p>Bucky: Upcoming is not retroactive</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/9 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/9 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/9 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/9 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/9 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/9 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/9 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/9 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/9 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/9 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/9 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/9 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || 🐈 The Aristocrats 🐈 win <br />
|-<br />
| Blogbots || 19/9 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/9 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Giolitti || 22/9 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/9 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/9 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots September 19 || The Killing Joke Wins || 11:10 || 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24520Ruleset2023-09-18T22:09:05Z<p>Bucky: /* Odds */ Proposal: Insignificant Bets</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
If at any point the Form Sheet does not show at least one Sporting Event per day for the next seven days then the Bookie may randomly select a Sporting Event, its Participants (using a Participant Selection method) and its Odds, for each upcoming day and add them to the list, until there are Sporting Events scheduled for the following ten days. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
The Bookie may generate the resolution, if defined, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.) For each Meddling that is planned for an Event, the Punter who performed it loses 10 Readies at the start of that Event.<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for all outcomes are the default value, which is 11:10.<br />
<br />
Whenever a Punter places a Bet with Stakes 10 or greater, they must, for each Outcome of the Sporting Event for that Bet, increase the X in the Odds for that outcome by the 1; then they increase the Y of the Odds of the selected Outcome for the selected Sporting Event by the Stake of their Bet, divided by 10, and then rounded down to the nearest integer (to a minimum of 1).<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Soccer<br />
* Bloggsball<br />
* Giolitti<br />
* Estate Agent Wrestling<br />
* Blogbots<br />
* Boxing<br />
<br />
The specific elements that make up a Sport are detailed in subrules to this rule. As a minimum, a Sport should have a list of potential Participants, a number of Required Participants for a Sporting Event, a list of Potential Outcomes, and a method of resolution. Sport Participants my have Qualities, which are specific to and defined by the respective Sport. When a Quality is Secret, it is privately tracked by the Bookie. When a Quality is Public, it is publicly tracked. Whenever a Participant exists who does not have a value for Quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that Quality by any mechanism defined for that Quality, or by generating a random legal value if no other mechanism is defined.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Method of Resolution: The Bookie shall randomly deal each Participating Participant 7 cards from the same standard 52 card deck as their “play”. The Participant whose play scores the most points wins. <br />
The score value of a play is determined as follows:-<br />
* 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.<br />
* A card with a value of 3 or 7 is a Bonus Card. A play scores additional 3 points for each Bonus Card in it.<br />
* Any play containing the Big Bonus Card JD scores an additional 4 points.<br />
* The Queen of Spades’s face value becomes -12 unless it is in the same play as two Heart cards.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Method of Resolution: Each Participant has 4 hit points. The Bookie randomly selects an ordered list of 8 traps from the list Acid, Laser, Buzzsaw, Cheesecutter, StickyBomb. They then work down that list from top to bottom; for each entry they subtract 1 hit point from each Participant who doesn’t have the name of that trap in their name; if a Participant has 0 or fewer Hit Points then they are dead in this Sporting Event. If at any point there is only one living Participant, and the next item on the list is not StickyBomb, then that Participant has won.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Method of Resolution: The Bookie shall assign random numbers from 1 to 13 to each Participant’s Pocket, and select a random Grand Canal from Angel, World, Sun, Moon, Star, Lightning, Devil, Death, Impostor and Magician. If one Participant has a higher number than the other in their Pocket (or if the Grand Canal is Devil, a lower number) and the Grand Canal is not Death, they win. If neither Participant wins, the game is a draw.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Soccer===<br />
<br />
*Potential Participants: Zahndorf FC, West Cresci Albion, Juarez Town, Feltwhistle Rovers<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Public Qualities: Each Participant has an Offensive Rating, a Defensive Rating, and a Midfield Rating.<br />
*Meddling (Red Cards): Subtract 1 from each of the Offensive, Defensive, and Midfield Ratings of the Meddled Participant for this Sporting Event only, to a minimum of 1 for each Rating.<br />
*Meddling (Own Goals): Whenever the Attacker is the Meddled Participant in the second step of the Method of Resolution, if the Attacker’s Score is not increased by 1, then increase the Defender’s Score by 1.<br />
*Method of Resolution:<br />
The Bookie shall designate one Participant as the First and the other as the Second, setting each to have a Score of 0. The Bookie shall use the Ratings of the 2 Participants for the Sporting Event while performing the following steps 6 times:<br />
# Determine which Participant has Possession by randomly choosing a number between 1 and M, where M is the sum of the Midfield Ratings for both Participants. If the result is less than or equal to the Midfield Rating of the First, then the First is the Attacker and the Second is the Defender. Otherwise, the Second is the Attacker and the First is the Defender.<br />
# Determine if the Attacker scores by randomly choosing a number between 1 and S, where S is the sum of the Defensive Rating of the Defender and the Offensive Rating of the Attacker. If the result greater than the Defensive Rating of the Defender, then add 1 to the Score of the Attacker.<br />
<br />
After the steps above have been performed 6 times, the Outcome is based on the final values of the Scores. The Participant with the higher Score wins, or if the Scores are the same, it is a Draw.<br />
<br />
Odds: The Odds for the possible Outcomes are determined by matching the combination of the 2 Participants to the row in the Odds table below and using the Odds for the Outcomes listed for that row:<br />
<br />
{| class="wikitable"<br />
|+ Odds<br />
|-<br />
! Participants !! Odds<br />
|-<br />
| Zahndorf FC, West Cresci Albion ||<br />
* Zahndorf FC wins 1-1<br />
* West Cresci Albion wins 3-1<br />
* Draw 2-1<br />
|-<br />
| Zahndorf FC, Juarez Town ||<br />
* Zahndorf FC wins 2-1<br />
* Juarez Town wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Zahndorf FC, Feltwhistle Rovers ||<br />
* Zahndorf FC wins 1-1<br />
* Feltwhistle Rovers wins 5-1<br />
* Draw 3-1<br />
|-<br />
| Juarez Town, West Cresci Albion ||<br />
* Juarez Town wins 1-1<br />
* West Cresci Albion wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Feltwhistle Rovers, West Cresci Albion ||<br />
* Feltwhistle Rovers wins 3-1<br />
* West Cresci Albion wins 1-1<br />
* Draw 2-1<br />
|-<br />
| Juarez Town, Feltwhistle Rovers ||<br />
* Juarez Town wins 1-1<br />
* Feltwhistle Rovers wins 4-1<br />
* Draw 3-1<br />
|}<br />
* Participant Selection: Round-Robin Tournament, without a tournament winner, selecting the match-up order randomly. After each Participant has played every other Participant once, the Bookie shall reset the Particpant Selection tracking for Soccer and start the Round-Robin Tournament selection over.<br />
<br />
===Bloggsball===<br />
* Potential Participants: ♠ Aces and Eights ♠, 📶 The Receptionists 📶, 🎤THE HOSTS🎤, 🐈 The Aristocrats 🐈, 🚨New Dynasty Klaxon🚨, 🚀 The Raccoons 🚀<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins<br />
* Secret Quality: Level, which must be a number between 1 and 20. When generating, randomly select a number between 5 and 15.<br />
* Method of Resolution: The Bookie randomly generates an odd number of rounds for the match, between 5 and 25. For each Participant in this Sporting Event, adjust their Level between 1 and 3 inclusive, up or down, randomly, to a minimum of 1 or a maximum of 20. The Levels of Bloggball Participants are privately tracked by the Bookie. For the first round, the Bookie randomly selects one Participant to be the Pitcher; the other is the Blogger. Participants alternate between Pitcher and Blogger from one round to the next. Each Round, the Bookie randomly generates a number between 1 and 20; that number is the Blogger’s Brawn. If the Blogger’s Brawn is higher than the Pitcher’s Level, the Blogger scores a point; otherwise, the Pitcher scores a Point. Whichever Participant has the most Points at the end of the Rounds wins.<br />
* Meddling (PEDs): The named Participant’s Brawn is +1 whenever it is calculated in this match.<br />
* Meddling (Huge Donation): The named Participant has their Level permanently increased by 1 before determining the number of rounds<br />
<br />
===Estate Agent Wrestling===<br />
<br />
*Potential Participants: I. O. Yoo, I. M. Eyeron, J. M. Proctor, C. J. Hatchet<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins<br />
*Secret Quality: Finishing Move. A Finishing Move is five potential outcomes for the roll of a Fight Die, with a maximum of one Miss.<br />
*Method of Resolution: A Fight Die is a six-sided die with sides of {Punch,Kick,Grapple,Leap,Taunt,Miss}. At the start of the Sporting Event, each Participant has a number of Contribution defaulting to 0. For each round, the Bookie shall randomly roll 5 Fight Dice for each Participant and add Contribution based on the results of that Participant’s dice roll results for that round matching one or more combinations below:<br />
* Two or more Punches: 1 Contribution<br />
* Two or more Kicks: 1 Contribution<br />
* Two or more Grapples: 1 Contribution<br />
* Three Leaps and at least one Kick, Punch, or Grapple: 3 Contribution<br />
* A set of die results which corresponds exactly to the sequence of their Finishing Move (without considering the order of those results): 5 Contribution<br />
* At least one Taunt and gained at least 1 Contribution from any other valid combination this round: 1 Contribution<br />
* Three Leaps and no Kicks, Punches, or Grapples: -3 Contribution (to a minimum of zero)<br />
<br />
The Bookie shall repeat these rounds until one Participant has at least 10 Contribution. If both Participants have at least 10 Contribution and have the same Contribution at the end of the round, the Bookie continues repeating the rounds until one Partipant has more Contribution than the other. At the end of this process, the Participant with the highest Contribution wins.<br />
<br />
*Meddling (Over): Each round, the selected Participant has a Miss as one of their results, and the Bookie shall randomly roll 4 Fight Dice instead of 5 for the remaining results for that Participant.<br />
*Meddling (Hyped): Each round, the Bookie shall re-roll all Miss results beyond the first rolled Miss result for the selected Participant.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Resolution Method: The Sporting Event takes place on a linear track of 19 spaces, numbers from 1 on the left to 19 on the right. One Participant is allocated the 4 space (the ‘left bot’), the other is allocated the 16 space (the ‘right bot’). The Bookie then resolves the Sporting Event as follows: they put into effect the BotScript of each Participant, starting with the first line of the BotScript of the left bot, continuing to the first line of the right bot, then moving to the second line of the Botscript of the left bot, and carrying on in that fashion, looping back to the first line of the respective BotScripts after the sixth. If at any point a Participant has a Chassis of 0, that Bot is Trashed. If one Participant in a Blogbots Sporting Event is Trashed and the other isn’t, the non-Trashed participant has won.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Bob, Tom, Alice, Burt<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Method of Resolution: Generate a 6x6 square grid with each space in the grid randomly containing the name of a Participating Participant. Mark every space that is a part of a line of four spaces horizontally, vertically, or diagonally that all have the same name. The Participant with the most marked spaces containing their name wins; otherwise, it is a draw.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on. Bets placed are publicly tracked and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) that has not yet occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has)<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
Whenever a Punter places a Bet they must update Odds as described in the rule Odds.<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter who has at least 10 Readies may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped.<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24519Betting Shop2023-09-18T15:38:03Z<p>Bucky: Call for Judgment: Wrong Month</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/9 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/9 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/9 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/9 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/9 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/9 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/9 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/9 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/9 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/9 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/9 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/9 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || 🐈 The Aristocrats 🐈 win <br />
|-<br />
| Blogbots || 19/9 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/9 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/9 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/9 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/9 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/9 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/9 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots September 19 || The Killing Joke Wins || 11:10 || 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24515Betting Shop2023-09-18T03:12:31Z<p>Bucky: Reverting illegal event date changes from revision 24506</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/9 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/9 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/9 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/9 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/9 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/9 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/9 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/9 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/9 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/9 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/9 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/9 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19/9 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/9 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/9 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/11 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/11 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/11 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/11 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots September 19 || The Killing Joke Wins || 11:10 || 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24514Betting Shop2023-09-18T03:06:53Z<p>Bucky: </p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/11 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/11 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/11 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/11 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/11 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/11 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/11 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/11 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/11 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/11 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/11 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/11 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19/11 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/11 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/11 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/11 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/11 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/11 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/11 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots September 19 || The Killing Joke Wins || 11:10 || 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24513Betting Shop2023-09-18T00:32:04Z<p>Bucky: table formatting correction</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/11 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/11 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/11 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/11 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/11 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/11 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/11 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/11 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/11 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/11 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/11 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/11 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19/11 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/11 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/11 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/11 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/11 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/11 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/11 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots 19/11 || The Killing Joke Wins || 11:10 || 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24512Betting Shop2023-09-18T00:31:26Z<p>Bucky: Making a bet (initializing the odds of all outcomes to their defaults first)</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/11 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/11 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/11 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/11 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/11 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/11 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/11 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/11 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/11 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/11 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/11 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/11 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19/11 || The Killing Joke vs Credit Score: F || The Killing Joke Wins 12:12 - The Killing Joke Wins in Sudden Death 12:10 - Credit Score: F Wins 12:10 - Credit Score: F Wins in Sudden Death 12:10 - All Participants Trashed 12:10 || - <br />
