https://wiki.blognomic.com/api.php?action=feedcontributions&user=Jumble%21&feedformat=atomBlogNomic Wiki - User contributions [en]2024-03-29T13:12:15ZUser contributionsMediaWiki 1.34.1https://wiki.blognomic.com/index.php?title=Construction_Site&diff=22899Construction Site2023-04-03T13:39:16Z<p>Jumble!: enacting "The Safety Dance"</p>
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<div>'''Building Number 0'''<br />
<br />
Building Stability: '''984'''<br />
<table><tr><td style="padding:0.5em 1em;"><br />
<br />
{| class="wikitable"<br />
|-<br />
! Building<br />
|-<br />
| WSW<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| _<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| -<br />
|}<br />
<br />
</td><td style="padding:0.5em 1em;"><br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Engineer || Stone || Focus || Accidents || Safety Checks<br />
|-<br />
| Brendan || 10 || 500 || 0 || 0<br />
|-<br />
| Habanero || 10 || 500 || 0 || 0<br />
|-<br />
| jjm3x3 || 10 || 500 || 0 || 0<br />
|-<br />
| JonathanDark || 10 || 500 || 0 || 0<br />
|-<br />
| Josh || 10 || 500 || 0 || 0<br />
|-<br />
| Kevan || 10 || 500 || 0 || 0<br />
|-<br />
| lendunistus || 10 || 500 || 0 || 0<br />
|-<br />
| Pokes || - || 500 || 0 || 0<br />
|-<br />
| Raven1207 || 10 || 500 || 0 || 0<br />
|-<br />
| redtara || 10 || 500 || 0 || 0<br />
|-<br />
| Trapdoorspyder || 10 || 500 || 0 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Quarry<br />
|-<br />
| 644 Stone<br />
|}<br />
<br />
</td></tr></table><br />
<br />
<!--- Idle players<br />
! Engineer || Stone || Focus<br />
<br />
| SingularByte || 1 || 500<br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22898Ruleset2023-04-03T13:38:15Z<p>Jumble!: /* Dynastic Rules */ enacting "The Safety Dance"</p>
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<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 Engineers 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.<br />
<br />
== Engineers ==<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 Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.<br />
<br />
A Engineer may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
===Idle Engineers ===<br />
<br />
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.<br />
<br />
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<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 Engineer, known as the City Architect. If there is no City Architect, 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 Engineer 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 Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Engineer's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.<br />
<br />
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the City Architect'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Engineers 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 Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Engineer already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect later changes their Vote.<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 Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a '''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 Engineer (other than the City Architect) 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 Engineer's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer may be made unidle, and no new player joining requests may be administered..<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 Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.<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 Engineer 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 Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect'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 Engineer's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Engineers should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer's game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.<br />
* A Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Engineer should not edit their own blog comments once posted, nor those of any other Engineer.<br />
* A Engineer should not edit the “Entry Date” field of a blog post.<br />
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Engineer must use their own name in the Dice Roller, when rolling dice.<br />
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.<br />
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<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 Engineer or Engineers 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 Engineers and idle Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Engineers are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
== The Building ==<br />
The Building is comprised of the following variables, which are all publicly tracked: Building Number, which defaults to 0, Building Stability, which is an integer that defaults to 1,000, and Building Contents, which is a ordered list of items (known as Blocks) that defaults to WWWWWWWWWWWWWWWWWW. The start of this list is its base, and the end of this list is its top.<br />
<br />
As a Daily Action, if the Building is not Collapsed, a Engineer may Build, which is a atomic action with the following steps:<br />
* Optionally, by spending 1 from any of their Materials except Wood or Empty, they may choose any W in the Building Contents and replace it with the spent Material.<br />
* Choose a Block that is not one of the five topmost Blocks in the Building Contents. Add a copy of it in the topmost place of the Building Contents, then replace the original Block with a _.<br />
* Spend any amount of Focus<br />
* Roll a DICEN, where N is the number of _ currently in the Building Contents, times 25.<br />
* Decrease Building Stability by the Wobble. (The Wobble for this action is equal to the result of its die roll, minus any Focus spent during it, to a minimum of zero.)<br />
* If Building Stability is 0 or lower, add 1 to their Accidents<br />
* If Building Stability is greater than 0, add 1 to their Safety Checks.<br />
<br />
If Building Stability is 0 or lower, then the Building is Collapsed; otherwise, the Building is not Collapsed. While the Building is Collapsed, any Engineer can Move On.<br />
<br />
Move On is an Atomic Action with the following steps:<br />
* Increase Building Number by 1<br />
* Set Building Stability to (1,000+Building Number*100) and Building Contents to WWWWWWWWWWWWWWWWWW<br />
* Set every Engineer’s Focus to 500<br />
<br />
===Building Contents===<br />
<br />
The possible building contents for The Building, known as Materials, are listed in the table below. The ruleset may refer to a given Material using either its Name or Abbreviated Name - they are considered equivalent. The Description is flavour text.<br />
<br />
If Engineers have a numerical publicly tracked variable with the same name as a Material, they are said to have that amount of the Material - otherwise, they are said to have 0 of that Material and are not capable of spending it. Each Material may have Properties, as determined by the table below.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name || Abbreviated Name || Description || Properties<br />
|-<br />
| Empty || _ || This represents open space. ||<br />
|-<br />
| Wood || W || A reliable building material. ||<br />
|-<br />
| Stone || S || A sturdy but very heavy building material. || Heavy, Supportive<br />
|-<br />
| Rebar || R || Modern girders to support vertical construction. || Supportive<br />
|}<br />
<br />
===Integrity===<br />
Each Block of the Building has an Integrity score, which is not publicly tracked but which is an emergent property of its relative position and composition in the Building, and which must be specifically recalculated whenever it is called upon in the completion of an action.<br />
<br />
A Block’s Integrity is calculated as follows: (Support) - (Height) - (10 if it is Weakened), plus or minus (Pressure).<br />
<br />
A Block’s Height is equal to the number of Blocks that are between it and the base, inclusive of both itself and the base, divided by 10 and rounded down.<br />
<br />
A Block’s Support is equal to the number of Blocks between it and the base, inclusive of the base but not itself, that have the Supportive property, minus two times the number of blocks between itself and the base (inclusive of both) that are Empty.<br />
<br />
A Block’s Pressure is one-fifth, rounded down, of the number of non-empty Blocks between it and top, inclusive of the top but not itself, plus one for each of those Blocks that are Heavy.<br />
<br />
A Block may be Weakened by another action if it does not contain a _. When this happens, change the letter representing the Block item from upper case to lower case. If it is already Weakened as displayed by a lower case letter, change it to _.<br />
<br />
== The Quarry ==<br />
<br />
The Quarry is an entity that contains a publicly tracked quantity of Stone, defaulting to 720; each Engineer also has an amount of Stone which is publicly tracked and which defaults to zero. Erosion is an atomic action that decreases the amount of Stone in the Quarry by 24. Whenever any Engineer or City Architect would perform any action that would cause the amount of Stone to change, they must first perform the Erosion atomic action if it has been more than 24 hours since the last Erosion.<br />
<br />
As a daily action, each Engineer may Mine, which is an atomic action that consists of reducing the quantity of Stone in the Quarry by DICE2 and increasing their own Stone by the same amount.<br />
<br />
== Focus ==<br />
<br />
Each Engineer has a publicly-tracked amount of Focus, being a number that defaults to 500.<br />
<br />
== Accidents ==<br />
<br />
Each Engineer has a publicly-tracked number named Accidents that defaults to 0.<br />
<br />
== Threat ==<br />
The Threat is a publicly tracked list of values in the format “X, Y, Z” that may contain up to three items.<br />
<br />
As a Weekly Communal Action, an Engineer or the City Architect may Trigger, which is an atomic action with the following steps:<br />
* Starting from the leftmost item, carry out the effect of the Disaster corresponding to the item in the list once for every item.<br />
* Blank the Threat<br />
* Randomly select a Disaster and add its name to the Threat. Repeat this step until the list has three items.<br />
<br />
A Disaster consists of a Name, an Effect and a Description (which is flavor text). The Disasters are listed in the table below:<br />
<br />
{| class=“wikitable sortable”<br />
|-<br />
! Name || Effect || Description<br />
|-<br />
| Saboteur | Randomly select a Block that isn’t _ and set it to _ | Hey, who took this block out?<br />
|-<br />
| Earthquake | Randomly select 3 Blocks and Weaken them | At least it didn’t collapse immediately…<br />
|}<br />
<br />
==Safety Checks==<br />
Each Engineer has a number of Safety Checks which is publicly tracked and which defaults to 0.<br />
<br />
As a Weekly Action, an Engineer may perform an Inspection, which is an atomic action with the following steps:<br />
* Make a blog post or comment stating that they are performing an Inspection<br />
* Perform the Build atomic action if possible<br />
* If the Build atomic action was completed, and the Building is not Collapsed at the time of this completion, count the number of Blocks containing _ in the Building Contents at that time and add this number to the their Safety Checks<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Engineers, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Collaboration [Inactive] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.<br />
<br />
Engineers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer's Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Engineer 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 Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.<br />
<br />
==Bounties [Rare] [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 City Architect 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 City Architect believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<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 Engineer 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 Engineer 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 Engineer 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 Engineer 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 Engineers.<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 Engineer's Effective Vote Comment with respect to a given Votable Matter is that Engineer's Comment to that Votable Matter, if any, that contains that Engineer's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Engineers , as well as people who are not Engineers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<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 Engineers is half the number of Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.<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 Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<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 Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<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 Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.<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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.<br />
<br />
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers 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 Engineer 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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer with such access, that Votable Matter is Illegal.<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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.<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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (of their choice unless otherwise stated).<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 Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<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”).<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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.<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, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Engineer 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), Engineers 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 Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<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 />
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Engineer if it is explicitly stated that it refers to a Engineer'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 Engineer's (or prospective Engineer'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 “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers may not Kick each other);<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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Engineer who has requested a change on their own behalf, from this list at any time. 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 Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City Architect should announce it in a blog post. The City Architect should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect for the purposes of this rule.<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 Engineer 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 Engineers .<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 “Engineer” and “City Architect”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Engineer (Player)<br />
* City Architect (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>Jumble!https://wiki.blognomic.com/index.php?title=Construction_Site&diff=22897Construction Site2023-04-03T13:36:29Z<p>Jumble!: enacting Block Grant</p>
<hr />
<div>'''Building Number 0'''<br />
<br />
Building Stability: '''984'''<br />
<table><tr><td style="padding:0.5em 1em;"><br />
<br />
{| class="wikitable"<br />
|-<br />
! Building<br />
|-<br />
| WSW<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| _<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| W<br />
|-<br />
| -<br />
|}<br />
<br />
</td><td style="padding:0.5em 1em;"><br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Engineer || Stone || Focus || Accidents<br />
|-<br />
| Brendan || 10 || 500 || 0<br />
|-<br />
| Habanero || 10 || 500 || 0<br />
|-<br />
| jjm3x3 || 10 || 500 || 0<br />
|-<br />
| JonathanDark || 10 || 500 || 0<br />
|-<br />
| Josh || 10 || 500 || 0<br />
|-<br />
| Kevan || 10 || 500 || 0<br />
|-<br />
| lendunistus || 10 || 500 || 0<br />
|-<br />
| Pokes || - || 500 || 0<br />
|-<br />
| Raven1207 || 10 || 500 || 0<br />
|-<br />
| redtara || 10 || 500 || 0<br />
|-<br />
| Trapdoorspyder || 10 || 500 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Quarry<br />
|-<br />
| 644 Stone<br />
|}<br />
<br />
</td></tr></table><br />
<br />
<!--- Idle players<br />
! Engineer || Stone || Focus<br />
<br />
| SingularByte || 1 || 500<br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22896Ruleset2023-04-03T13:33:31Z<p>Jumble!: /* Dynastic Rules */ enacting "That Guy Who Topples Your Tower For No Reason"</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 Engineers 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.<br />
<br />
== Engineers ==<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 Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.<br />
<br />
A Engineer may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
===Idle Engineers ===<br />
<br />
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.<br />
<br />
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<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 Engineer, known as the City Architect. If there is no City Architect, 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 Engineer 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 Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Engineer's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.<br />
<br />
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the City Architect'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Engineers 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 Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Engineer already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect later changes their Vote.<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 Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a '''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 Engineer (other than the City Architect) 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 Engineer's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer may be made unidle, and no new player joining requests may be administered..<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 Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.<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 Engineer 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 Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect'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 Engineer's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Engineers should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer's game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.<br />
* A Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Engineer should not edit their own blog comments once posted, nor those of any other Engineer.<br />
* A Engineer should not edit the “Entry Date” field of a blog post.<br />
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Engineer must use their own name in the Dice Roller, when rolling dice.<br />
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.<br />
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<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 Engineer or Engineers 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 Engineers and idle Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Engineers are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
== The Building ==<br />
The Building is comprised of the following variables, which are all publicly tracked: Building Number, which defaults to 0, Building Stability, which is an integer that defaults to 1,000, and Building Contents, which is a ordered list of items (known as Blocks) that defaults to WWWWWWWWWWWWWWWWWW. The start of this list is its base, and the end of this list is its top.<br />
<br />
As a Daily Action, if the Building is not Collapsed, a Engineer may Build, which is a atomic action with the following steps:<br />
* Optionally, by spending 1 from any of their Materials except Wood or Empty, they may choose any W in the Building Contents and replace it with the spent Material.<br />
* Choose a Block that is not one of the five topmost Blocks in the Building Contents. Add a copy of it in the topmost place of the Building Contents, then replace the original Block with a _.<br />
* Spend any amount of Focus<br />
* Roll a DICEN, where N is the number of _ currently in the Building Contents, times 25.<br />
* Decrease Building Stability by the Wobble. (The Wobble for this action is equal to the result of its die roll, minus any Focus spent during it, to a minimum of zero.)<br />
* If Building Stability is 0 or lower, add 1 to their Accidents<br />
<br />
If Building Stability is 0 or lower, then the Building is Collapsed; otherwise, the Building is not Collapsed. While the Building is Collapsed, any Engineer can Move On.<br />
<br />
Move On is an Atomic Action with the following steps:<br />
* Increase Building Number by 1<br />
* Set Building Stability to (1,000+Building Number*100) and Building Contents to WWWWWWWWWWWWWWWWWW<br />
* Set every Engineer’s Focus to 500<br />
<br />
===Building Contents===<br />
<br />