|-<br />
| Giolitti || 20/11 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/11 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/11 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/11 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/11 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/11 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Purchase Odds !! Stake<br />
|-<br />
| Bucky || Blogbots 19/11 || The Killing Joke Wins !! 11:10 !! 20 Readies<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24511Betting Shop2023-09-18T00:26:12Z<p>Bucky: Several bots' Chassis were reduced by previous bouts; Proposal "Emergency Repairs" changed those true values to the erroneous ones already tracked here.</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7/11 || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8/11 || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9/11 || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10/11 || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11/11 || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12/11 || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13/11 || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14/11 || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15/11 || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16/11 || I. O. Yoo vs I. M . Eyeron || None || I. M. Eyeron <br />
|-<br />
| Soccer || 17/11 || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| Draw<br />
|-<br />
| Bloggsball || 18/11 || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19/11 || The Killing Joke vs Credit Score: F || None || - <br />
|-<br />
| Giolitti || 20/11 || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21/11 || Ducktank vs B.A.D. || None || - <br />
|-<br />
| Giolitti || 22/11 || Micheli vs Paparoni || Micheli 11:10 - Paraponi 11:10 || - <br />
|-<br />
| Nomich || 23/11 || Bandersnatch Hall vs Gothmog Hall || Bandersnatch Hall 11:10 - Gothmog Hall 11:10 - Draw 11:10|| - <br />
|-<br />
| Giolitti || 24/11 || DiFieri vs Scaletti || DiFieri 11:10 - Scaletti 11:10 - Draw 11:10 || - <br />
|-<br />
| Soccer || 25/11 || Zahndorf FC vs West Cresci Albion || Zahndorf 11:10 - West Cresci 11:10 - Draw 11:10 || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Stake<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 || <br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 || <br />
|-<br />
| Ducktank || 4 || 3 || 6 || <br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=24510Ruleset2023-09-18T00:23:37Z<p>Bucky: /* Blogbots */ Proposal "Emergency Repairs"</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Punters shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Punter may update it to do so.<br />
<br />
== Punters ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Punter may make a blog post making clear their wish to be a Punter (plural form Punters); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Punter.<br />
<br />
A Punter may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Punters are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Punters 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.<br />
<br />
A Punter may cease to be a Punter at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Punter in this way may not become a Punter again within the following two weeks.<br />
<br />
===Idle Punters ===<br />
<br />
If a Punter is Idle, this is tracked by their name being removed or concealed in the list of currently active Punters in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Punters ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Punters are not counted as Punters . The combined term “Idle Punter” can be used to refer to Punters who are Idle even in rules that do not treat them as Punters.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Punter, then that Idle Punter is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Punter 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 Punter Idled in a different Dynasty), the Punter is given the default value for new Punters, if such a value exists.<br />
<br />
An Admin may render a Punter Idle if that Punter has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Punter has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Punter during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Punter if that Punter is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Punter who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Punter, known as the Bookie. If there is no Bookie, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Punter may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Punters may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Punter 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 Punter'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-Punter never has a Vote, even if they were a Punter previously and had cast a valid Vote.<br />
<br />
If a Punter other than the Bookie casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Bookie. When the Bookie has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Bookie's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Punters who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Punter may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Punter already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Punter casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Bookie may use VETO as a voting icon to cast a Vote on a Proposal; when the Bookie casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Bookie later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Punters actively disagree as to the interpretation of the Ruleset, or if a Punter feels that an aspect of the game needs urgent attention, then any Punter may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Punter (other than the Bookie) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Punter's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Punter may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, it has been open for at least 12 hours, and either the Bookie has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Punters, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Punter who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Punter who posted the DoV becomes Bookie, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Bookie must either Pass the Mantle (by making a post naming a Punter who was not the last dynasty’s Bookie, in which case the passing Punter ceases to be the Bookie and the Punter so named becomes the Bookie) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Bookie's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Punter'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. Punters should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Punter within BlogNomic, and should announce publicly if they control both a non-Idle Punter and any Idle Punters. This extends to exerting full control over the actions of another Punter, defined here as the controlled Punter's game behavior being functionally indistinguishable from if the controlling Punter was logged into their account and playing through it, over a period of more than a day.<br />
* A Punter 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.<br />
* A Punter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Punter should not edit their own blog comments once posted, nor those of any other Punter.<br />
* A Punter should not edit the “Entry Date” field of a blog post.<br />
* A Punter should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Punter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Punter should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Punter must use their own name in the Dice Roller, when rolling dice.<br />
* A Punter should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Punter should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Punter to achieve victory.<br />
* A Punter should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Punter or Punters to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Punters and idle Punters should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Punters are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Form Sheet==<br />
There is a publicly tracked list of Sporting Events, each of which must have a Date, a Sport, an Odds, and the required number of Participants for that Sport; it should also (if it occurred in the past) have an Outcome (being the result of the Sporting Event) and a list of Winners (being the list of Punters whose whose Bet matched the Outcome of that Sporting Event). This list is called the Form Sheet.<br />
<br />
If at any point the Form Sheet does not show at least one Sporting Event per day for the next seven days then the Bookie may randomly select a Sporting Event, its Participants (using a Participant Selection method) and its Odds, for each upcoming day and add them to the list, until there are Sporting Events scheduled for the following ten days. If any existing Sporting Event does not have Participants, the Bookie should select Participants using Participant Selection for each such Sporting Event as soon as possible.<br />
<br />
When the Bookie adds Odds to a Sporting Event, those Odds are expressed in the form “X-to-Y”, where X and Y are integers greater than 0, and are be listed next to each Potential Outcome. If Odds are used in a Sporting Event, they must be applied to all Potential Outcomes. The values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds cannot be used in any Sporting Event in which that Sport occurs.<br />
<br />
Participant Selection is the method by which Participants are selected for a Sporting Event from the list of Potential Participants for that Sport. If a Participant Selection method is not specified for a Sport, the default Participant Selection method is for the Bookie to randomly choose the Participants.<br />
<br />
Whenever the Bookie is required to make a selection in a random manner, they should instead do this in a secretly random manner.<br />
<br />
===Sports Resolution===<br />
The Bookie may generate the resolution, if defined, to any Sporting Event in advance of the time at which it takes place. A day’s sporting events all take place on that day at exactly noon UTC; as soon as possible thereafter the Bookie should make a Results Post, a post in the Story Posts category detailing all sporting events that have taken place that have not appeared in a previous Results Post, including any results that may be associated with those events, and summarising all random choices that were made as part of determining those events’ results (excluding Meddlings). If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped. When generating the resolution of a Sporting Event, the Bookie applies all Meddlings that were planned against Participants in that Event. (If the same Meddling would be applied multiple times to the same Participant in an Event, it is instead only applied once.) For each Meddling that is planned for an Event, the Punter who performed it loses 10 Readies at the start of that Event.<br />
<br />
If a Sport’s resolution procedure doesn’t say when it ends, it ends whenever one or more of its listed Potential Outcomes occurs.<br />
<br />
===Odds===<br />
All Potential Outcomes on each Sporting Event have Odds, which are the Odds on that outcome being offered by the Bookie. Odds are expressed in the form “X-to-Y” or “X:Y”, where X and Y are integers greater than 0, and are listed next to each Potential Outcome. When a Sporting Event is created, the values of X and Y for each Odds must be determined using the rules for the Sport identified in the Sporting Event. If no such rules for determining Odds exist for a Sport, then Odds for all outcomes are the default value, which is 11:10.<br />
<br />
Whenever a Punter places a Bet, they must, for each Outcome of the Sporting Event for that Bet, increase the X in the Odds for that outcome by the 1; then they increase the Y of the Odds of the selected Outcome for the selected Sporting Event by the Stake of their Bet, divided by 10, and then rounded down to the nearest integer (to a minimum of 1).<br />
<br />
==Sporting Events==<br />
The Sports that can occur as part of a Sporting Event are as follows:<br />
* Nomich<br />
* ClingBoom<br />
* Soccer<br />
* Bloggsball<br />
* Giolitti<br />
* Estate Agent Wrestling<br />
* Blogbots<br />
* Boxing<br />
<br />
The specific elements that make up a Sport are detailed in subrules to this rule. As a minimum, a Sport should have a list of potential Participants, a number of Required Participants for a Sporting Event, a list of Potential Outcomes, and a method of resolution. Sport Participants my have Qualities, which are specific to and defined by the respective Sport. When a Quality is Secret, it is privately tracked by the Bookie. When a Quality is Public, it is publicly tracked. Whenever a Participant exists who does not have a value for Quality required by a Sport for which they are a Potential Participant, then the Bookie should (and must, before resolving any Sporting Event in which that Participant is a Participant), at their first opportunity, generate that Quality by any mechanism defined for that Quality, or by generating a random legal value if no other mechanism is defined.<br />
<br />
===Nomich===<br />
<br />
*Potential participants: Gothmog Hall, Ichneumon Hall, Penanggalan Hall, Bandersnatch Hall<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Method of Resolution: The Bookie shall randomly deal each Participating Participant 7 cards from the same standard 52 card deck as their “play”. The Participant whose play scores the most points wins. <br />
The score value of a play is determined as follows:-<br />
* 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.<br />
* A card with a value of 3 or 7 is a Bonus Card. A play scores additional 3 points for each Bonus Card in it.<br />
* Any play containing the Big Bonus Card JD scores an additional 4 points.<br />
* The Queen of Spades’s face value becomes -12 unless it is in the same play as two Heart cards.<br />
*Meddling (Transmute): Whenever the Meddled Participant is dealt an Ace, it becomes a King of the same suit instead.<br />
*Meddling (Drop): The Meddled Participant is dealt one additional card, then their highest rank card (ties resolved at random) is discarded.<br />
<br />
===ClingBoom===<br />
<br />
* Potential Participants: Acid Yoda, Laser Mideg, Buzzsaw Darth Cliche, Cheesecutter Purplebeard<br />
* Required Participants: 4<br />
* Potential Outcomes: X Participant wins, All Participants die<br />
* Method of Resolution: Each Participant has 4 hit points. The Bookie randomly selects an ordered list of 8 traps from the list Acid, Laser, Buzzsaw, Cheesecutter, StickyBomb. They then work down that list from top to bottom; for each entry they subtract 1 hit point from each Participant who doesn’t have the name of that trap in their name; if a Participant has 0 or fewer Hit Points then they are dead in this Sporting Event. If at any point there is only one living Participant, and the next item on the list is not StickyBomb, then that Participant has won.<br />
* Meddling (Arena tampering): The chosen Participant’s name contains the name of the chosen trap; after the list of traps is made, a random trap that is not the chosen trap is changed to the chosen trap.<br />
* Meddling (Laxative): The selected Participant has 1 fewer Hit Points.<br />
<br />
===Giolitti===<br />
<br />
* Potential participants: Carpino, Di Fieri, Micheli, Paparoni, Scaletti<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Method of Resolution: The Bookie shall assign random numbers from 1 to 13 to each Participant’s Pocket, and select a random Grand Canal from Angel, World, Sun, Moon, Star, Lightning, Devil, Death, Impostor and Magician. If one Participant has a higher number than the other in their Pocket (or if the Grand Canal is Devil, a lower number) and the Grand Canal is not Death, they win. If neither Participant wins, the game is a draw.<br />
* Meddling (Centofanti): Instead of being chosen at random, the Grand Canal is Devil.<br />
* Meddling (Pantalone): The Meddled Participant’s Pocket is increased by 2.<br />
<br />
===Soccer===<br />
<br />
*Potential Participants: Zahndorf FC, West Cresci Albion, Juarez Town, Feltwhistle Rovers<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins; Draw<br />
*Public Qualities: Each Participant has an Offensive Rating, a Defensive Rating, and a Midfield Rating.<br />
*Meddling (Red Cards): Subtract 1 from each of the Offensive, Defensive, and Midfield Ratings of the Meddled Participant for this Sporting Event only, to a minimum of 1 for each Rating.<br />
*Meddling (Own Goals): Whenever the Attacker is the Meddled Participant in the second step of the Method of Resolution, if the Attacker’s Score is not increased by 1, then increase the Defender’s Score by 1.<br />
*Method of Resolution:<br />