The possible building contents for The Building, known as Materials, are listed in the table below. The ruleset may refer to a given Material using either its Name or Abbreviated Name - they are considered equivalent. The Description is flavour text.<br />
<br />
If Engineers have a numerical publicly tracked variable with the same name as a Material, they are said to have that amount of the Material - otherwise, they are said to have 0 of that Material and are not capable of spending it. Each Material may have Properties, as determined by the table below.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name || Abbreviated Name || Description || Properties<br />
|-<br />
| Empty || _ || This represents open space. ||<br />
|-<br />
| Wood || W || A reliable building material. ||<br />
|-<br />
| Stone || S || A sturdy but very heavy building material. || Heavy, Supportive<br />
|-<br />
| Rebar || R || Modern girders to support vertical construction. || Supportive<br />
|}<br />
<br />
===Integrity===<br />
Each Block of the Building has an Integrity score, which is not publicly tracked but which is an emergent property of its relative position and composition in the Building, and which must be specifically recalculated whenever it is called upon in the completion of an action.<br />
<br />
A Block’s Integrity is calculated as follows: (Support) - (Height) - (10 if it is Weakened), plus or minus (Pressure).<br />
<br />
A Block’s Height is equal to the number of Blocks that are between it and the base, inclusive of both itself and the base, divided by 10 and rounded down.<br />
<br />
A Block’s Support is equal to the number of Blocks between it and the base, inclusive of the base but not itself, that have the Supportive property, minus two times the number of blocks between itself and the base (inclusive of both) that are Empty.<br />
<br />
A Block’s Pressure is one-fifth, rounded down, of the number of non-empty Blocks between it and top, inclusive of the top but not itself, plus one for each of those Blocks that are Heavy.<br />
<br />
A Block may be Weakened by another action if it does not contain a _. When this happens, change the letter representing the Block item from upper case to lower case. If it is already Weakened as displayed by a lower case letter, change it to _.<br />
<br />
== The Quarry ==<br />
<br />
The Quarry is an entity that contains a publicly tracked quantity of Stone, defaulting to 720; each Engineer also has an amount of Stone which is publicly tracked and which defaults to zero. Erosion is an atomic action that decreases the amount of Stone in the Quarry by 24. Whenever any Engineer or City Architect would perform any action that would cause the amount of Stone to change, they must first perform the Erosion atomic action if it has been more than 24 hours since the last Erosion.<br />
<br />
As a daily action, each Engineer may Mine, which is an atomic action that consists of reducing the quantity of Stone in the Quarry by DICE2 and increasing their own Stone by the same amount.<br />
<br />
== Focus ==<br />
<br />
Each Engineer has a publicly-tracked amount of Focus, being a number that defaults to 500.<br />
<br />
== Accidents ==<br />
<br />
Each Engineer has a publicly-tracked number named Accidents that defaults to 0.<br />
<br />
== Threat ==<br />
The Threat is a publicly tracked list of values in the format “X, Y, Z” that may contain up to three items.<br />
<br />
As a Weekly Communal Action, an Engineer or the City Architect may Trigger, which is an atomic action with the following steps:<br />
* Starting from the leftmost item, carry out the effect of the Disaster corresponding to the item in the list once for every item.<br />
* Blank the Threat<br />
* Randomly select a Disaster and add its name to the Threat. Repeat this step until the list has three items.<br />
<br />
A Disaster consists of a Name, an Effect and a Description (which is flavor text). The Disasters are listed in the table below:<br />
<br />
{| class=“wikitable sortable”<br />
|-<br />
! Name || Effect || Description<br />
|-<br />
| Saboteur | Randomly select a Block that isn’t _ and set it to _ | Hey, who took this block out?<br />
|-<br />
| Earthquake | Randomly select 3 Blocks and Weaken them | At least it didn’t collapse immediately…<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Engineers, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Collaboration [Inactive] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.<br />
<br />
Engineers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer's Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Engineer 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 Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.<br />
<br />
==Bounties [Rare] [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 City Architect 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 City Architect believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<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 Engineer 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 Engineer 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 Engineer 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 Engineer 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 Engineers.<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 Engineer's Effective Vote Comment with respect to a given Votable Matter is that Engineer's Comment to that Votable Matter, if any, that contains that Engineer's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Engineers , as well as people who are not Engineers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<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 Engineers is half the number of Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.<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 Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<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 Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<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 Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.<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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.<br />
<br />
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers 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 Engineer 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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer with such access, that Votable Matter is Illegal.<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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.<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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (of their choice unless otherwise stated).<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 Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<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”).<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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.<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, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Engineer 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), Engineers 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 Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<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 />
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Engineer if it is explicitly stated that it refers to a Engineer'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 Engineer's (or prospective Engineer'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 “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers may not Kick each other);<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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Engineer who has requested a change on their own behalf, from this list at any time. 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 Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City Architect should announce it in a blog post. The City Architect should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect for the purposes of this rule.<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 Engineer 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 Engineers .<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 “Engineer” and “City Architect”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Engineer (Player)<br />
* City Architect (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22895Ruleset2023-04-03T13:29:29Z<p>Jumble!: /* Dynastic Rules */ enacting "Underlay, Underlay, A Rebar, A Rebar"</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 Engineers 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.<br />
<br />
== Engineers ==<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 Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.<br />
<br />
A Engineer may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
===Idle Engineers ===<br />
<br />
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.<br />
<br />
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<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 Engineer, known as the City Architect. If there is no City Architect, 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 Engineer 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 Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Engineer's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.<br />
<br />
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the City Architect'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Engineers 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 Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Engineer already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect later changes their Vote.<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 Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a '''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 Engineer (other than the City Architect) 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 Engineer's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer may be made unidle, and no new player joining requests may be administered..<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 Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.<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 Engineer 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 Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect'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 Engineer's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Engineers should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer's game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.<br />
* A Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Engineer should not edit their own blog comments once posted, nor those of any other Engineer.<br />
* A Engineer should not edit the “Entry Date” field of a blog post.<br />
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Engineer must use their own name in the Dice Roller, when rolling dice.<br />
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.<br />
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<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 Engineer or Engineers 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 Engineers and idle Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Engineers are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
== The Building ==<br />
The Building is comprised of the following variables, which are all publicly tracked: Building Number, which defaults to 0, Building Stability, which is an integer that defaults to 1,000, and Building Contents, which is a ordered list of items (known as Blocks) that defaults to WWWWWWWWWWWWWWWWWW. The start of this list is its base, and the end of this list is its top.<br />
<br />
As a Daily Action, if the Building is not Collapsed, a Engineer may Build, which is a atomic action with the following steps:<br />
* Optionally, by spending 1 from any of their Materials except Wood or Empty, they may choose any W in the Building Contents and replace it with the spent Material.<br />
* Choose a Block that is not one of the five topmost Blocks in the Building Contents. Add a copy of it in the topmost place of the Building Contents, then replace the original Block with a _.<br />
* Spend any amount of Focus<br />
* Roll a DICEN, where N is the number of _ currently in the Building Contents, times 25.<br />
* Decrease Building Stability by the Wobble. (The Wobble for this action is equal to the result of its die roll, minus any Focus spent during it, to a minimum of zero.)<br />
* If Building Stability is 0 or lower, add 1 to their Accidents<br />
<br />
If Building Stability is 0 or lower, then the Building is Collapsed; otherwise, the Building is not Collapsed. While the Building is Collapsed, any Engineer can Move On.<br />
<br />
Move On is an Atomic Action with the following steps:<br />
* Increase Building Number by 1<br />
* Set Building Stability to (1,000+Building Number*100) and Building Contents to WWWWWWWWWWWWWWWWWW<br />
* Set every Engineer’s Focus to 500<br />
<br />
===Building Contents===<br />
<br />
The possible building contents for The Building, known as Materials, are listed in the table below. The ruleset may refer to a given Material using either its Name or Abbreviated Name - they are considered equivalent. The Description is flavour text.<br />
<br />
If Engineers have a numerical publicly tracked variable with the same name as a Material, they are said to have that amount of the Material - otherwise, they are said to have 0 of that Material and are not capable of spending it. Each Material may have Properties, as determined by the table below.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name || Abbreviated Name || Description || Properties<br />
|-<br />
| Empty || _ || This represents open space. ||<br />
|-<br />
| Wood || W || A reliable building material. ||<br />
|-<br />
| Stone || S || A sturdy but very heavy building material. || Heavy, Supportive<br />
|-<br />
| Rebar || R || Modern girders to support vertical construction. || Supportive<br />
|}<br />
<br />
===Integrity===<br />
Each Block of the Building has an Integrity score, which is not publicly tracked but which is an emergent property of its relative position and composition in the Building, and which must be specifically recalculated whenever it is called upon in the completion of an action.<br />
<br />
A Block’s Integrity is calculated as follows: (Support) - (Height), plus or minus (Pressure) - determined at random at the moment of recalculation.<br />
<br />
A Block’s Height is equal to the number of Blocks that are between it and the base, inclusive of both itself and the base, divided by 10 and rounded down.<br />
<br />
A Block’s Support is equal to the number of Blocks between it and the base, inclusive of the base but not itself, that have the Supportive property, minus two times the number of blocks between itself and the base (inclusive of both) that are Empty.<br />
<br />
A Block’s Pressure is one-fifth, rounded down, of the number of non-empty Blocks between it and top, inclusive of the top but not itself, plus one for each of those Blocks that are Heavy.<br />
<br />
== The Quarry ==<br />
<br />
The Quarry is an entity that contains a publicly tracked quantity of Stone, defaulting to 720; each Engineer also has an amount of Stone which is publicly tracked and which defaults to zero. Erosion is an atomic action that decreases the amount of Stone in the Quarry by 24. Whenever any Engineer or City Architect would perform any action that would cause the amount of Stone to change, they must first perform the Erosion atomic action if it has been more than 24 hours since the last Erosion.<br />
<br />
As a daily action, each Engineer may Mine, which is an atomic action that consists of reducing the quantity of Stone in the Quarry by DICE2 and increasing their own Stone by the same amount.<br />
<br />
== Focus ==<br />
<br />
Each Engineer has a publicly-tracked amount of Focus, being a number that defaults to 500.<br />
<br />
== Accidents ==<br />
<br />
Each Engineer has a publicly-tracked number named Accidents that defaults to 0.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Engineers, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Collaboration [Inactive] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.<br />
<br />
Engineers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer's Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Engineer 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 Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.<br />
<br />
==Bounties [Rare] [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 City Architect 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 City Architect believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<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 Engineer 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 Engineer 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 Engineer 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 Engineer 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 Engineers.<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 Engineer's Effective Vote Comment with respect to a given Votable Matter is that Engineer's Comment to that Votable Matter, if any, that contains that Engineer's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Engineers , as well as people who are not Engineers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<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 Engineers is half the number of Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.<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 Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<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 Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<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 Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.<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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.<br />
<br />
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers 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 Engineer 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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer with such access, that Votable Matter is Illegal.<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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.<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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (of their choice unless otherwise stated).<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 Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<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”).<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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.<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, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Engineer 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), Engineers 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 Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<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 />
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Engineer if it is explicitly stated that it refers to a Engineer'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 Engineer's (or prospective Engineer'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 “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers may not Kick each other);<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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Engineer who has requested a change on their own behalf, from this list at any time. 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 Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City Architect should announce it in a blog post. The City Architect should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect for the purposes of this rule.<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 Engineer 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 Engineers .<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 “Engineer” and “City Architect”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Engineer (Player)<br />
* City Architect (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>Jumble!https://wiki.blognomic.com/index.php?title=Mentorships&diff=22817Mentorships2023-03-30T13:32:31Z<p>Jumble!: mentor</p>
<hr />
<div>:''This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.''<br />
<br />
==Current Mentorships==<br />
* '''jjm3x3''' is [https://blognomic.com/archive/jjm3x3s_mentorship to be mentored] by '''Misty''' until the Second Dynasty of JonathanDark has ended and the date is past the 22nd of April 2023.<br />
* '''Pokes''' is [https://blognomic.com/archive/mentorship to be mentored] by '''Josh''' until the Third Dynasty of Misty has ended and the date is past the 27th of April 2023.<br />
<br />
==Past Mentorships==<br />
* '''Zyborg Mao''' [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.<br />
* '''Bais''' [https://blognomic.com/archive/new_mentorship to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 7th September 2020.<br />
* '''Riggdan''' [https://blognomic.com/archive/mentorship_announcement to be mentored] by '''Kevan''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.<br />
* '''Tofuna''' [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 28th September 2020.<br />
* '''Raven1207''' [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by '''Derrick''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.<br />
* '''Vovix''' [https://blognomic.com/archive/mentoring_announcement to be mentored] by '''pokes''' until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.<br />