The Bookie shall designate one Participant as the First and the other as the Second, setting each to have a Score of 0. The Bookie shall use the Ratings of the 2 Participants for the Sporting Event while performing the following steps 6 times:<br />
# Determine which Participant has Possession by randomly choosing a number between 1 and M, where M is the sum of the Midfield Ratings for both Participants. If the result is less than or equal to the Midfield Rating of the First, then the First is the Attacker and the Second is the Defender. Otherwise, the Second is the Attacker and the First is the Defender.<br />
# Determine if the Attacker scores by randomly choosing a number between 1 and S, where S is the sum of the Defensive Rating of the Defender and the Offensive Rating of the Attacker. If the result greater than the Defensive Rating of the Defender, then add 1 to the Score of the Attacker.<br />
<br />
After the steps above have been performed 6 times, the Outcome is based on the final values of the Scores. The Participant with the higher Score wins, or if the Scores are the same, it is a Draw.<br />
<br />
Odds: The Odds for the possible Outcomes are determined by matching the combination of the 2 Participants to the row in the Odds table below and using the Odds for the Outcomes listed for that row:<br />
<br />
{| class="wikitable"<br />
|+ Odds<br />
|-<br />
! Participants !! Odds<br />
|-<br />
| Zahndorf FC, West Cresci Albion ||<br />
* Zahndorf FC wins 1-1<br />
* West Cresci Albion wins 3-1<br />
* Draw 2-1<br />
|-<br />
| Zahndorf FC, Juarez Town ||<br />
* Zahndorf FC wins 2-1<br />
* Juarez Town wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Zahndorf FC, Feltwhistle Rovers ||<br />
* Zahndorf FC wins 1-1<br />
* Feltwhistle Rovers wins 5-1<br />
* Draw 3-1<br />
|-<br />
| Juarez Town, West Cresci Albion ||<br />
* Juarez Town wins 1-1<br />
* West Cresci Albion wins 2-1<br />
* Draw 1-1<br />
|-<br />
| Feltwhistle Rovers, West Cresci Albion ||<br />
* Feltwhistle Rovers wins 3-1<br />
* West Cresci Albion wins 1-1<br />
* Draw 2-1<br />
|-<br />
| Juarez Town, Feltwhistle Rovers ||<br />
* Juarez Town wins 1-1<br />
* Feltwhistle Rovers wins 4-1<br />
* Draw 3-1<br />
|}<br />
* Participant Selection: Round-Robin Tournament, without a tournament winner, selecting the match-up order randomly. After each Participant has played every other Participant once, the Bookie shall reset the Particpant Selection tracking for Soccer and start the Round-Robin Tournament selection over.<br />
<br />
===Bloggsball===<br />
* Potential Participants: ♠ Aces and Eights ♠, 📶 The Receptionists 📶, 🎤THE HOSTS🎤, 🐈 The Aristocrats 🐈, 🚨New Dynasty Klaxon🚨, 🚀 The Raccoons 🚀<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins<br />
* Secret Quality: Level, which must be a number between 1 and 20. When generating, randomly select a number between 5 and 15.<br />
* Method of Resolution: The Bookie randomly generates an odd number of rounds for the match, between 5 and 25. For each Participant in this Sporting Event, adjust their Level<br />
between 1 and 3 inclusive, up or down, randomly, to a minimum of 1 or a maximum of 20. The Levels of Bloggball Participants are privately tracked by the Bookie. For the first round, the Bookie randomly selects one Participant to be the Pitcher; the other is the Blogger. Participants alternate between Pitcher and Blogger from one round to the next. Each Round, the Bookie randomly generates a number between 1 and 20; that number is the Blogger’s Brawn. If the Blogger’s Brawn is higher than the Pitcher’s Level, the Blogger scores a point; otherwise, the Pitcher scores a Point. Whichever Participant has the most Points at the end of the Rounds wins.<br />
* Meddling (PEDs): The named Participant’s Brawn is +1 whenever it is calculated in this match.<br />
* Meddling (Huge Donation): The named Participant has their Level permanently increased by 1 before determining the number of rounds<br />
<br />
===Estate Agent Wrestling===<br />
<br />
*Potential Participants: I. O. Yoo, I. M. Eyeron, J. M. Proctor, C. J. Hatchet<br />
*Required Participants: 2<br />
*Potential Outcomes: X Participant wins<br />
*Secret Quality: Finishing Move. A Finishing Move is five potential outcomes for the roll of a Fight Die, with a maximum of one Miss.<br />
*Method of Resolution: A Fight Die is a six-sided die with sides of {Punch,Kick,Grapple,Leap,Taunt,Miss}. At the start of the Sporting Event, each Participant has a number of Contribution defaulting to 0. For each round, the Bookie shall randomly roll 5 Fight Dice for each Participant and add Contribution based on the results of that Participant’s dice roll results for that round matching one or more combinations below:<br />
* Two or more Punches: 1 Contribution<br />
* Two or more Kicks: 1 Contribution<br />
* Two or more Grapples: 1 Contribution<br />
* Three Leaps and at least one Kick, Punch, or Grapple: 3 Contribution<br />
* A set of die results which corresponds exactly to the sequence of their Finishing Move (without considering the order of those results): 5 Contribution<br />
* At least one Taunt and gained at least 1 Contribution from any other valid combination this round: 1 Contribution<br />
* Three Leaps and no Kicks, Punches, or Grapples: -3 Contribution (to a minimum of zero)<br />
<br />
The Bookie shall repeat these rounds until one Participant has at least 10 Contribution. If both Participants have at least 10 Contribution and have the same Contribution at the end of the round, the Bookie continues repeating the rounds until one Partipant has more Contribution than the other. At the end of this process, the Participant with the highest Contribution wins.<br />
<br />
*Meddling (Over): Each round, the selected Participant has a Miss as one of their results, and the Bookie shall randomly roll 4 Fight Dice instead of 5 for the remaining results for that Participant.<br />
*Meddling (Hyped): Each round, the Bookie shall re-roll all Miss results beyond the first rolled Miss result for the selected Participant.<br />
<br />
===Blogbots===<br />
* Potential Participants: The Dark Lord, Hard Hat, CarolAIna Reaper, B.A.D., Credit Score: F, Bad Door, The Killing Joke, Ducktank<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant Wins, X Participant Wins in Sudden Death, All Participants Trashed<br />
* Public Quality: Scores for Chassis, Melee and Ranged, each of which must be between 1 and 6; a special weapon, which may be one of Flipper, Taser, Ram, or blank, initially being set to to blank.<br />
* Private Quality: A Botscript, made up of six orders, each of which must be one of: “move forward one space”, “use melee weapon”, “use ranged weapon”, or “use special weapon”.<br />
* Resolution Method: The Sporting Event takes place on a linear track of 19 spaces, numbers from 1 on the left to 19 on the right. One Participant is allocated the 4 space (the ‘left bot’), the other is allocated the 16 space (the ‘right bot’). The Bookie then resolves the Sporting Event as follows: they put into effect the BotScript of each Participant, starting with the first line of the BotScript of the left bot, continuing to the first line of the right bot, then moving to the second line of the Botscript of the left bot, and carrying on in that fashion, looping back to the first line of the respective BotScripts after the sixth. If at any point a Participant has a Chassis of 0, that Bot is Trashed. If one Participant in a Blogbots Sporting Event is Trashed and the other isn’t, the non-Trashed participant has won.<br />
<br />
The effects of different BotScript lines are as follows:<br />
<br />
{| class="wikitable"<br />
|+ BotScript<br />
|-<br />
! Command !! Effect<br />
|-<br />
| Move forward one space || The acting Participant moves one space towards the other Participant. If this would move them into the same space as the other Participant, it instead does not, and takes Scratch Damage (0 chassis damage by default).<br />
|-<br />
| Use melee weapon || If the acting Participant is between one and n+1 spaces inclusive, where n is the acting participant’s Melee score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use ranged weapon || If the acting Participant is between three and n+3 spaces inclusive, where n is the acting participant’s Ranged score, of the other Participant, the other Participant takes 1 Chassis damage; otherwise nothing happens.<br />
|-<br />
| Use special weapon || If the acting Participant has a value of 'blank' for Special Weapon, nothing happens; otherwise a status is set to the other Participant, as follows:<br />
* Flipper: Flipped: A Participant with Flipped has a 25% chance of each of its BotScript lines having no effect.<br />
* Taser: Shocked: A Participant with Shocked has their BotScript replaced with a random BotScript.<br />
* Ram: Dented: A Participant with Dented takes 1 Chassis Damage whenever they received Scratch Damage.<br />
|}<br />
* Meddling (Funding): The named Participant gains a random Special Weapon.<br />
* Meddling (House Bots): All Participants in the next Bout have a 10% chance of taking 1 Chassis damage every time one of their BotScript lines is resolved.<br />
<br />
After a Blogbots event, each Participant’s Chassis is restored to what it was before the event.<br />
<br />
===Boxing===<br />
* Potential Participants: Bob, Tom, Alice, Burt<br />
* Required Participants: 2<br />
* Potential Outcomes: X Participant wins; Draw<br />
* Method of Resolution: Generate a 6x6 square grid with each space in the grid randomly containing the name of a Participating Participant. Mark every space that is a part of a line of four spaces horizontally, vertically, or diagonally that all have the same name. The Participant with the most marked spaces containing their name wins; otherwise, it is a draw.<br />
* Meddling (Repackage): After the board is generated, but before marking, one random space that does not contain their name is changed to their name, if it exists.<br />
<br />
==The Gamblers==<br />
<br />
Each Punter has an amount of Readies, which is privately tracked by the Bookie; this amount may be negative, and defaults to 100. A Punter may request their number of Readies from the Bookie at any time; the Bookie should respond as soon as they are able when such a request is received.<br />
<br />
===Betting===<br />
At any time, a Punter may place a Bet on any Sporting Event that they have not previously placed a Bet on. Bets placed are publicly tracked and must have the following elements:<br />
* The name of the Punter placing the Bet<br />
* A single, specific Sporting Event (identified by the Sport and the date on which it will occur) that has not yet occurred<br />
* An outcome (from the Potential Outcomes for the Sport of that Sporting Event)<br />
* A Stake (which must be a positive quantity of Readies that is not greater than the amount of Readies that Punter has, minus the Stakes of any other open Bets that Punter has)<br />
* A Purchase Odds (which is the Odds on the selected Outcome at the time at which the Bet is placed, before Odds are updated on the basis of their own Bet)<br />
<br />
Whenever a Punter places a Bet they must update Odds as described in the rule Odds.<br />
<br />
After a Sporting Event has occurred, the Bookie should Cash all Bets for that Sporting Event, as an atomic action with the following steps:<br />
* Remove all such Bets from public tracking<br />
* For each Bet’s whose Outcome occured, increase the Readies of the betting Punter by the amount of the Stake multiplied by X and divided by Y, where X and Y are the values from the Purchase Odds of that Bet.<br />
* For each Bet whose Outcome did not occur, decrease the Readies of the betting Punter by the amount of the Stake.<br />
<br />
==Meddling==<br />
<br />
Each Sport may have Meddlings. These are listed in the Sport’s Form Sheet as “Meddling (X)”, where X is the name of each Meddling.<br />
<br />
A Punter who has at least 10 Readies may plan a Sport’s Meddling, applying it to a specific Participant in a single, specific Event of that Sport (identified by the Sport and the date on which it will occur) that has not yet occurred, by privately informing the Bookie of this. If the event’s resolution was not generated, this fact shall be disclosed, and the event is considered cancelled and any actions dependent on it occurring - aside from removing Bets on it from public tracking - are skipped.<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Punters” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Punters, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Bookie has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Punters have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Punters on the same Proposal are not considered to be valid.<br />
<br />
If there are six or fewer Punters, then the Bookie’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Punters who are not the Bookie have cast a vote on that proposal.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Bookie is not a Punter.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Bookie may be recipient of the Mantle, as if they were a Punter, during an Interregnum, as per the rule Victory and Ascension. The Bookie may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution. The Bookie may not use the rule “Official Posts” to move posts into the proposal category.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Punter may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[Betting Shop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Bookie may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Inactive]==<br />
<br />
Punters may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Punter could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Punters (or people who are not yet Punters) also face the same restrictions if they intend to become an active Punter during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Punters who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Inactive]==<br />
<br />
Each Punter may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Punters; a Punter's Alliance defaults to an empty set. A Punter may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Punter has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Punter may pass the Mantle to a Punter who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Punters who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Punters who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Punter (or the Bookie) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Punter (or the Bookie) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Bookie may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Bookie believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Punter (other than the Bookie) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Punter may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Bookie is privately tracking any information about them then they should do likewise at their first opportunity. When a Punter has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Punter able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Punter per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Punter able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Punter per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Punters.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Punter's Effective Vote Comment with respect to a given Votable Matter is that Punter's Comment to that Votable Matter, if any, that contains that Punter's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Punter 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.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Punters , as well as people who are not Punters but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Punters who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Punters are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Quorum: Quorum of a subset of Punters is half the number of Punters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Punters it is referring to, it is referring to a Quorum of all Punters.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
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 Punter may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Punter has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Bookie to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Bookie may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Punter’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Punter may correct the representations to comply with the Gamestate.<br />
<br />
If a Punter feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Punter, if doing so would not require the correcting Punter to make any decisions on behalf of the original Punter.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Punters are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Punter may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Punter with such access. Only a Punter with such access may Enact that Votable Matter. If that Votable Matter does not name a Punter with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Punter making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Punter making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Punter performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Punter performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Punter arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Punter must redo the Atomic Action; for that purpose, the Punter uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Punter would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Punter can spend or pay from only their own values, and a rule that allows Punters to transfer or pay a numeric value to another Punter only allows them to transfer that value from themselves to that other Punter (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Punter who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Punters are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Bookie (including secretly random selections), then that information may only be revealed by the Bookie when the ruleset allows it. If a Punter should already know such a piece of information (in that the Bookie has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Bookie may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Punter A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Punter may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Punters may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Punter may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Punters may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Punters with the corresponding forms of the singular “they”.<br />