*'''robotabc773''' [https://blognomic.com/archive/new_mentorship1 to be mentored] by '''Josh''' until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.<br />
*'''Great_Guy96''' [https://blognomic.com/archive/new_mentorship2 to be mentored] by '''Publius Scribonius Scholasticus''' until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.<br />
*'''Sylav''' [https://blognomic.com/archive/new_mentorship3 to be mentored] by '''Card''' until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.<br />
*'''Coderblaze''' [https://blognomic.com/archive/new_mentorship4 to be mentored] by '''Kevan''' until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.<br />
*'''Lendunistus''' [https://blognomic.com/archive/new_mentorship5 to be mentored] by '''Clucky''' until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020<br />
* '''Zack''' [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by '''Kevan''' until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.<br />
* '''Lemonfanta''' [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by '''Josh''' until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.<br />
* '''Jason''' [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by '''pokes''' until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.<br />
* '''Sylkweaver''' [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by '''Brendan''' until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.<br />
* '''Casio''' [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by '''Kevan''' until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.<br />
* '''SupernovaStarbright''' [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by '''Josh''' until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.<br />
* '''Trapdoorspyder''' [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by '''Kevan''' until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.<br />
* '''Chiiika''' [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by '''Kevan''' until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.<br />
* '''Phil''' [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by '''Clucky''' until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.<br />
* '''Utina''' [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by '''Josh''' until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.<br />
* '''Silverwing''' [https://blognomic.com/archive/silverwing#comments to be mentored by] by '''Josh''' until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.<br />
* '''Tempo''' [https://blognomic.com/archive/mentorship_announcements to be mentored] by '''Josh''' until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.<br />
* '''Tech''' [https://blognomic.com/archive/mentorship_announcements to be mentored] by '''Brendan''' until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.<br />
* '''TABBAT''' is [https://blognomic.com/archive/new_mentorship6 to be mentored] by '''Brendan''' until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.<br />
* '''GloopyGhost''' is [https://blognomic.com/archive/new_mentorship9 to be mentored] by '''Kevan''' until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.<br />
* '''MadisonSilver''' is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by '''Brendan''' until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.<br />
* '''DragonSlayr15001''' is [https://blognomic.com/archive/new_mentorship8 to be mentored] by '''TyGuy6''' until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.<br />
* '''Gozherd''' is [https://blognomic.com/archive/new_mentorship10 to be mentored] by '''Josh''' until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.<br />
* '''Thundershrike''' is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by '''Josh''' until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.<br />
* '''Maldor''' is [https://blognomic.com/archive/new_mentorship11 to be mentored] by '''Brendan''' until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.<br />
* '''nixnull''' is [https://blognomic.com/archive/mentorship_established to be mentored] by '''Josh''' until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.<br />
* '''Snail''' is [https://blognomic.com/archive/mentorship_established to be mentored] by '''Josh''' until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.<br />
* '''JonathanDark''' is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by '''TyGuy6''' until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.<br />
* '''Benbot''' is [https://blognomic.com/archive/mentorship_rotation to be mentored] by '''Bucky''' until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.<br />
<br />
==Tenured Players==<br />
Players currently willing to act as a Mentor:<br />
<br />
* Kevan<br />
* Josh<br />
* derrick<br />
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there's a particularly large number of new players)<br />
* Brendan<br />
* TyGuy6<br />
* Raven1207<br />
* Misty<br />
<br />
<!-- Historically Available Mentors:<br />
<br />
* card -- someone should ping me on slack if i'm needed for this position since i probably won't be checking the main site as long as this message is here.<br />
* pokes<br />
* Bucky {temporarily}<br />
<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_Misty&diff=22816The Third Dynasty of Misty2023-03-30T13:11:19Z<p>Jumble!: </p>
<hr />
<div>[[File:Misty3.png|right|500px|''JENGA!'']]<br />
<br />
'''March 30, 2023 - ?'''<br />
==Ascension Address==<br />
[https://blognomic.com/archive/the_venerable_game_of_tower_integrity_online Ascension Address]:<br />
<br />
<blockquote><br />
Hey! All of ya! Hello and welcome! As you may already know, that black hole had finally evaporated from that place, which means that construction for the city of our dreams has finally begun again! Now you might be wondering why you were brought in so late. There’s uh, one small problem that cropped up. Someone was an absolute incompetence and blew up half of our construction materials. Supply chain issues caused by major parts of Asia no longer existing mean that we won’t be getting any replacements soon, so we kind of have to make do with what we have. That’s why you’re here! Your job is to take all the non-essential building stuff from the lower floors and hand them right back to the workers. They won’t suspect a thing, and we might be able to stretch our last few resources far enough to complete the city! Any questions?<br />
<br />
Okay, I guess you could call this “pulling a Jenga”, but don’t let the workers know about that. Or any of this, really.<br />
</blockquote><br />
<br />
Dynasty theme: Jenga. Repeal all dynastic rules. Set the player synonym to Engineer and the emperor synonym to City Architect. Set the gamestate tracking page to be “Construction Site”.<br />
<br />
==Players==<br />
<br />
The following players were active at the beginning of this Dynasty: <br><br />
<br />
The following players were active at the end of this Dynasty: <br><br />
<br />
==Final Ruleset==<br />
<br />
*[[Ruleset 213]]<br />
<br />
==Gamestate==<br />
* [[Construction Site]]<br />
<br />
==Posts of Interest==<br />
<br />
==Ascension==<br />
<br />
==Commentary==<br />
<br />
{{dynastic Histories}}</div>Jumble!https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_Misty&diff=22815The Third Dynasty of Misty2023-03-30T13:11:07Z<p>Jumble!: </p>
<hr />
<div>[[File:Misty3.png|right|300px|''JENGA!'']]<br />
<br />
'''March 30, 2023 - ?'''<br />
==Ascension Address==<br />
[https://blognomic.com/archive/the_venerable_game_of_tower_integrity_online Ascension Address]:<br />
<br />
<blockquote><br />
Hey! All of ya! Hello and welcome! As you may already know, that black hole had finally evaporated from that place, which means that construction for the city of our dreams has finally begun again! Now you might be wondering why you were brought in so late. There’s uh, one small problem that cropped up. Someone was an absolute incompetence and blew up half of our construction materials. Supply chain issues caused by major parts of Asia no longer existing mean that we won’t be getting any replacements soon, so we kind of have to make do with what we have. That’s why you’re here! Your job is to take all the non-essential building stuff from the lower floors and hand them right back to the workers. They won’t suspect a thing, and we might be able to stretch our last few resources far enough to complete the city! Any questions?<br />
<br />
Okay, I guess you could call this “pulling a Jenga”, but don’t let the workers know about that. Or any of this, really.<br />
</blockquote><br />
<br />
Dynasty theme: Jenga. Repeal all dynastic rules. Set the player synonym to Engineer and the emperor synonym to City Architect. Set the gamestate tracking page to be “Construction Site”.<br />
<br />
==Players==<br />
<br />
The following players were active at the beginning of this Dynasty: <br><br />
<br />
The following players were active at the end of this Dynasty: <br><br />
<br />
==Final Ruleset==<br />
<br />
*[[Ruleset 213]]<br />
<br />
==Gamestate==<br />
* [[Construction Site]]<br />
<br />
==Posts of Interest==<br />
<br />
==Ascension==<br />
<br />
==Commentary==<br />
<br />
{{dynastic Histories}}</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22814Ruleset2023-03-30T13:09:41Z<p>Jumble!: /* Special Case */ Fix the Special Case rules</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 Engineers 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.<br />
<br />
== Engineers ==<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 Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.<br />
<br />
A Engineer may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
===Idle Engineers ===<br />
<br />
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.<br />
<br />
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<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 Engineer, known as the City Architect. If there is no City Architect, 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 Engineer 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 Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Engineer's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.<br />
<br />
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the City Architect'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Engineers 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 Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Engineer already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect later changes their Vote.<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 Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a '''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 Engineer (other than the City Architect) 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 Engineer's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer may be made unidle, and no new player joining requests may be administered..<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 Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.<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 Engineer 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 Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect'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 Engineer's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Engineers should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer's game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.<br />
* A Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Engineer should not edit their own blog comments once posted, nor those of any other Engineer.<br />
* A Engineer should not edit the “Entry Date” field of a blog post.<br />
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Engineer must use their own name in the Dice Roller, when rolling dice.<br />
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.<br />
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<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 Engineer or Engineers 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 Engineers and idle Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Engineers are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Engineers, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Collaboration [Inactive] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.<br />
<br />
Engineers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer's Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Engineer 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 Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.<br />
<br />
==Bounties [Rare] [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 City Architect 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 City Architect believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<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 Engineer 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 Engineer 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 Engineer 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 Engineer 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 Engineers.<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 Engineer's Effective Vote Comment with respect to a given Votable Matter is that Engineer's Comment to that Votable Matter, if any, that contains that Engineer's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Engineers , as well as people who are not Engineers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<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 Engineers is half the number of Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.<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 Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<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 Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<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 Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.<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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.<br />
<br />
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers 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 Engineer 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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer with such access, that Votable Matter is Illegal.<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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.<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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (of their choice unless otherwise stated).<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 Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<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”).<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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.<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, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Engineer 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), Engineers 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 Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<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 />
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Engineer if it is explicitly stated that it refers to a Engineer'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 Engineer's (or prospective Engineer'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 “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers may not Kick each other);<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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Engineer who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City Architect should announce it in a blog post. The City Architect should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect for the purposes of this rule.<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 Engineer 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 Engineers .<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 “Engineer” and “City Architect”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Engineer (Player)<br />
* City Architect (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>Jumble!https://wiki.blognomic.com/index.php?title=Construction_Site&diff=22813Construction Site2023-03-30T13:08:09Z<p>Jumble!: Creating page</p>
<hr />
<div></div>Jumble!https://wiki.blognomic.com/index.php?title=Discussion:_Dynasty_Ideas&diff=22812Discussion: Dynasty Ideas2023-03-30T13:06:26Z<p>Jumble!: Jenga is now done</p>
<hr />
<div>This page is for discussing possible ideas for future dynasties. Add new ideas to the end of the "Suggested Ideas" section.<br />
<br />
=Suggested Ideas=<br />
== The Poetic Dynasty==<br />
Replace all instances of Scribe with Poet, replace all instances of Editor with Director, replace all instances of Rule with Sonnet. Repeal all dynastic rules, and add the following: A poet, like my father: All rules, with the exception of this one, must have an acceptable rhyme scheme that that rule follows and is written withen the rule. It must not simply be an alphabetical string of letters. ExampleYes:ABAB ExampleNo:ABCD<br />
== The Nomic Time Travel Dynasty==<br />
A Dynasty based on the mechanic of taking "snapshots" of the Ruleset every week (each Sunday?), and granting players the ability to remove themselves from the current Ruleset, and play according to a snapshotted Ruleset.<br />
== BlogNomic Dynasty==<br />
A Dynasty where a sub-game of nomic is being played that initially has no effect on the outer Dynasty. It might be interesting to have the initial rules of the sub-game be slightly edited Core rules of BlogNomic, but it may be weird if a sub-Dynasty starts up.<br />
== Real life travel Dynasty==<br />
A Dynasty where, to go around the game map (our Earth!), you have to find real-world bus/airplane tickets and pay their real price in game money to travel around. (A different take on "real life" was tried in [[The Eighteenth Dynasty of Kevan]]. [[The First Dynasty of Wakukee]] involved some not-too-realistic travel between any real-world locations.)<br />
== Reverse Nomic==<br />
You start with a ruleset and can only remove from it (or adding is significantly taxed). Repeal to your advantage and strategically remove words to change the meaning of rules!<br />
== Lawyer Nomic==<br />
Players are encouraged to challenge rules, change them, remove them, find loopholes. Maybe the goal is to change the core ruleset itself (if only temporarily for one dynasty).<br />
== Elector's Dynasty==<br />
The players are electors picking the next emperor. The emperor will make a number of promises before he is elevated, on issues ranging from land disputes to religious policy to high offices. Each elector secretly picks some issues to support. When the emperor is finally elevated, along with his platform, the game will be scored. Offices, including the emperor, will score points, which everyone can predict. But the issues will also be worth points, and those are a secret. Who will get the best deal out of this election of the emperor? This dynasty can also be done with a more modern theme: members of a parliament are forming a government.<br />
== Bidding Nomic==<br />
A fixed number of opportunities to gain points will be presented. Players will make blind bids for them. How much is too much? Do you prepare to win big or do you play it safe?<br />
:[[The First Dynasty of southpointingchariot]] was based around a bidding system. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:48, 28 January 2020 (UTC)<br />
<br />
==Robotic Duels==<br />
Players begin with a certain amount of cash and may design a robot in a ? x ? grid. They may buy parts to be filled in the grid and battle other robots. The trick is that they cannot see what the others' robots look like so must deduce by money spent, who won, etc. ([[http://prntscr.com/kqvurz| Example robot design]])<br />
==The Round One Dynasty==<br />
<br />
''Mentioned on Slack by Trigon:''<br />
<br />
:The initial proposals include multiple concepts from Round One like Karma and maybe the Gameboard. Players are encouraged to propose in the style of Round One. Players go inactive if they do not keep an active "blog" which just means wiki edits.<br />
<br />
This idea could be extended to any number of throwback dynasties, but for some reason, Round One just seemed especially cool.<br />
<br />
If someone does this it needs to be called the Round Two Dynasty. It just has to happen. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 20:52, 9 September 2020 (UTC)<br />
<br />
==Diplomacy==<br />
Can't remember who suggested it during the current dynasty, but we should try a full-blown [https://boardgamegeek.com/boardgame/483/diplomacy Diplomacy]-style game some time: secret high-stakes actions submitted to the Emperor, which are resolved simultaneously (and may turn out not be what you promised your allies). [[The Fifteenth Dynasty of Kevan]] touched on it with its terrain and free movement treaties, but didn't really get there. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 15:01, 21 June 2019 (UTC)<br />
<br />
==Car Maintenance==<br />
All I have right now is the word "differential". That's it. That's the idea. [[User:Tantusar|Tantusar]] ([[User talk:Tantusar|talk]]) 13:34, 26 January 2020 (UTC)<br />
<br />
The Emperor is a busted car, the players are mechanics performing actions to try to get the car to work and complete a full circuit of the Nürburgring? [[User:Josh|Josh]]<br />
<br />
:[https://boardgamegeek.com/boardgame/197069/traitor-mechanic-traitor-mechanic-game And one of them is a traitor]. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:46, 26 January 2020 (UTC)<br />
:Actually, [[The Seventh Dynasty of Josh]] ended up being mostly about fixing cars up. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:50, 26 January 2020 (UTC)<br />
<br />
==Cosmic Encounter==<br />