* A Punter may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Punter if it is explicitly stated that it refers to a Punter's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Punter's (or prospective Punter's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Punters may Kick each other” and “Punters may not Kick each other on Tuesdays” exist, and it is Tuesday, Punters may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Punters may Punch a Spaceman on Friday” and “Punters may not Punch Spacemen on Friday”, then Punters may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Punter may have another Punter as a Mentor. Punters who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Punter who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Punter requests a Mentor, or a new Punter has joined the game and has no Mentor, the Bookie should select a Tenured Punter and ask them to take that Punter on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Bookie should announce it in a blog post. The Bookie should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Punter may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Bookie, any Punter who has been active in at least three previous dynasties may act as Bookie for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Punter or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Punters .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Punter” and “Bookie”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Punter (Player)<br />
* Bookie (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Twenty-First_Dynasty_of_Josh/Estate_Agent_Wrestling_Simulator&diff=24508The Twenty-First Dynasty of Josh/Estate Agent Wrestling Simulator2023-09-16T23:13:35Z<p>Bucky: Proposal "Sporting Tweaks"; equivalent behavior could be gotten from the old version by setting josh_minimum=False</p>
<hr />
<div><nowiki><br />
# Code by Bucky<br />
# Implements ruleset revision 24507 with an additional 9999 round limit<br />
# Usage example: python AgentWrestling.py "I. O. Yoo" "I. M. Eyeron" TKPTM MGGGL Hyped:R<br />
<br />
import random<br />
from collections import defaultdict<br />
<br />
moves = ["P","K","G","L","T","M"]<br />
move_names = {"P": "Punch", "K": "Kick", "G": "Grapple", "L": "Leap", "T": "Taunt", "M": "Miss"}<br />
<br />
<br />
def fight_die():<br />
return random.choice(moves)<br />
<br />
<br />
def one_round_moves(n=5, over=False, hyped=False):<br />
r = ""<br />
if over:<br />
n -= 1<br />
r = "M"<br />
<br />
for i in range(n):<br />
attempt = fight_die()<br />
while attempt == "M" and hyped and "M" in r:<br />
attempt = fight_die()<br />
print("The hype prevents a miss. "+move_names[attempt]+" instead.")<br />
r += attempt<br />
<br />
return r<br />
<br />
<br />
def generate_finishing_move():<br />
r = "MMMMM"<br />
while r.count("M") > 1:<br />
r = one_round_moves()<br />
return r<br />
<br />
<br />
def bin_moves(move_list):<br />
r = defaultdict(int)<br />
for m in move_list:<br />
if m in moves:<br />
r[m] += 1<br />
else:<br />
print("Warning: "+m+" is not a valid move")<br />
return r<br />
<br />
<br />
def score(name, moves, finishing_move, verbose=True, josh_minimum=False):<br />
binned = bin_moves(moves)<br />
c = 0<br />
if binned["P"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Punches!")<br />
if binned["K"] >= 2:<br />
c += 1<br />
if(verbose):<br />
print(name + " gets 1 contribution for a pair of Kicks!")<br />
if binned["G"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Grapples!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] > 0:<br />
c += 3<br />
if verbose:<br />
print(name + " gets 3 contribution for landing a triple jump attack!")<br />
if sorted(moves) == sorted(finishing_move):<br />
c += 5<br />
if verbose:<br />
print(name + " executes a Finishing Move! "+finishing_move+"! " + name + " gets 5 contribution.")<br />
if c >= 1 and binned["T"] > 0:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a Taunt afterwards.")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] == 0:<br />
c -= 3<br />
if verbose:<br />
print(name + " loses 3 contribution for failing a triple jump attack!")<br />
<br />
return max(c, 0)<br />
<br />
<br />
def wrestle(left_name, right_name, left_finishing_move, right_finishing_move, meddlings=""):<br />
_round_limit = 9999<br />
round_number = 1<br />
left_contribution = right_contribution = 0<br />
win_by_points = False<br />
<br />
left_over = "Over:L" in meddlings<br />
right_over = "Over:R" in meddlings<br />
left_hype = "Hyped:L" in meddlings<br />
right_hype = "Hyped:R" in meddlings<br />
<br />
print(left_name + " enters the arena with the finishing move " + left_finishing_move)<br />
print(right_name + " enters the arena with the finishing move " + right_finishing_move)<br />
while round_number <= _round_limit and not win_by_points:<br />
print(" \n Round "+str(round_number)+"!!")<br />
<br />
left_moves = one_round_moves(over=left_over, hyped=left_hype)<br />
print(left_name+" uses the combo "+left_moves)<br />
c = score(left_name, left_moves, left_finishing_move)<br />
left_contribution += c<br />
print(left_name+" gains "+str(c)+" contribution this round for a total of "+str(left_contribution))<br />
<br />
right_moves = one_round_moves(over=right_over, hyped=right_hype)<br />
print(right_name + " uses the combo " + right_moves)<br />
c = score(right_name, right_moves, right_finishing_move)<br />
right_contribution += c<br />
print(right_name+" gains "+str(c)+" contribution this round for a total of "+str(right_contribution))<br />
<br />
if (left_contribution >= 10 or right_contribution >= 10) and left_contribution != right_contribution:<br />
win_by_points = True<br />
<br />
round_number += 1<br />
<br />
if win_by_points:<br />
return left_name if left_contribution > right_contribution else right_name<br />
<br />
print("round limit reached; both fighters collapse")<br />
return "Nobody"<br />
<br />
<br />
if __name__ == "__main__":<br />
import argparse<br />
pars = argparse.ArgumentParser(prog="EstateAgentWrestling",<br />
description="Conduct a game of Estate Agent Wrestling")<br />
pars.add_argument("Left_Agent")<br />
pars.add_argument("Right_Agent")<br />
pars.add_argument("Left_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Right_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Meddlings", nargs="*")<br />
<br />
args = pars.parse_args()<br />
<br />
left_finish = args.Left_Agent_Finishing_Move<br />
if left_finish == "X" or left_finish == "random":<br />
left_finish = generate_finishing_move()<br />
<br />
right_finish = args.Right_Agent_Finishing_Move<br />
if right_finish == "X" or right_finish == "random":<br />
right_finish = generate_finishing_move()<br />
<br />
winner = wrestle(args.Left_Agent, args.Right_Agent,<br />
left_finish,<br />
right_finish,<br />
args.Meddlings)<br />
print("The winner is "+winner)<br />
</nowiki></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24503Betting Shop2023-09-16T05:22:10Z<p>Bucky: Even if these bets were legal, the Cashing atomic should have removed them from the table (or else failed entirely)</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7 September || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8 September || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9 September || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10 September || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11 September || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12 September || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13 September || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14 September || Ducktank vs The Dark Lord || None || Dark Lord wins <br />
|-<br />
| ClingBoom || 15 September || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || Buzzsaw Darth Cliche wins<br />
|-<br />
| Estate Agent Wrestling || 16 September || I. O. Yoo vs I. M . Eyeron || None || - <br />
|-<br />
| Soccer || 17 September || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| - <br />
|-<br />
| Bloggsball || 18 September || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19 September || The Killing Joke vs Credit Score: F || None || - <br />
|-<br />
| Giolitti || 20 September || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21 September || Ducktank vs B.A.D. || None || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Stake<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 ||<br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 ||<br />
|-<br />
| Ducktank || 4 || 3 || 6 ||<br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24494Betting Shop2023-09-13T20:19:12Z<p>Bucky: This one, I hope to make illegal</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7 September || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8 September || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9 September || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10 September || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11 September || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12 September || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13 September || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14 September || Ducktank vs The Dark Lord || None || - <br />
|-<br />
| ClingBoom || 15 September || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || - <br />
|-<br />
| Estate Agent Wrestling || 16 September || I. O. Yoo vs I. M . Eyeron || None || - <br />
|-<br />
| Soccer || 17 September || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| - <br />
|-<br />
| Bloggsball || 18 September || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19 September || The Killing Joke vs Credit Score: F || None || - <br />
|-<br />
| Giolitti || 20 September || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21 September || Ducktank vs B.A.D. || None || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Stake<br />
|-<br />
| Bucky || Blogbots 14 September || The Dark Lord Wins || 20<br />
|-<br />
| Bucky || Blogbots 14 September || One Participant is allocated the 4 space || 80<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 ||<br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 ||<br />
|-<br />
| Ducktank || 4 || 3 || 6 ||<br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=Betting_Shop&diff=24493Betting Shop2023-09-13T20:17:28Z<p>Bucky: Attempting to place a bet; I hope it's legal, but it needs a clarification.</p>
<hr />
<div>{| class="wikitable sortable"<br />
! Sport !! Date !! Participants !! Odds !! class="unsortable" | Winners<br />
|-<br />
| Giolitti || 7 September || Unknown || None || Inconclusive <br />
|-<br />
| Giolitti || 8 September || Unknown || None || Inconclusive <br />
|-<br />
| ClingBoom || 9 September || Unknown || None || Inconclusive<br />
|-<br />
| Giolitti || 10 September || Unknown || None || Inconclusive<br />
|-<br />
| Soccer || 11 September || Unknown || None || Inconclusive<br />
|-<br />
| ClingBoom || 12 September || Acid Yoda vs Cheesecutter Purplebeard vs Buzzsaw Darth Cliche vs Laser Mideg || None || Draw <br />
|-<br />
| Blogbots || 13 September || The Killing Joke vs Hard Hat || None || Hard Hat wins <br />
|-<br />
| Blogbots || 14 September || Ducktank vs The Dark Lord || None || - <br />
|-<br />
| ClingBoom || 15 September || Buzzsaw Darth Cliche vs Laser Mideg vs Cheesecutter Purplebeard vs Acid Yoda || None || - <br />
|-<br />
| Estate Agent Wrestling || 16 September || I. O. Yoo vs I. M . Eyeron || None || - <br />
|-<br />
| Soccer || 17 September || West Cresci Albion vs Feltwhistle Rovers || Feltwhistle Rovers wins 3-1; West Cresci Albion wins 1-1; Draw 2-1|| - <br />
|-<br />
| Bloggsball || 18 September || 🐈 The Aristocrats 🐈 vs 🚀 The Raccoons 🚀 || None || - <br />
|-<br />
| Blogbots || 19 September || The Killing Joke vs Credit Score: F || None || - <br />
|-<br />
| Giolitti || 20 September || DiFieri vs Scaletti || None || - <br />
|-<br />
| Blogbots || 21 September || Ducktank vs B.A.D. || None || - <br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Bets<br />
|-<br />
! Punter !! Sporting Event !! Outcome !! Stake<br />
|-<br />
| Bucky || Blogbots 14 September || The Dark Lord Wins || 20<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Soccer Ratings<br />
|-<br />
! Participant !! Offensive !! Defensive !! Midfield<br />
|-<br />
| Zahndorf FC || 7 || 6 || 8<br />
|-<br />
| West Cresci Albion || 2 || 7 || 4<br />
|-<br />
| Juarez Town || 5 || 9 || 6<br />
|-<br />
| Feltwhistle Rovers || 3 || 3 || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ BlogBots Ratings<br />
|-<br />
! Participant !! Chassis !! Melee !! Ranged !! Special<br />
|-<br />
| The Dark Lord || 5 || 4 || 4 ||<br />
|-<br />
| Hard Hat || 3 || 6 || 4 || <br />
|-<br />
| CarolAIna Reaper || 2 || 5 || 4 ||<br />
|-<br />
| B.A.D || 2 || 3 || 2 ||<br />
|-<br />
| Credit Score: F || 1 || 6 || 2 ||<br />
|-<br />
| Bad Door || 1 || 5 || 4 ||<br />
|-<br />
| The Killing Joke || 4 || 1 || 4 ||<br />
|-<br />
| Ducktank || 4 || 3 || 6 ||<br />
|}<br />
<br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
--></div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Twenty-First_Dynasty_of_Josh/Estate_Agent_Wrestling_Simulator&diff=24479The Twenty-First Dynasty of Josh/Estate Agent Wrestling Simulator2023-09-11T22:16:23Z<p>Bucky: </p>
<hr />
<div><nowiki><br />
# Code by Bucky<br />
# Implements ruleset revision 24475 with an additional 9999 round limit<br />
# Usage example: python AgentWrestling.py "I. O. Yoo" "I. M. Eyeron" TKPTM MGGGL Hyped:R<br />
<br />
import random<br />
from collections import defaultdict<br />
<br />
moves = ["P","K","G","L","T","M"]<br />
move_names = {"P": "Punch", "K": "Kick", "G": "Grapple", "L": "Leap", "T": "Taunt", "M": "Miss"}<br />
<br />
<br />
def fight_die():<br />
return random.choice(moves)<br />
<br />
<br />
def one_round_moves(n=5, over=False, hyped=False):<br />
r = ""<br />
if over:<br />
n -= 1<br />
r = "M"<br />
<br />
for i in range(n):<br />
attempt = fight_die()<br />
while attempt == "M" and hyped and "M" in r:<br />
attempt = fight_die()<br />
print("The hype prevents a miss. "+move_names[attempt]+" instead.")<br />
r += attempt<br />
<br />
return r<br />
<br />
<br />
def generate_finishing_move():<br />
r = "MMMMM"<br />
while r.count("M") > 1:<br />
r = one_round_moves()<br />
return r<br />
<br />
<br />
def bin_moves(move_list):<br />
r = defaultdict(int)<br />
for m in move_list:<br />
if m in moves:<br />
r[m] += 1<br />
else:<br />
print("Warning: "+m+" is not a valid move")<br />
return r<br />
<br />
<br />
def score(name, moves, finishing_move, verbose=True, josh_minimum=True):<br />
binned = bin_moves(moves)<br />
c = 0<br />
if binned["P"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Punches!")<br />
if binned["K"] >= 2:<br />
c += 1<br />
if(verbose):<br />
print(name + " gets 1 contribution for a pair of Kicks!")<br />
if binned["G"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Grapples!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] > 0:<br />
c += 3<br />
if verbose:<br />
print(name + " gets 3 contribution for landing a triple jump attack!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] == 0:<br />
c -= 3<br />
if josh_minimum and c < 0:<br />
c = 0<br />
if verbose:<br />
print(name + " loses 3 contribution for failing a triple jump attack!")<br />
if sorted(moves) == sorted(finishing_move):<br />
c += 5<br />
if verbose:<br />
print(name + " executes a Finishing Move! "+finishing_move+"! " + name + " gets 5 contribution.")<br />
if c >= 1 and binned["T"] > 0:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a Taunt afterwards.")<br />
<br />
return max(c, 0)<br />
<br />
<br />
def wrestle(left_name, right_name, left_finishing_move, right_finishing_move, meddlings=""):<br />
_round_limit = 9999<br />
round_number = 1<br />
left_contribution = right_contribution = 0<br />
win_by_points = False<br />
<br />
left_over = "Over:L" in meddlings<br />
right_over = "Over:R" in meddlings<br />
left_hype = "Hyped:L" in meddlings<br />
right_hype = "Hyped:R" in meddlings<br />
<br />
print(left_name + " enters the arena with the finishing move " + left_finishing_move)<br />
print(right_name + " enters the arena with the finishing move " + right_finishing_move)<br />
while round_number <= _round_limit and not win_by_points:<br />
print(" \n Round "+str(round_number)+"!!")<br />
<br />
left_moves = one_round_moves(over=left_over, hyped=left_hype)<br />
print(left_name+" uses the combo "+left_moves)<br />
c = score(left_name, left_moves, left_finishing_move)<br />
left_contribution += c<br />
print(left_name+" gains "+str(c)+" contribution this round for a total of "+str(left_contribution))<br />
<br />
right_moves = one_round_moves(over=right_over, hyped=right_hype)<br />
print(right_name + " uses the combo " + right_moves)<br />
c = score(right_name, right_moves, right_finishing_move)<br />
right_contribution += c<br />
print(right_name+" gains "+str(c)+" contribution this round for a total of "+str(right_contribution))<br />
<br />
if (left_contribution >= 10 or right_contribution >= 10) and left_contribution != right_contribution:<br />
win_by_points = True<br />
<br />
round_number += 1<br />
<br />
if win_by_points:<br />
return left_name if left_contribution > right_contribution else right_name<br />
<br />
print("round limit reached; both fighters collapse")<br />
return "Nobody"<br />
<br />
<br />
if __name__ == "__main__":<br />
import argparse<br />
pars = argparse.ArgumentParser(prog="EstateAgentWrestling",<br />
description="Conduct a game of Estate Agent Wrestling")<br />
pars.add_argument("Left_Agent")<br />
pars.add_argument("Right_Agent")<br />
pars.add_argument("Left_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Right_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Meddlings", nargs="*")<br />
<br />
args = pars.parse_args()<br />
<br />
left_finish = args.Left_Agent_Finishing_Move<br />
if left_finish == "X" or left_finish == "random":<br />
left_finish = generate_finishing_move()<br />
<br />
right_finish = args.Right_Agent_Finishing_Move<br />
if right_finish == "X" or right_finish == "random":<br />
right_finish = generate_finishing_move()<br />
<br />
winner = wrestle(args.Left_Agent, args.Right_Agent,<br />
left_finish,<br />
right_finish,<br />
args.Meddlings)<br />
print("The winner is "+winner)<br />