I only played [https://www.boardgamegeek.com/boardgame/39463/cosmic-encounter the board game] once and was entirely nonplussed by it: as I remember it's a basic but negotiation-heavy take-that attack game (you declare an attack and other players can either join in, help defend the victim or ignore you), with bizarre alien race abilities to shake things up. A simple game with combat voting plus weird effects sounds like a good fit for Nomic. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:59, 27 January 2020 (UTC)<br />
<br />
==The Nothing Dynasty==<br />
Players are trapped in a featureless void without dice or counters or anything. No gamestate beyond proposals. Maybe pointing at people and counting on fingers, at a push. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:20, 31 January 2020 (UTC)<br />
:I think this would be super interesting. Probably an exercise in trying to create gamestate via Proposals? A Proposal that creates a copy of itself with infinite FORs and "updates" its own contents routinely via cycles of enactment (and the content of such an phoenix Proposal could be amended by other Proposals to break the loop or add more variables) could be used as a bootleg tracker wikipage. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 10:21, 31 January 2020 (UTC)<br />
:"Straight Victory" (above) would pair well with this. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:35, 26 July 2020 (UTC)<br />
<br />
==Sevens==<br />
The ruleset may only and must always contain exactly 7 dynastic rules. Each rule may have an "alternate" text to which it may switch under circumstances. The rules could be structured by function (actions, scoring, victory etc) and the dynasty could be themed around the recurrence of the number 7 in human culture (sins, liberal arts, wonders of the world etc). [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:15, 31 January 2020 (UTC)<br />
<br />
==Foosnomic==<br />
This was tried a bit in Blegnemic in [https://wiki.blognomic.com/index.php?title=The_Second_Dynasty_of_TyGuy6 Tyguy II], but I believe the idea could work as a full dynasty theme. Basically, similar to how Foosball is a simplified, "toyified" version of football, there could be a parallel version for nomic play (Blognomic in particular) itself. Maybe "toy" players can be recruited and used with different stats and they play various "dynasties" within this Foosnomic world. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 09:58, 3 February 2020 (UTC)<br />
<br />
==The Dynasty of a Hundred Emperors==<br />
After noticing that the SCP Dynasty's "Attendant" NPC was an accidental reprise of the Emperor of [[The Third Dynasty of Brendan]], it might be entertaining to dredge out the titles of all past Emperors, discard the duplicates, and see what we can do with that. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 19:03, 4 February 2020 (UTC)<br />
<br />
==The Festival of the Core Documents==<br />
Something using [https://wiki.blognomic.com/index.php?title=Main_Page#Older_Core_Game_Documents all of the discarded core documents] from previous dynasties [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:17, 6 February 2020 (UTC)<br />
<br />
==Players vs Emperor==<br />
[[The Eighth Dynasty of Josh]] explored a somewhat similar theme, but one of the things underpinning the comments on [https://blognomic.com/archive/greater_profligacy this post] is that there is a tension between the ''objectives'' of the Emperor role and the Player role, in some of the ways in which those roles manifest. Specifically - for some Emperors, the objective is to construct a good game with a robust ruleset, and for some players the objective is to break that game creatively and for personal gain. Why not make that the dynasty? One that draws out the tension between the GM-aspect of the Emperor and the anti-game chaos-monkey instinct of the Player? [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:53, 16 March 2020 (UTC)<br />
<br />
==Parasitic Dynasty==<br />
A dynasty where the gameplay takes place offsite in some existing game system, with BlogNomic's rules merely being a system that recognises its players and turns game outputs into Nomic inputs (and, if treated carefully, disallows certain actions in the external games). This could either be lots of small games (like those at https://boardgamearena.com) feeding into some kind of challenge or tournament system, or one massive game like [https://www.backstabbr.com/ Diplomacy] where we're basically just outsourcing all the subgame mechanics of a dynasty. Would be useful for allowing us to play a complex game without spending a week getting its bread-and-butter rules right, but it does limit how much we can alter that game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:14, 4 May 2020 (UTC)<br />
<br />
==Monster Trainer Dynasty==<br />
A Dynasty where you are Partnered with your own Monster. As you Explore the world, Train your Monster, Battle other Monster Trainers and other (possibly wild, possibly evil) Monsters, and eventually Evolve your Monster, you form a strong Bond that allows you to bring out the Potential of your Monster! May involve elements of media where Monsters are "digital", can go into "pocket"-sized spheres, or are "ranched".<br />
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''Welcome to the Enigmon Institute! I am the Head Professor of Enigmon Studies, or the '''Professor''' for short! There are mysterious creatures in this world we have dubbed Enigmon - as in Enigmatic Monsters. They can form powerful Bonds with the right human, and have the capacity for great growth and even Evolution, but nobody knows where they came from. Some think they are extraterrestrials. Others believe they have come from the future. Some even think they spawned out of cyberspace, escaping the internet into the real world somehow. All crazy theories, but each one has some solid proof. I, along with my collegues here, research these creatures, but people have found other uses for them. Some have their Enigmon Battle against each other as "Tamers" to help them grow and Evolve. Others use them for jobs. Still, some use them to commit crimes! I'm hoping you are not those kinds, as I am entrusting you with something important.I sense great potential in every one of you. While we have done much research, one thing eludes us besides the Enigmons' origins - what causes the Bond between them and Tamers. Bonds have a mysterious power that I would like you to research. Please, become a Tamer and Bond with an Enigmon!'' --[[User:Zyborg|Zyborg]] ([[User talk:Zyborg|talk]]) 19:42, 28 June 2020 (UTC)<br />
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==Fool's Gold Dynasty==<br />
Leaning in to [[Jargon|Fool's Gold]], a dynasty (maybe mining themed?) that's explicitly about stockpiling different resources and only giving them a worth when a quorum agree to do so. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:49, 10 July 2020 (UTC)<br />
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== Mafia Nomic Dynasty==<br />
Basically like Nomic but as a Werewolf/Mafia style kind of game. Players get to make proposals that can be anything Werewolf Mafia. You can make rules that convert players to other roles, you can make items possible to use in the game, or even change the Wincons in general. More can be said here. http://ludocity.org/wiki/Mafia_Nomic --[[User:Raven1207|Raven1207]] ([[User talk:Raven1207|talk]]) 22:24, 8 August 2020 (UTC)<br />
:We've done the mechanic before fairly directly in [[The Fifth Dynasty of Kevan|The Werewolf Dynasty]] and [[The Thirteenth Dynasty of Kevan|The Android Dynasty]], and more obliquely in a lot of others, but it'd be good to see it again if someone wanted to run it - it can mean a lot of precision work for the Emperor. (We're also playtesting a direct iteration of that Ludocity game on the BlogNomic Slack right now.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:55, 9 August 2020 (UTC)<br />
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==BlogNomic Legacy==<br />
An agreement that we'll play three dynasties (not necessarily consecutively) that are set in the same universe and have some gamestate transferring from each one to the next. The first one has its persistent gamestate plainly flagged up; when we start the second one we either bring that gamestate back unchanged, or take some spin on it ("as we arrive at our destination planet, the player who had the fastest colony ship in Age 1 gets first pick of territory"). Each dynasty still has its own winner.<br />
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This may be flawed for naturally punishing outliers - if I build an incredibly fast ship in Age 1, the players in Age 2 might just write a rule where a fast ship was at the most risk - but maybe there could be some agreement that all persistent stats always had to be beneficial. Or we could even write stub rules for Age 2 ("fastest ship will get first pick of territory") while still in Age 1, and agree to bring them back in Age 2 and generally honour them. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:39, 10 August 2020 (UTC)<br />
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== Finite Resource Dynasty ==<br />
There is a set amount of some item at the beginning of the game that can be destroyed, but not created. When there is only one item left, the person holding the item wins. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 13:11, 12 August 2020 (UTC)<br />
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== Faction Contest ==<br />
A dynasty made up of a large number of very quick mini-dynasties (mynasties?), each of which has a victor. The overall winner of the dynasty is the first player to achieve at least one mynasty victory (mynctory?) of each type - conventional, scam and pooling. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:57, 16 August 2020 (UTC)<br />
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== Real-Time Dynasty ==<br />
A round where we initially agree on a several-hour window when we will all be online, and then play the dynasty out in real time, aiming to declare a winner by the end of that period. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:44, 20 August 2020 (UTC)<br />
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== Annotated Dynasty ==<br />
Inspired by [[Talk:The_Ninth_Metadynasty#Trigon|Trigon's recent diaries]] and the spectacle of some boardgamearena tournament being seriously live-commentated right now: a dynasty where either the players keep secret diaries (possibly publishing them secretly on pastebin or somewhere so that we can look back and score them later according to what people planned and predicted correctly), or a designated commentator (perhaps the Emperor) gives a running sports-style commentary of the game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:32, 22 August 2020 (UTC)<br />