</nowiki></div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Twenty-First_Dynasty_of_Josh/Estate_Agent_Wrestling_Simulator&diff=24478The Twenty-First Dynasty of Josh/Estate Agent Wrestling Simulator2023-09-11T22:15:18Z<p>Bucky: round end contribution message more explicit in scope</p>
<hr />
<div><nowiki><br />
# Code by Bucky<br />
# Implements ruleset revision 24475<br />
# Usage example: python AgentWrestling.py "I. O. Yoo" "I. M. Eyeron" TKPTM MGGGL Hyped:R<br />
<br />
import random<br />
from collections import defaultdict<br />
<br />
moves = ["P","K","G","L","T","M"]<br />
move_names = {"P": "Punch", "K": "Kick", "G": "Grapple", "L": "Leap", "T": "Taunt", "M": "Miss"}<br />
<br />
<br />
def fight_die():<br />
return random.choice(moves)<br />
<br />
<br />
def one_round_moves(n=5, over=False, hyped=False):<br />
r = ""<br />
if over:<br />
n -= 1<br />
r = "M"<br />
<br />
for i in range(n):<br />
attempt = fight_die()<br />
while attempt == "M" and hyped and "M" in r:<br />
attempt = fight_die()<br />
print("The hype prevents a miss. "+move_names[attempt]+" instead.")<br />
r += attempt<br />
<br />
return r<br />
<br />
<br />
def generate_finishing_move():<br />
r = "MMMMM"<br />
while r.count("M") > 1:<br />
r = one_round_moves()<br />
return r<br />
<br />
<br />
def bin_moves(move_list):<br />
r = defaultdict(int)<br />
for m in move_list:<br />
if m in moves:<br />
r[m] += 1<br />
else:<br />
print("Warning: "+m+" is not a valid move")<br />
return r<br />
<br />
<br />
def score(name, moves, finishing_move, verbose=True, josh_minimum=True):<br />
binned = bin_moves(moves)<br />
c = 0<br />
if binned["P"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Punches!")<br />
if binned["K"] >= 2:<br />
c += 1<br />
if(verbose):<br />
print(name + " gets 1 contribution for a pair of Kicks!")<br />
if binned["G"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Grapples!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] > 0:<br />
c += 3<br />
if verbose:<br />
print(name + " gets 3 contribution for landing a triple jump attack!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] == 0:<br />
c -= 3<br />
if josh_minimum and c < 0:<br />
c = 0<br />
if verbose:<br />
print(name + " loses 3 contribution for failing a triple jump attack!")<br />
if sorted(moves) == sorted(finishing_move):<br />
c += 5<br />
if verbose:<br />
print(name + " executes a Finishing Move! "+finishing_move+"! " + name + " gets 5 contribution.")<br />
if c >= 1 and binned["T"] > 0:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a Taunt afterwards.")<br />
<br />
return max(c, 0)<br />
<br />
<br />
def wrestle(left_name, right_name, left_finishing_move, right_finishing_move, meddlings=""):<br />
_round_limit = 9999<br />
round_number = 1<br />
left_contribution = right_contribution = 0<br />
win_by_points = False<br />
<br />
left_over = "Over:L" in meddlings<br />
right_over = "Over:R" in meddlings<br />
left_hype = "Hyped:L" in meddlings<br />
right_hype = "Hyped:R" in meddlings<br />
<br />
print(left_name + " enters the arena with the finishing move " + left_finishing_move)<br />
print(right_name + " enters the arena with the finishing move " + right_finishing_move)<br />
while round_number <= _round_limit and not win_by_points:<br />
print(" \n Round "+str(round_number)+"!!")<br />
<br />
left_moves = one_round_moves(over=left_over, hyped=left_hype)<br />
print(left_name+" uses the combo "+left_moves)<br />
c = score(left_name, left_moves, left_finishing_move)<br />
left_contribution += c<br />
print(left_name+" gains "+str(c)+" contribution this round for a total of "+str(left_contribution))<br />
<br />
right_moves = one_round_moves(over=right_over, hyped=right_hype)<br />
print(right_name + " uses the combo " + right_moves)<br />
c = score(right_name, right_moves, right_finishing_move)<br />
right_contribution += c<br />
print(right_name+" gains "+str(c)+" contribution this round for a total of "+str(right_contribution))<br />
<br />
if (left_contribution >= 10 or right_contribution >= 10) and left_contribution != right_contribution:<br />
win_by_points = True<br />
<br />
round_number += 1<br />
<br />
if win_by_points:<br />
return left_name if left_contribution > right_contribution else right_name<br />
<br />
print("round limit reached; both fighters collapse")<br />
return "Nobody"<br />
<br />
<br />
if __name__ == "__main__":<br />
import argparse<br />
pars = argparse.ArgumentParser(prog="EstateAgentWrestling",<br />
description="Conduct a game of Estate Agent Wrestling")<br />
pars.add_argument("Left_Agent")<br />
pars.add_argument("Right_Agent")<br />
pars.add_argument("Left_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Right_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Meddlings", nargs="*")<br />
<br />
args = pars.parse_args()<br />
<br />
left_finish = args.Left_Agent_Finishing_Move<br />
if left_finish == "X" or left_finish == "random":<br />
left_finish = generate_finishing_move()<br />
<br />
right_finish = args.Right_Agent_Finishing_Move<br />
if right_finish == "X" or right_finish == "random":<br />
right_finish = generate_finishing_move()<br />
<br />
winner = wrestle(args.Left_Agent, args.Right_Agent,<br />
left_finish,<br />
right_finish,<br />
args.Meddlings)<br />
print("The winner is "+winner)<br />
</nowiki></div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Twenty-First_Dynasty_of_Josh/Estate_Agent_Wrestling_Simulator&diff=24476The Twenty-First Dynasty of Josh/Estate Agent Wrestling Simulator2023-09-11T21:11:45Z<p>Bucky: Created page with "<nowiki> # Code by Bucky # Implements ruleset revision 24475 # Usage example: python AgentWrestling.py "I. O. Yoo" "I. M. Eyeron" TKPTM MGGGL Hyped:R import random from colle..."</p>
<hr />
<div><nowiki><br />
# Code by Bucky<br />
# Implements ruleset revision 24475<br />
# Usage example: python AgentWrestling.py "I. O. Yoo" "I. M. Eyeron" TKPTM MGGGL Hyped:R<br />
<br />
import random<br />
from collections import defaultdict<br />
<br />
moves = ["P","K","G","L","T","M"]<br />
move_names = {"P": "Punch", "K": "Kick", "G": "Grapple", "L": "Leap", "T": "Taunt", "M": "Miss"}<br />
<br />
<br />
def fight_die():<br />
return random.choice(moves)<br />
<br />
<br />
def one_round_moves(n=5, over=False, hyped=False):<br />
r = ""<br />
if over:<br />
n -= 1<br />
r = "M"<br />
<br />
for i in range(n):<br />
attempt = fight_die()<br />
while attempt == "M" and hyped and "M" in r:<br />
attempt = fight_die()<br />
print("The hype prevents a miss. "+move_names[attempt]+" instead.")<br />
r += attempt<br />
<br />
return r<br />
<br />
<br />
def generate_finishing_move():<br />
r = "MMMMM"<br />
while r.count("M") > 1:<br />
r = one_round_moves()<br />
return r<br />
<br />
<br />
def bin_moves(move_list):<br />
r = defaultdict(int)<br />
for m in move_list:<br />
if m in moves:<br />
r[m] += 1<br />
else:<br />
print("Warning: "+m+" is not a valid move")<br />
return r<br />
<br />
<br />
def score(name, moves, finishing_move, verbose=True, josh_minimum=True):<br />
binned = bin_moves(moves)<br />
c = 0<br />
if binned["P"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Punches!")<br />
if binned["K"] >= 2:<br />
c += 1<br />
if(verbose):<br />
print(name + " gets 1 contribution for a pair of Kicks!")<br />
if binned["G"] >= 2:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a pair of Grapples!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] > 0:<br />
c += 3<br />
if verbose:<br />
print(name + " gets 3 contribution for landing a triple jump attack!")<br />
if binned["L"] >= 3 and binned["P"] + binned["K"] + binned["G"] == 0:<br />
c -= 3<br />
if josh_minimum and c < 0:<br />
c = 0<br />
if verbose:<br />
print(name + " loses 3 contribution for failing a triple jump attack!")<br />
if sorted(moves) == sorted(finishing_move):<br />
c += 5<br />
if verbose:<br />
print(name + " executes a Finishing Move! "+finishing_move+"! " + name + " gets 5 contribution.")<br />
if c >= 1 and binned["T"] > 0:<br />
c += 1<br />
if verbose:<br />
print(name + " gets 1 contribution for a Taunt afterwards.")<br />
<br />
return max(c, 0)<br />
<br />
<br />
def wrestle(left_name, right_name, left_finishing_move, right_finishing_move, meddlings=""):<br />
_round_limit = 9999<br />
round_number = 1<br />
left_contribution = right_contribution = 0<br />
win_by_points = False<br />
<br />
left_over = "Over:L" in meddlings<br />
right_over = "Over:R" in meddlings<br />
left_hype = "Hyped:L" in meddlings<br />
right_hype = "Hyped:R" in meddlings<br />
<br />
print(left_name + " enters the arena with the finishing move " + left_finishing_move)<br />
print(right_name + " enters the arena with the finishing move " + right_finishing_move)<br />
while round_number <= _round_limit and not win_by_points:<br />
print(" \n Round "+str(round_number)+"!!")<br />
<br />
left_moves = one_round_moves(over=left_over, hyped=left_hype)<br />
print(left_name+" uses the combo "+left_moves)<br />
c = score(left_name, left_moves, left_finishing_move)<br />
left_contribution += c<br />
print(left_name+" gains "+str(c)+" contribution for a total of "+str(left_contribution))<br />
<br />
right_moves = one_round_moves(over=right_over, hyped=right_hype)<br />
print(right_name + " uses the combo " + right_moves)<br />
c = score(right_name, right_moves, right_finishing_move)<br />
right_contribution += c<br />
print(right_name+" gains "+str(c)+" contribution for a total of "+str(right_contribution))<br />
<br />
if (left_contribution >= 10 or right_contribution >= 10) and left_contribution != right_contribution:<br />
win_by_points = True<br />
<br />
round_number += 1<br />
<br />
if win_by_points:<br />
return left_name if left_contribution > right_contribution else right_name<br />
<br />
print("round limit reached; both fighters collapse")<br />
return "Nobody"<br />
<br />
<br />
if __name__ == "__main__":<br />
import argparse<br />
pars = argparse.ArgumentParser(prog="EstateAgentWrestling",<br />
description="Conduct a game of Estate Agent Wrestling")<br />
pars.add_argument("Left_Agent")<br />
pars.add_argument("Right_Agent")<br />
pars.add_argument("Left_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Right_Agent_Finishing_Move", nargs="?", default=one_round_moves())<br />
pars.add_argument("Meddlings", nargs="*")<br />
<br />
args = pars.parse_args()<br />
<br />
left_finish = args.Left_Agent_Finishing_Move<br />
if left_finish == "X" or left_finish == "random":<br />
left_finish = generate_finishing_move()<br />
<br />
right_finish = args.Right_Agent_Finishing_Move<br />
if right_finish == "X" or right_finish == "random":<br />
right_finish = generate_finishing_move()<br />
<br />
winner = wrestle(args.Left_Agent, args.Right_Agent,<br />
left_finish,<br />
right_finish,<br />
args.Meddlings)<br />
print("The winner is "+winner)<br />
</nowiki></div>Buckyhttps://wiki.blognomic.com/index.php?title=Dead_City&diff=24075Dead City2023-08-08T13:58:45Z<p>Bucky: sow</p>
<hr />
<div><br />
{| class="wikitable sortable"<br />
! District !! People !! Food !! Ingenuity !! Defences <br />
|-<br />
| Bucky || 55 || 6 || 0 || 1 <br />
|-<br />
| JonathanDark || 50 || 4 || 0 || 2<br />
|-<br />
| Josh || 55 || 7 || 0 || 0<br />
|-<br />
| lemon || 50 || 5 || 0 || 1 <br />
|-<br />
| lendunistus || 55 || 5 || 0 || 1<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
! District !! Order !! Calendar !! Commons !! Innovations <br />
|-<br />
| Bucky || 20 || 0 || none || none<br />
|-<br />
| JonathanDark || 20 || 0 || none || none<br />
|-<br />
| Josh || 20 || 0 || The Grazing Lands || none<br />
|-<br />
| lemon || 20 || 0 || none || none<br />
|-<br />
| lendunistus || 20 || 0 || none || none<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=Dead_City&diff=24069Dead City2023-08-07T14:14:06Z<p>Bucky: </p>
<hr />
<div><br />
{| class="wikitable sortable"<br />
! District !! People !! Food !! Ingenuity !! Defences <br />
|-<br />
| Bucky || 55 || 5 || 0 || 1 <br />
|-<br />
| JonathanDark || 50 || 4 || 0 || 2<br />
|-<br />
| Josh || 55 || 6 || 0 || 0 <br />
|-<br />
| lemon || 50 || 5 || 0 || 1 <br />
|-<br />
| lendunistus || 50 || 5 || 0 || 1<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
! District !! Order !! Calendar !! Commons !! Innovations <br />
|-<br />
| Bucky || 20 || 0 || none || none<br />
|-<br />
| JonathanDark || 20 || 0 || none || none<br />
|-<br />
| Josh || 20 || 0 || The Grazing Lands || none<br />
|-<br />
| lemon || 20 || 0 || none || none<br />
|-<br />
| lendunistus || 20 || 0 || none || none<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=Dead_City&diff=24050Dead City2023-08-06T21:59:04Z<p>Bucky: Heating</p>
<hr />
<div><br />
{| class="wikitable sortable"<br />
! District !! People !! Food !! Ingenuity !! Defences !! Order !! Calendar !! Commons<br />
|-<br />
| Bucky || 50 || 5 || 0 || 1 || 20 || 0 || none<br />
|-<br />
| JonathanDark || 45 || 5 || 0 || 1 || 20 || 0 || none<br />
|-<br />
| Josh || 50 || 6 || 0 || 0 || 20 || 0 || none<br />
|-<br />
| lemon || 45 || 5 || 0 || 1 || 20 || 0 || none<br />
|-<br />
| lendunistus || 50 || 6 || 0 || 0 || 20 || 0 || none<br />
|}</div>Buckyhttps://wiki.blognomic.com/index.php?title=Dead_City&diff=24023Dead City2023-08-05T14:42:59Z<p>Bucky: clear</p>
<hr />
<div><br />
{| class="wikitable sortable"<br />
! District !! People !! Food !! Defence !! Commons<br />
|-<br />
| Bucky || 50 || 6 || 0 || none<br />
|-<br />
| JonathanDark || 50 || 5 || 0 || none<br />
|-<br />
| Josh || 50 || 6 || 0 || none<br />
|-<br />
| lemon || 50 || 5 || 0 || none<br />
|-<br />
| lendunistus || 50 || 5 || 0 || none<br />
|}</div>Buckyhttps://wiki.blognomic.com/index.php?title=Ruleset&diff=23990Ruleset2023-08-03T04:20:25Z<p>Bucky: /* Machinist Agendas */ CfJ "Interregnum Chat Simplifier"</p>
<hr />
<div>{{TOCRight}}<br />
<br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Machinists shall obey it.<br />
<br />
It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.<br />
<br />
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.<br />
<br />
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Machinist may update it to do so.<br />
<br />
== Machinists ==<br />
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Machinist may make a blog post making clear their wish to be a Machinist (plural form Machinists); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Machinist.<br />
<br />
A Machinist may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Machinists are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Machinists who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
A Machinist may cease to be a Machinist at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Machinist in this way may not become a Machinist again within the following two weeks.<br />
<br />
===Idle Machinists ===<br />
<br />
If a Machinist is Idle, this is tracked by their name being removed or concealed in the list of currently active Machinists in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Machinists ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Machinists are not counted as Machinists . The combined term “Idle Machinist” can be used to refer to Machinists who are Idle even in rules that do not treat them as Machinists.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Machinist, then that Idle Machinist is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Machinist is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Machinist Idled in a different Dynasty), the Machinist is given the default value for new Machinists, if such a value exists.<br />
<br />
An Admin may render a Machinist Idle if that Machinist has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Machinist has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Machinist during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Machinist if that Machinist is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Machinist who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<br />
<br />
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.<br />
<br />
Idle admins can resolve Votable Matters as a non-idle admin would.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Machinist, known as the Great Machine. If there is no Great Machine, the Dynasty is a Metadynasty.<br />
<br />
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Machinist may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.<br />
<br />
== Votable Matters ==<br />
A '''Votable Matter''' is a post which Machinists may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Machinist may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Machinist's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Machinist never has a Vote, even if they were a Machinist previously and had cast a valid Vote.<br />
<br />
If a Machinist other than the Great Machine casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Great Machine. When the Great Machine has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Great Machine's Vote for the purposes of other rules unless otherwise specified.<br />
<br />
A Votable Matter is '''Popular''' if any of the following are true:<br />
* It has a number of FOR Votes that exceed or equal Quorum.<br />
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST. <br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Machinists who are not voting AGAINST it is less than Quorum.<br />
* It has been open for voting for at least 48 hours and it is not Popular.<br />
<br />
=== Enacting and Failing ===<br />
<br />
Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.<br />
<br />
A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.<br />
<br />
A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.<br />
<br />
This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.<br />
<br />
===Tags===<br />
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).<br />
<br />
Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:<br />
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.<br />
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.<br />
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.<br />
<br />
== Proposals ==<br />
Any Machinist may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Machinist already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Machinist casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Great Machine may use VETO as a voting icon to cast a Vote on a Proposal; when the Great Machine casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Great Machine later changes their Vote.<br />
<br />
=== Resolution of Proposals ===<br />
<br />
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
* It has been open for voting for at least 12 hours.<br />
* It has not been Vetoed or Withdrawn.<br />
<br />
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It has been Vetoed or Withdrawn.<br />
<br />
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.<br />
<br />
When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.<br />
<br />
== Calls for Judgement ==<br />
If two or more Machinists actively disagree as to the interpretation of the Ruleset, or if a Machinist feels that an aspect of the game needs urgent attention, then any Machinist may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.<br />
<br />
A Pending CfJ may be Enacted by any Admin if all of the following are true:<br />
<br />
* It is Popular.<br />
<br />
A Pending CfJ may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular.<br />
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.<br />
<br />
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.<br />
<br />
This Rule may not be overruled by Dynastic Rules.<br />
<br />
== Victory and Ascension ==<br />
<br />
If a Machinist (other than the Great Machine) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.<br />
<br />
A Machinist's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Machinist may be made unidle, and no new player joining requests may be administered.<br />
<br />
A Pending DoV may be Enacted by any Admin if any of the following are true:<br />
<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, it has been open for at least 12 hours, and either the Great Machine has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Machinists, and it has been open for at least 24 hours.<br />
<br />
A Pending DoV may be Failed by any Admin if any of the following are true:<br />
<br />
* It is Unpopular, and it has been open for at least 12 hours.<br />
* It is more than 48 hours old and cannot be Enacted<br />
<br />
If a DoV is Failed and it had at least one AGAINST vote, the Machinist who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.<br />
<br />
When a DoV is Enacted, all other pending DoVs are Failed, the Machinist who posted the DoV becomes Great Machine, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new Great Machine must either Pass the Mantle (by making a post naming a Machinist who was not the last dynasty’s Great Machine, in which case the passing Machinist ceases to be the Great Machine and the Machinist so named becomes the Great Machine) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Great Machine's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).<br />
* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.<br />
<br />
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.<br />
<br />
== Fair Play ==<br />
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Machinist's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Machinists should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Machinist within BlogNomic, and should announce publicly if they control both a non-Idle Machinist and any Idle Machinists. This extends to exerting full control over the actions of another Machinist, defined here as the controlled Machinist's game behavior being functionally indistinguishable from if the controlling Machinist was logged into their account and playing through it, over a period of more than a day.<br />
* A Machinist should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Machinist should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Machinist should not edit their own blog comments once posted, nor those of any other Machinist.<br />
* A Machinist should not edit the “Entry Date” field of a blog post.<br />
* A Machinist should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Machinist should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Machinist should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Machinist must use their own name in the Dice Roller, when rolling dice.<br />
* A Machinist should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Machinist should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Machinist to achieve victory.<br />
* A Machinist should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<br />
*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Machinist or Machinists to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:<br />
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.<br />
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.<br />
<br />
All Machinists and idle Machinists should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Machinists are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Machinist Agendas==<br />
<br />
An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.<br />
<br />
An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time, and that is not contained in a longer Initialization Key. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.<br />
<br />
Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory, or during Interregnum. The act of causing an Agenda to be fulfilled is never considered a disclosure, nor is taking reasonable steps towards fulfillment which do not include unnecessary revelations of information. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.<br />
<br />
When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled.<br />
<br />
The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:<br />
* Machinists must not remove all instances of a given Initialisation Keys from either the rule Known Initialisation Keys, or from the rest of the dynastic ruleset.<br />
* If an active Machinist doesn’t own any Agendas, the Great Machine can and should at their earliest opportunity secretly randomly assign Reserve Agendas to that Machinist until they own exactly three Agendas. If not enough Reserve Agendas exist to do so, the Great Machine can create new Agendas until there are enough.<br />
<br />
===Brevity===<br />
<br />
Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular, unless it was posted while a rule named “Initialisation Phase Two” existed. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.<br />
<br />
===Amendments===<br />
<br />
If it would be impossible for any Machinist to complete a given Agenda under the current dynastic ruleset were they to have that agenda, even if other Machinists were to take arbitrary sequences of dynastic actions over any time period, and it has been impossible for 2 or more days, the Machinist with that Agenda may privately request an Amendment from the Great Machine.<br />
<br />
The Great Machine may only perform Amendments on Agendas when legally requested to do so. When the Great Machine does so, they either:<br />
* Modify the agenda such that it is now theoretically achievable under the criteria above, retaining its general concept<br />
* Replace it with a Reserve Agenda that shares as many Initialisation Keys as possible with the old one<br />
<br />
Amendments may only be requested after having that Agenda for at least 7 days.<br />
<br />
===Known Initialisation Keys===<br />
<br />
Initialisation Keys include:<br />
'''Coal''', '''Housing''', '''Valves''', '''Facilities''', '''Power''', '''Function''', '''Damaged Parts''', '''Repair Log''', '''Destroyed''', '''Graffiti''', '''Flea Market''', '''Lockdown''', '''Components''', '''Surroundings''', '''Destination''', '''Order'''<br />
<br />
Any machinist may bold any instance of these listed Initialisation Keys anywhere in the dynastic ruleset.<br />
<br />
==The Great Machine’s Structure==<br />
<br />
The Great Machine contains three Megasystems: the System of Motion, the System of Dwelling, and the System of Control.<br />
<br />
Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a Mechanised Action called Moving, a Machinist may change which Megasystem they’re inhabiting.<br />
<br />
===Resource Triangle===<br />
<br />
Each Machinist has a publicly-tracked quantity of '''Coal''', '''Housing''', and '''Valves''', each of which is an integer defaulting to 0.<br />
<br />
Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.<br />
<br />
Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.<br />
<br />
===Subsystems===<br />
<br />
Megasystems have '''Facilities''' in them. Facilities’ names (which are flavortext), parent Megasystems, Power, and statuses (which can be ACTIVE, STANDBY or DORMANT) are publicly tracked.<br />
<br />
A Facility’s '''Power''' is a non-negative integer that defaults to 0. Facilities’ statuses default to DORMANT when they have 0 Power and STANDBY otherwise. A Facility whose Power drops to 0 immediately becomes DORMANT. If a Facility with 0 Power gains Power, its status becomes STANDBY.<br />
<br />
Every Facility has a '''Function''', which is a publicly tracked text string that is blank or describes a game action; defaulting to blank. As a Mechanised Atomic Action called Operating, a Machinist may perform the following steps:<br />
* Spend 1 Power from a STANDBY Facility in the same Megasystem they inhabit.<br />
* Perform that Facility’s Function.<br />
* If that Facility’s status is STANDBY, change it to ACTIVE.<br />
<br />
A Machinist who Moves may not subsequently Operate until the next instance of Passing Time, and vice versa.<br />
<br />
====Power Sources====<br />
A Machinist who has not Moved since the most recent instance of Passing Time may spend 1 Coal to increase the <strong>Power</strong> of any <strong>Facility</strong> in the Megasystem they inhabit by 1. If they are inhabiting the System of Motion, they may increase the <strong>power</strong> of a second <strong>Facility</strong> in the System of Motion by 1.<br />
<br />
As a Mechanized Action called Residing, a Machinist who has been in the System of Dwelling for at least 48 hours may increase the <strong>Power</strong> of any <strong>Facility</strong> in the System of Dwelling by two.<br />
<br />
===Damage and Repair===<br />
<br />
Each Megasystem has a publicly-tracked list of damaged Components known as its <b>Damaged Parts</b> and a publicly-tracked list named <b>Repair Log</b> defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.<br />
<br />
As an atomic action, a Machinist may, at any time, Repair the megasystem they inhabit: they pay 1 of a Component to delete one of that type from its Damaged Parts, add the details to a new Repair Log entry and increase their Baubles by 3.<br />
<br />
At any time, a Machinist may Salvage the Megasystem they inhabit, which is a Mechanised atomic Crime with the following steps:<br />
* Add a random component and one non-Paint component of your choice to its Damaged Parts<br />
* Gain a component of the type you chose in the previous step<br />
<br />
Any megasystem that has six or more Damaged Parts is Defective. Any megasystem that has twenty or more Damaged Parts becomes '''Destroyed'''. A Destroyed megasystem ceases to be Destroyed once it has 5 or less Damaged Parts.<br />
<br />
==Crime & Commerce==<br />
<br />
===Graffiti===<br />
'''Graffiti''' is found deep in the bowels of the machine. Each piece of Graffiti is a string of flavour text, painted onto either the wall of a specific Megasystem, or onto a specific Facility; all Graffiti is publicly tracked. At any time, a Machinist may spend 1 Paint to Deface, may spend 1 Paint to Deface, which is a Mechanised atomic Crime with the following steps:<br />
* Create a piece of Graffiti on a nearby surface, with text of your choosing up to 80 characters in length<br />
* Decrease Order by n, where n is the total amount of pieces of Graffiti in existence<br />
<br />
At any time, a Machinist may spend 1 Paint to Clean, which is a Mechanised atomic action with the following steps:<br />
* Remove any number of characters from any number of pieces of Graffiti on a nearby surface<br />
* Delete all pieces of Graffiti that contain 0 characters<br />
* Increase Order by n, where n is the total amount of pieces of Graffiti deleted during this action<br />
<br />
A nearby surface for a Machinist is the Megasystem that they currently inhabit, and all Facilities (if any exist) in that Megasystem.<br />
<br />
===Flea Market===<br />
<br />
Each Machinist has a publicly tracked number of baubles.<br />
<br />
Machinists in the System of Dwelling may Trade in the '''Flea Market''':<br />
* First they pay baubles equal to the number of times they have previously Traded since the last instance of Passing Time, or today if Passing Time has never happened.<br />
* Then they pay 1 of a trade item to receive its cost, or vice versa.<br />
<br />
Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.<br />
<br />
The trade items and base costs are: Coal, 3. Housing, 3. Valves, 3. Cog, 1. Filter, 1. Paint, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.<br />
<br />
===Punishment===<br />
Each Machinist has a Witness List, which is a publicly tracked list that may contain names of Machinists.<br />
<br />
A Crime is a type of dynastic action. Upon performing a Crime, a Machinist must immediately blank their own Witness List and then add their name to the Witness List of all other Machinists inhabiting the same Megasystem as them.<br />
<br />
There is a publicly-tracked list named '''Lockdown''' where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list is Incarcerated and may not perform any dynastic actions. If a Machinist is inhabiting the same megasystem as them and is on their Witness List, a Machinist may spend 1 Housing to Arrest them, which is an atomic action with the following steps:<br />
* Add that Machinist to the Lockdown list, listed at 2 Days<br />
* Remove that Machinist’s name from each Machinist’s Witness List wherever it appears<br />
* Increase Order by 5<br />
<br />
===Pickpocketing===<br />
<br />
As a Mechanised Crime, a Machinist may, at any time, Pickpocket: they take one Component from a Machinist that is inhabiting the same Megasystem as them and then decrease Order by 2.<br />
<br />
==Components==<br />
Each Machinist has a personal list of the '''Components''' they are carrying, which is publicly tracked.<br />
<br />
Components that exist are: Cog, Filter, Paint, Panel, Pipe, Plate, Seal, Wheel and Wiring.<br />
<br />
==Time's Passage==<br />
<br />
If they have not already done so in the last 30 hours, the Great Machine can and should perform the following Atomic Action, called Passing Time:<br />
* Randomly select a Megasystem and add a random component to its Damaged Parts; do this twice if the Destination list is empty.<br />
* For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.<br />
* Subtract 1 from the Days value of each entry in the Lockdown list, then remove every entry in the Lockdown list with a Days value of 0.<br />
* Give each Machinist one of the Resource corresponding to the Megasystem they inhabit.<br />
* Randomly pick a Component and add one of that Component to each Machinist’s Components.<br />
* If any Megasystem is Destroyed, set all its ACTIVE Facilites’ statuses to DORMANT.<br />
* If the System of Motion is not Destroyed and there is a Facility in it called the “Junction Supergrid”, increase the Junction Supergrid’s Power by 3 to a maximum of 10.<br />
* Set all remaining ACTIVE Facilities’ status to STANDBY.<br />
* If the Destination list is not empty and the System of Motion is not Defective, set the Surroundings to the value of the top entry in the Destination list (if that entry is adjacent to the Surroundings) and then remove the top entry from the list, moving all other entries that exist up one.<br />
<br />
If an action is defined as a Mechanised Action, a Machinist can only perform it if they have not already performed an instance of it since the most recent Passing Time.<br />
<br />
==Overland Navigation==<br />
[[File:Great_Machine_map.png|thumb|Two Locations are considered adjacent if they are depicted as sharing a border on this map.]]<br />
The Great Machine has '''Surroundings''', which is a publicly-tracked text string that defaults to “Dead city”, and a '''Destination''', which is a publicly-tracked list of text strings displayed vertically, where the top entry is the first entry and the bottom entry is the last entry, defaulting to an empty list. The valid text strings for Surroundings and each entry in the Destination list are in the list of Locations below. As a Mechanised Action, a Machinist inhabiting the System of Control may spend 1 Valve to add up to two different Locations to the Destination list; new entries go after the last entry in list, or as the first entry if the list is empty. If the System of Control is Defective, a Machinist performing this action must instead spent 2 Valves to add only one Location to the list. If the System of Control is Destroyed, this action cannot be performed at all.<br />
<br />
Locations:<br />
* Dead city<br />
* Snowdrifts<br />
* Ice plains<br />
* Frozen Woodlands<br />
* Winding Gorge<br />
* Mountains<br />
* Heavy Blizzard<br />
* Geothermal Basin<br />
<br />
==Order==<br />
<br />
'''Order''' is a publicly tracked non-negative integer value that defaults to 50 and is capped at 100. If Order would be set to a value below 0 or over 100, it will be set to 0 or 100 respectively.<br />
<br />
==Victory==<br />
<br />
A Machinist’s Mastery is equal to the number of Agendas that they own which have been Fulfilled for the last 12 hours.<br />
<br />
If a Machinist’s Mastery is at least 2, and is higher than that of every other Machinist, and if the date is on or after August 3, 2023, then they have achieved victory. When a Machinist has achieved victory, the Great Machine should, at their first opportunity, make a blog post announcing the identity of this Machinist and listing every Agenda owned by that Machinist.<br />
<br />
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br /><br />
<div style="padding:8px;background:#bbb;"><br />
<br />
= Special Case =<br />
'''Special Case Rules''' can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.<br />
<br />
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.<br />
<br />
When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status; those Special Case rules are then set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.<br />
<br />
The text of a Special Case Rule that is Inactive is flavour text.<br />
<br />
==Seasonal Downtime [Active] [Standard]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Machinists” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active] [Standard]==<br />
If there are fewer than four Machinists, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active] [Standard]==<br />
If the Great Machine has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Machinists have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Machinists on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active] [Standard]==<br />
For the purposes of dynastic and Special Case rules, the Great Machine is not a Machinist.<br />
<br />
==Malign Emperors [Inactive]==<br />
The Great Machine may be recipient of the Mantle, as if they were a Machinist, during an Interregnum, as per the rule Victory and Ascension. The Great Machine may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Private Communication” is Active, any Machinist may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active] [Standard]==<br />
The gamestate tracking page for this dynasty is the [[The Scale Model]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Great Machine may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Private Communication [Active]==<br />
<br />
Machinists may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Machinist could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Machinists (or people who are not yet Machinists) also face the same restrictions if they intend to become an active Machinist during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Machinists who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active] [Standard]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Deals should not be made based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Declared Alliances [Active]==<br />
<br />
Each Machinist may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Machinists; a Machinist's Alliance defaults to an empty set. A Machinist may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Machinist has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Machinist may pass the Mantle to a Machinist who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Private Communication” is active, it does not apply to communications between Machinists who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Machinists who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active] [Standard]==<br />
An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:<br />
* A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.<br />
* A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.<br />
<br />
An Event type definition may also optionally stipulate:<br />
* Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.<br />
* Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.<br />
* Ending Action(s). A Machinist (or the Great Machine) must do these when they End an Open Event of that type.<br />
<br />
An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any Machinist (or the Great Machine) may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may it be Ended again.<br />
<br />
==Bounties [Inactive]==<br />
A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason<br />
<br />
The Great Machine may post a Bounty Notice, or close an open Bounty Notice, at any time.<br />
<br />
If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.<br />
<br />
If the Great Machine believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Machinist (other than the Great Machine) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Machinist may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Great Machine is privately tracking any information about them then they should do likewise at their first opportunity. When a Machinist has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<br />
<br />
</div><br />
<div style="padding:8px;background:#ddd;"><br />
<br />
= Appendix =<br />
<br />
==Keywords==<br />
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)<br />
<br />
===Imperatives===<br />
;Can: “is able to”<br />
;Shall: “is required to”<br />
;Should: “is recommended that”<br />
<br />
===Time===<br />
;Daily Action: If a game action is a Daily Action, each Machinist able to perform it may take that action once each day, but not more than once every ten hours.<br />
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Machinist per day.<br />
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.<br />
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.<br />
;Weekly Action: If a game action is a Weekly Action, each Machinist able to perform it may take that action once each week, but not more than once every twenty-four hours.<br />
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Machinist per week. <br />
<br />
===Other===<br />
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Machinists.<br />
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.<br />
;Dynastic Action: An action that is defined in the Dynastic rules.<br />
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.<br />
;Effective Vote Comment (EVC): A Machinist's Effective Vote Comment with respect to a given Votable Matter is that Machinist's Comment to that Votable Matter, if any, that contains that Machinist's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Machinist may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Machinists , as well as people who are not Machinists but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Machinists who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<br />
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Machinists are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<br />
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.<br />
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.<br />
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]<br />
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.<br />
;Quorum: Quorum of a subset of Machinists is half the number of Machinists in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Machinists it is referring to, it is referring to a Quorum of all Machinists.<br />
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.<br />
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.<br />
;Story Post: A Story Post is an entry in the “Story Post” category.<br />
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.<br />
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.<br />
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.<br />
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.<br />
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.<br />
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.<br />
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com<br />
<br />
== Gamestate Tracking ==<br />
<br />
===Official Posts===<br />
<br />
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Machinist may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<br />
<br />
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Machinist has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<br />
<br />
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Machinist is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Machinist is defined as a Machinist who has been a Machinist for fewer than seven days or a Machinist that has unidled in the past seven days after being idle for at least 3 months.<br />
<br />
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.<br />
<br />
===Representations of the Gamestate===<br />
If authorised by the rules as a result of a Machinist’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Machinist may correct the representations to comply with the Gamestate.<br />
<br />
If a Machinist feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:<br />
<br />
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.<br />
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Machinist, if doing so would not require the correcting Machinist to make any decisions on behalf of the original Machinist.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Machinists are encouraged to raise a Call for Judgement.<br />
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.<br />
<br />
===Orphan Variables===<br />
<br />
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.<br />
<br />
A Machinist may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.<br />
<br />
=== Random Generators ===<br />
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.<br />
<br />
* The DICE''N'' command can be used to generate a random number between 1 and N.<br />
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.<br />
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.<br />
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.<br />
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.<br />
<br />
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.<br />
<br />
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Machinist with such access. Only a Machinist with such access may Enact that Votable Matter. If that Votable Matter does not name a Machinist with such access, that Votable Matter is Illegal.<br />
<br />
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Machinist making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Machinist making this determination may do so using a private method of their choosing, instead of the Dice Roller.<br />
<br />
==Atomic Actions==<br />
<br />
An Atomic Action combines otherwise separate game actions into a single action.<br />
<br />
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.<br />
* When a Machinist performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Machinist performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Machinist arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Machinist must redo the Atomic Action; for that purpose, the Machinist uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Machinist would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<br />
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.<br />
<br />
==Clarifications==<br />
<br />
===Numbers and Variables===<br />
* 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.<br />
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.<br />
* All numbers, unless stated otherwise by a rule, are in base ten.<br />
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Machinist can spend or pay from only their own values, and a rule that allows Machinists to transfer or pay a numeric value to another Machinist only allows them to transfer that value from themselves to that other Machinist (of their choice unless otherwise stated).<br />
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.<br />
* A Machinist who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<br />
* 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.<br />
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Machinists are not considered to be legal values for game variables, nor for list items within game variables.<br />
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.<br />
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)<br />
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.<br />
* If a piece of information is described as being tracked secretly or privately by the Great Machine (including secretly random selections), then that information may only be revealed by the Great Machine when the ruleset allows it. If a Machinist should already know such a piece of information (in that the Great Machine has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Great Machine may repeat it to them.<br />
<br />
===Rules and Votable Matters===<br />
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.<br />
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).<br />
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).<br />
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.<br />
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.<br />
* If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Machinist A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Machinist may delete it from the ruleset.<br />
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.<br />
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Machinists may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.<br />
<br />
===Time===<br />
* For the purpose of all rules, time in BlogNomic is in UTC.<br />
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.<br />
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.<br />
* A Machinist may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<br />
<br />
===Spelling and formatting===<br />
* 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.<br />
* Machinists may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Machinists with the corresponding forms of the singular “they”.<br />
* A Machinist may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Machinist if it is explicitly stated that it refers to a Machinist's name.<br />
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.<br />
* The names of rules and wiki pages (other than the Ruleset) are flavour text.<br />
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.<br />
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.<br />
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.<br />
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.<br />
* When changing their name or joining the game for the first time, a Machinist's (or prospective Machinist's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.<br />
<br />
==Prioritisation==<br />
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:<br />
# The Appendix has precedence over any other Rule;<br />
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;<br />
# If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;<br />
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Machinists may Kick each other” and “Machinists may not Kick each other on Tuesdays” exist, and it is Tuesday, Machinists may not Kick each other);<br />
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Machinists may Punch a Spaceman on Friday” and “Machinists may not Punch Spacemen on Friday”, then Machinists may not Punch Spacemen on Friday).<br />
<br />
==Mentors==<br />
<br />
A Machinist may have another Machinist as a Mentor. Machinists who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Machinist who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.<br />
<br />
If an unmentored Machinist requests a Mentor, or a new Machinist has joined the game and has no Mentor, the Great Machine should select a Tenured Machinist and ask them to take that Machinist on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Great Machine should announce it in a blog post. The Great Machine should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Machinist may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Great Machine, any Machinist who has been active in at least three previous dynasties may act as Great Machine for the purposes of this rule.<br />
<br />
===Things that a mentor must do===<br />
<br />
A mentor must do the following:<br />
<br />
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;<br />
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;<br />
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds<br />
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;<br />
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Machinist or arrange a handover to another mentor if requested.<br />
<br />
===Things that a mentor should do===<br />
The following sets out suggested best practice for Mentorship relationships:<br />
<br />
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.<br />
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Machinists .<br />
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.<br />
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.<br />
<br />
===Things that a mentor should not do===<br />
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.<br />
<br />
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.<br />
*The mentor should not seek to dissuade the mentee from pursuing other alliances.<br />
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.<br />
<br />
== Synonyms ==<br />
<br />
A dynasty may provide extra theming by using alternative terms for words like “Machinist” and “Great Machine”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Machinist (Player)<br />
* Great Machine (Emperor)<br />
<br />
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.<br />
<br />
</div></div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23988The Scale Model2023-08-02T13:49:55Z<p>Bucky: Alliance invalidated by idling player, NOT a dynastic action on my part</p>
<hr />
<div>__NOTOC__<br />
Order = '''52'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || || 0 || 3 || 0 || 26 || Wiring, Cog || lendunistus<br />
|-<br />
| JonathanDark || System of Motion || || 1 || 1 || 1 || 14 || Plate, Cog || <br />
|-<br />
| Kevan || System of Control || lendunistus || 2 || 0 || 1 || 0 || Wheel, Pipe x2, Plate, Paint, Seal, Cog, Wiring || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 1 || 5 || 3 || 1 || Plate, Paint || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 1 || STANDBY || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Each other Machinist in the System of Dwelling gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Steerage Override || 0 || DORMANT || Spend 1 Valve to add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 3<br />
|-<br />
| Panel || 4<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 3<br />
|-<br />
| Seal || 4<br />
|-<br />
| Wheel || 3<br />
|-<br />
| Wiring || 2<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring x2<br />
| Cog x2<br />
| Seal x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Paint<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|-<br />
| 01/08/23 || Panel || Bucky<br />
|-<br />
| 02/08/23 || Panel || Bucky<br />
|-<br />
| 02/08/23 || Cog || lendunistus<br />
|-<br />
| 02/08/23 || Plate || lendunistus<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Wiring<br />
| Paint x2<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 01/08/23 || Panel|| JonathanDark<br />
|-<br />
| 01/08/23 || Panel || JonathanDark<br />
|-<br />
| 01/08/23 || Seal || JonathanDark<br />
|-<br />
| 01/08/23 || Pipe || JonathanDark<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| Bucky || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23976The Scale Model2023-08-02T01:15:36Z<p>Bucky: fixing a panel</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 26 || Wiring ||<br />
|-<br />
| JonathanDark || System of Motion || || 0 || 1 || 1 || 14 || Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 5 || Seal, Wheel, Pipe x2, Plate, Paint || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate, Paint || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 1 || ACTIVE || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Each other Machinist in the System of Dwelling gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Steerage Override || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|-<br />
| 01/08/23 || Panel || Bucky<br />
|-<br />
| 02/08/23 || Panel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Wiring<br />
| Paint x2<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 01/08/23 || Panel|| JonathanDark<br />
|-<br />
| 01/08/23 || Panel || JonathanDark<br />
|-<br />
| 01/08/23 || Seal || JonathanDark<br />
|-<br />
| 01/08/23 || Pipe || JonathanDark<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23975The Scale Model2023-08-02T01:09:50Z<p>Bucky: Construction Dispensary Active</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 23 || Panel, Wiring ||<br />
|-<br />
| JonathanDark || System of Motion || || 0 || 1 || 1 || 14 || Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 5 || Seal, Wheel, Pipe x2, Plate, Paint || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate, Paint || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 1 || ACTIVE || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Each other Machinist in the System of Dwelling gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Steerage Override || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Panel x1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|-<br />
| 01/08/23 || Panel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Wiring<br />
| Paint x2<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 01/08/23 || Panel|| JonathanDark<br />
|-<br />
| 01/08/23 || Panel || JonathanDark<br />
|-<br />
| 01/08/23 || Seal || JonathanDark<br />
|-<br />
| 01/08/23 || Pipe || JonathanDark<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23974The Scale Model2023-08-02T01:08:43Z<p>Bucky: Residing the Construction Dispensary</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 23 || Wiring ||<br />
|-<br />
| JonathanDark || System of Motion || || 0 || 1 || 1 || 14 || Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 5 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 2 || STANDBY || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Each other Machinist in the System of Dwelling gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Steerage Override || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Panel x1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|-<br />
| 01/08/23 || Panel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Wiring<br />
| Paint x2<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 01/08/23 || Panel|| JonathanDark<br />
|-<br />
| 01/08/23 || Panel || JonathanDark<br />
|-<br />
| 01/08/23 || Seal || JonathanDark<br />
|-<br />
| 01/08/23 || Pipe || JonathanDark<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23968The Scale Model2023-08-01T13:55:44Z<p>Bucky: Flea Market buying a panel (2+2 cost) and using it to repair (for a refund of 3)</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 23 || Wiring ||<br />
|-<br />
| JonathanDark || System of Motion || || 0 || 1 || 1 || 14 || Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 1 || 0 || 0 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 0 || DORMANT || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Everyone else in the System of Housing gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Navigatorium || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Panel x1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|-<br />
| 01/08/23 || Panel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Wiring<br />
| Paint x2<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 01/08/23 || Panel|| JonathanDark<br />
|-<br />
| 01/08/23 || Panel || JonathanDark<br />
|-<br />
| 01/08/23 || Seal || JonathanDark<br />
|-<br />
| 01/08/23 || Pipe || JonathanDark<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23963The Scale Model2023-08-01T02:03:55Z<p>Bucky: /* System of Dwelling */ Logging the wheel repair</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 24 || Wiring ||<br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 2 || 1 || 0 || Panel, Pipe, Seal, Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 1 || 0 || 0 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 0 || DORMANT || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Everyone else in the System of Housing gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Navigatorium || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Panel x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|-<br />
| 01/08/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23962The Scale Model2023-08-01T02:01:32Z<p>Bucky: Pickpocketing a Wheel from lendunistus, repairing with that too.</p>
<hr />
<div>__NOTOC__<br />
Order = '''47'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 24 || Wiring ||<br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 2 || 1 || 0 || Panel, Pipe, Seal, Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 1 || 0 || 0 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 0 || DORMANT || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Everyone else in the System of Housing gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Navigatorium || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Panel x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23961The Scale Model2023-08-01T02:00:23Z<p>Bucky: Repairing with Cog and Plate</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 21 || Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 2 || 1 || 0 || Panel, Pipe, Seal, Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 1 || 0 || 0 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Wheel, Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 0 || DORMANT || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Everyone else in the System of Housing gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Navigatorium || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Wheel<br />
| Panel x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|-<br />
| 01/08/23 || Cog || Bucky<br />
|-<br />
| 01/08/23 || Plate || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23960The Scale Model2023-08-01T01:58:13Z<p>Bucky: Selling housing for 5, buying cog for 2+1.</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 15 || Wiring, Plate, Cog || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 2 || 1 || 0 || Panel, Pipe, Seal, Plate || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 1 || 0 || 0 || Seal, Wheel, Pipe x2, Plate || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 3 || 1 || 19 || Wheel, Plate || Bucky<br />
|-<br />
| SingularByte || System of Control || || 1 || 2 || 1 || 8 || Plate x2, Seal, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Control || Maintenance Dispensary || 0 || DORMANT || For each Machinist in the System of Control, generate a random component from {Filter, Seal, Wiring}. Distribute one of those components to each Machinist in the System of Control.<br />
|-<br />
| System of Control || Testing Station || 0 || DORMANT || Make a STANDBY Facility of your choice ACTIVE, and optionally remove 1 Power from it, without performing its Function.<br />
|-<br />
| System of Dwelling || Construction Dispensary || 0 || DORMANT || For each Machinist in the System of Dwelling, generate a random component from {Panel, Paint, Plate}. Distribute one of those components to each Machinist in the System of Dwelling.<br />
|-<br />
| System of Dwelling || Beadworks || 0 || DORMANT || You gain two Baubles. Everyone else in the System of Housing gains one Bauble.<br />
|-<br />
| System of Motion || Engineering Dispensary || 0 || DORMANT || For each Machinist in the System of Motion, generate a random component from {Cog, Pipe, Wheel}. Distribute one of those components to each Machinist in the System of Motion.<br />
|-<br />
| System of Motion || Navigatorium || 0 || DORMANT || Add your choice of Location from the list in the rule Overland Navigation to the end of the Destination list, provided that it does not appear previously on the Destination list.<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 6<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 2<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 2<br />
|-<br />
| Seal || 3<br />
|-<br />
| Wheel || 2<br />
|-<br />
| Wiring || 3<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Wheel<br />
| Wiring<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 31/07/23 || Wiring || SingularByte<br />
|-<br />
| 31/07/23 || Seal || SingularByte<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel x2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 1<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23955The Scale Model2023-07-31T15:47:09Z<p>Bucky: Buy Seal at +1 cost, use it to repair the System of Dwelling</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 13 || Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Filter || Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal <br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|-<br />
| 31/07/23 || Seal || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23954The Scale Model2023-07-31T15:07:54Z<p>Bucky: Undo revision 23953 by Bucky (talk)</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 13 || Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Filter || Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23953The Scale Model2023-07-31T15:07:32Z<p>Bucky: Sysdwell no longer defective</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 13 || Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Filter || Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23952The Scale Model2023-07-31T15:03:28Z<p>Bucky: Fixing the system with that Pipe</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 13 || Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Filter || Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|-<br />
| 31/07/23 || Pipe || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23951The Scale Model2023-07-31T15:02:46Z<p>Bucky: Pickpocketing my Pipe back from SingularByte</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 10 || Pipe, Wiring || <br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal || Bucky<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || Bucky<br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Filter || Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Pipe<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23950The Scale Model2023-07-31T15:01:53Z<p>Bucky: Flea Market selling a Housing</p>
<hr />
<div>__NOTOC__<br />
Order = '''49'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 10 || Wiring ||<br />
|-<br />
| JonathanDark || System of Dwelling || || 0 || 1 || 1 || 0 || Panel, Pipe, Seal ||<br />
|-<br />
| Kevan || System of Dwelling || SingularByte, lendunistus || 2 || 0 || 0 || 0 || Seal, Wheel, Pipe x2 || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 2 || 1 || 19 || Wheel ||<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 2 || 0 || 4 || Plate, Seal, Pipe, Filter || <br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 5<br />
|-<br />
| Housing || 5<br />
|-<br />
| Valves || 4<br />
|-<br />
| Cog || 3<br />
|-<br />
| Filter || 3<br />
|-<br />
| Paint || 4<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 4<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| Snowdrifts<br />
|-<br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x3<br />
| Pipe<br />
| Seal<br />
| Wheel<br />
| Wiring<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Seal x2<br />
| Pipe<br />
| Wheel<br />
| Cog<br />
| Plate<br />
| Panel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
| Panel x2<br />
| Seal<br />
| Wiring<br />
| Paint x2<br />
| Pipe<br />
| Filter x3<br />
| Wheel<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|-<br />
| lendunistus || 2<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23939The Scale Model2023-07-30T21:38:48Z<p>Bucky: Flea Market buying a Pipe (+1 cost)</p>
<hr />
<div>__NOTOC__<br />
Order = '''48'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 5 || Pipe || <br />
|-<br />
| JonathanDark || System of Control || || 0 || 1 || 1 || 4 || || <br />
|-<br />
| Kevan || System of Motion || SingularByte, lendunistus || 1 || 0 || 2 || 0 || Seal, Wheel || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 1 || 1 || 15 || || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 1 || 0 || 4 || Plate, Seal || lendunistus, Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 4<br />
|-<br />
| Valves || 5<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 2<br />
|-<br />
| Paint || 3<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 3<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| <br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Pipe<br />
|-<br />
| Seal<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Seal x2<br />
|-<br />
| Pipe<br />
|-<br />
| Wheel<br />
|-<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Seal<br />
|-<br />
| Wiring<br />
|- <br />
| Paint<br />
|-<br />
| Pipe<br />
|-<br />
| Filter x2<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23938The Scale Model2023-07-30T21:36:30Z<p>Bucky: +3 bauble reward for repairing</p>
<hr />
<div>__NOTOC__<br />
Order = '''48'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 8 || || <br />
|-<br />
| JonathanDark || System of Control || || 0 || 1 || 1 || 4 || || <br />
|-<br />
| Kevan || System of Motion || SingularByte, lendunistus || 1 || 0 || 2 || 0 || Seal, Wheel || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 1 || 1 || 15 || || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 1 || 0 || 4 || Plate, Seal || lendunistus, Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 4<br />
|-<br />
| Valves || 5<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 2<br />
|-<br />
| Paint || 3<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 3<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| <br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Pipe<br />
|-<br />
| Seal<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Seal x2<br />
|-<br />
| Pipe<br />
|-<br />
| Wheel<br />
|-<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Seal<br />
|-<br />
| Wiring<br />
|- <br />
| Paint<br />
|-<br />
| Pipe<br />
|-<br />
| Filter x2<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23937The Scale Model2023-07-30T21:35:48Z<p>Bucky: Flea Marketing away my starting Valve</p>
<hr />
<div>__NOTOC__<br />
Order = '''48'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 0 || 5 || || <br />
|-<br />
| JonathanDark || System of Control || || 0 || 1 || 1 || 4 || || <br />
|-<br />
| Kevan || System of Motion || SingularByte, lendunistus || 1 || 0 || 2 || 0 || Seal, Wheel || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 1 || 1 || 15 || || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 1 || 0 || 4 || Plate, Seal || lendunistus, Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 4<br />
|-<br />
| Valves || 5<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 2<br />
|-<br />
| Paint || 3<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 3<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| <br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Pipe<br />
|-<br />
| Seal<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Seal x2<br />
|-<br />
| Pipe<br />
|-<br />
| Wheel<br />
|-<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Seal<br />
|-<br />
| Wiring<br />
|- <br />
| Paint<br />
|-<br />
| Pipe<br />
|-<br />
| Filter x2<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Buckyhttps://wiki.blognomic.com/index.php?title=The_Scale_Model&diff=23936The Scale Model2023-07-30T21:24:46Z<p>Bucky: /* System of Dwelling */ no longer defective</p>
<hr />
<div>__NOTOC__<br />
Order = '''48'''<br />
<br />
{| class="wikitable sortable"<br />
! Machinist !! Megasystem !! Alliances !! Coal !! Housing !! Valves !! Baubles !! Components !! Witness List<br />
|-<br />
| Bucky || System of Dwelling || SingularByte, JonathanDark || 0 || 2 || 1 || 0 || || <br />
|-<br />
| JonathanDark || System of Control || || 0 || 1 || 1 || 4 || || <br />
|-<br />
| Kevan || System of Motion || SingularByte, lendunistus || 1 || 0 || 2 || 0 || Seal, Wheel || <br />
|-<br />
| lendunistus || System of Dwelling || Kevan || 0 || 1 || 1 || 15 || || Bucky<br />
|-<br />
| SingularByte || System of Dwelling || || 1 || 1 || 0 || 4 || Plate, Seal || lendunistus, Bucky<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Facilities<br />
|-<br />
! Parent Megasystem !! Name !! Power !! Status !! Function<br />
|-<br />
| System of Motion || Junction Supergrid || 10 || STANDBY || Transfer 1 Power from this Facility to each Facility in the System of Control and to one other Facility of your choosing. If there’s not enough Power for all transfers, you choose which are left out.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Flea Market<br />
|-<br />
! Trade Item !! Bauble Cost<br />
|-<br />
| Coal || 6<br />
|-<br />
| Housing || 4<br />
|-<br />
| Valves || 5<br />
|-<br />
| Cog || 2<br />
|-<br />
| Filter || 2<br />
|-<br />
| Paint || 3<br />
|-<br />
| Panel || 3<br />
|-<br />
| Pipe || 2<br />
|-<br />
| Plate || 3<br />
|-<br />
| Seal || 2<br />
|-<br />
| Wheel || 4<br />
|-<br />
| Wiring || 4<br />
|}<br />
<br />
==Great Machine Data==<br />
The '''Surroundings''' is "Ice plains".<br />
<br />
{| class="wikitable"<br />
! Destination<br />
|-<br />
| <br />
|}<br />
<br />
<hr/><br />
===System of Control===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Pipe<br />
|-<br />
| Seal<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
===System of Dwelling===<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Seal x2<br />
|-<br />
| Pipe<br />
|-<br />
| Wheel<br />
|-<br />
| Cog<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|-<br />
| 30/07/23 || Wheel || Bucky<br />
|}<br />
<br />
<hr/><br />
<br />
===System of Motion===<br />
<span style="color:red">'''Defective'''</span><br />
<br />
{| class="wikitable"<br />
! Damaged Parts<br />
|-<br />
| Panel x2<br />
|-<br />
| Seal<br />
|-<br />
| Wiring<br />
|- <br />
| Paint<br />
|-<br />
| Pipe<br />
|-<br />
| Filter x2<br />
|-<br />
| Wheel<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Repair Log<br />
|-<br />
! Date !! Components !! Machinist<br />
|}<br />
<br />
<hr/><br />
{| class="wikitable"<br />
|+Lockdown<br />
|-<br />
! Machinist !! Days<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Graffiti<br />
|-<br />
! Piece !! Surface<br />
|}<br />
<br />
<br />
<br />
<!-- Idle players<br />
! Name !! Alliances<br />
| Maldor || <br />
| Lulu || JonathanDark, Bucky<br />
| Raven1207 || <br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Bucky