:Rule 1: Any human being who maintains an active weblog may apply to join BlogNomic... [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 14:15, 2 September 2020 (UTC)<br />
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== Historical Game Dynasty ==<br />
Suggested by Cuddlebeam talking about the Royal Game of Ur; a dynasty where we recover an old (fictional) boardgame whose rules are lost, and attempt to recover those rules and play the game out, perhaps as a real-time tournament. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:25, 2 September 2020 (UTC)<br />
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== Dictator Game dynasty ==<br />
Each turn, every player gets a secret random amount of currency. They can choose a percentage of it to keep with the rest being donated to another player at secret random. At the end of the turn, each player is told how much currency they have received and from whom. They can then anonymously grant an unstructured amount of gratitude to any or all of their benefactors. The player with the most gratitude wins. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 08:28, 14 October 2020 (UTC)<br />
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== Secret Rules dynasty ==<br />
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I know we've done [[The Second Dynasty of Angry Grasshopper|an Emperor-secret ruleset]] before, but we could try something more Mao-like where every player writes their own secret rule about gamestate manipulation, from a rigidly-defined grammar of possible rules, and can choose to revert anyone who breaks it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 14 October 2020 (UTC)<br />
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==Corrupt Budget Dynasty==<br />
Based on [https://boardgamegeek.com/boardgame/186864/tiefe-taschen Tiefe Taschen] and [https://en.wikipedia.org/wiki/Junta_(game)#Budget_phase the budget phase of Junta] (which [[The Eighth Dynasty of Josh]] approached but didn't cover, I think): one player is the Treasurer and offers a split of that year's budget between players, if it's voted down then they are fired and someone else becomes Treasurer. Repeat. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:56, 11 December 2020 (UTC)<br />
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==Railroad Dynasty==<br />
Drawing from [https://www.boardgamegeek.com/boardgame/138704/northern-pacific Northern Pacific] which has a strong core mechanic of being able to choose which towns to invest in, and whether the railroad actually heads that way, feeling very reminiscent of the fool's gold in BlogNomic. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:58, 11 December 2020 (UTC)<br />
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==Exquisite Corpse Dynasty==<br />
That's pretty much the whole 1% inspiration right there, the 99% perspiration is making it not a total mess. Maybe there could be multiple rounds of people writing proposals that can only see the last proposal, and then when it goes they're all revealed and then voted on. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 13:40, 12 December 2020 (UTC)<br />
===Pass The Rule (Duplicate)===<br />
Like the drawing game where people fold paper before passing it to another person, players write sections of rules which would be revealed later after stitching them together. Some maybe limited the submitted rule to a certain number of characters would make it more interesting.<br />
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==Robot Wars Dynasty==<br />
[[Rumble: Battle Bot Duel]] makes me realise that we've never done this as a theme. Might be good as a programming-style game: players design robots as a bunch of simple and secret instructions from a master list ("if distance is greater than 2, move forward; if distance is less than 2, swing axe"), and the Emperor processes fights between them somehow. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:02, 12 March 2021 (UTC)<br />
:(Actually I see someone has already filed "Robotic Duels" further up, here.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:21, 14 April 2021 (UTC)<br />
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==Crossover Dynasty==<br />
We have a collaborative/competitive dynasty with one of the two other big Nomics (Infinite Nomic / Agora.) We might have to sync on Ascensions if we want to cross with Infinite, though. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 02:58, 18 March 2021 (UTC)<br />
:Tbh don't really have a good impression of Agora, considering [https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_Bateleur The First Dynasty of Bateleur]. [[User:Chiiika|Chiiika]] ([[User talk:Chiiika|talk]]) 09:48, 1 August 2021 (UTC)<br />
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==Taskmaster==<br />
A very short dynasty and a pseudo-sequel to [[The Eighteenth Dynasty of Kevan]]: the Taskmaster (and possibly his assistant) give players challenges that they have to complete and document in the real world, and then the taskmaster semi-arbitrarily judges who did it best. The culture of finding loopholes in the wording of challenges is very on-brand. Maybe all of the challenges are issued and resolved within a week - so the whole thing is done very quickly, basically a very protracted real-time. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:02, 25 March 2021 (UTC)<br />
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==''Wie is de Mol'' dynasty==<br />
Similar to the above, although the tasks could be more virtual and would be scored straight: a dynasty with a spin on [https://en.wikipedia.org/wiki/Wie_is_de_Mol%3F_(Dutch_TV_series) the Dutch TV series] where contestants perform group challenges to win cash while one is secretly ''de Mol'', trying to subtly reduce the amount won. At the end of each episode each player makes a distributed guess about the identity of the Mole (choosing how much to split and focus their accusation), with the single worst guesser being eliminated - this creates an emergent mechanic where players deliberately act a little suspiciously ("molling") to dilute their rivals' guesses. The only change we'd have to make is to add a mechanism to decide whether the last surviving player has beaten the Mole or vice versa (which I've never understood why they don't do). --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:24, 12 June 2021 (UTC)<br />
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==The Arbitrary Constraint Dynasty==<br />
Old dynasties had very short proposals. More recent dynasties have very long proposals. Which is better? Let's find out! No proposal may be more than 200 characters in length, including the title and anything in the comment field. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 09:19, 18 June 2021 (UTC)<br />
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==Two Warring Themes==<br />
A dynasty which has two unrelated themes; proposals, gamestate variables, etc. can relate to either of them, creating two different dynastic games (perhaps linked by a few variables with generic names). Presumably, the more interesting game would "win out" with the other mostly abandoned. [[User:Ais523|Ais523]] ([[User talk:Ais523|talk]]) 22:34, 1 August 2021 (UTC)<br />
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==Yahtzee==<br />
Start from the classic game of Yahtzee. See where it goes from there. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 11:07, 10 August 2021 (UTC)<br />
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==Queue shutdown==<br />
The game has an emergency chain that any player can pull at any time: doing so shuts down the proposal queue and the remainder of the dynasty is played out straight. If nobody wins in short order (or if it can be shown that nobody can win from here), the queue starts up again and the chain-puller is penalised. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:29, 21 September 2021 (UTC)<br />
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==Victory without disproof==<br />
Per discussion on [https://blognomic.com/archive/the_revolution_will_be_televised this proposal about players being able to win without knowing they've won], a dynasty with secret gamestate where you can declare victory (or, at least, perform some equivalent mechanism that doesn't cause a Hiatus) at any time, and win if nobody else is able to convincingly prove that you ''haven't'' won. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:11, 22 September 2021 (UTC)<br />
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==Information leaks==<br />
A game where some powerful actions can be taken secretly, but their performer and outcome are privately revealed to a largish group of players, the identities of whom are known to the performer. Players can leak that information to the press or to rivals, at the risk of being found out. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:51, 30 January 2022 (UTC)<br />
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==Tower Defense==<br />
Blognomic version of Bloons. Players take the role of setting up defenses and the Emperor simulates various enemies going through each player's map in increasing rounds. [[User:Card|Card]] ([[User talk:Card|talk]]) 04:24, 19 May 2022 (UTC)<br />
:[[The Fifteenth Dynasty of Josh|Josh XV]] did something very much like this, although the enemies followed semi-random paths around a grid, rather than being on rails. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:12, 19 May 2022 (UTC)<br />
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==Guard Duty==<br />
Two teams: one trying to guard a building, the others trying to break into it. There are then a series of minigames where the guards inform the Emperor of patrol routes and security systems, and the raiders submit an attack plan, which plays out in some way. Dynasty would either have [http://ludocity.org/wiki/Molehill an explicit mole system] where each side had a traitor passing information to the other team, or we could just let that happen naturally. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 15:06, 9 July 2022 (UTC)<br />
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==Book Club==<br />
As a group we pick a shortish book (possibly one freely available online) and agree to read X pages each per day. We either gamifying that process directly in the dynastic rules, or making a game about the subject of the book, reflecting the chapters as they go along. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:30, 11 January 2023 (UTC)<br />
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=Used Ideas=<br />
==<s>Seeing the future Dynasty</s>==<br />
A Dynasty where you state your actions X days in advance, and by consuming a resource, you can check on someone else's stated action planning and then change your own, as if seeing the future allows you to change your timeline because you have new information. (In true future-seeing, wouldn't the act of seeing the future also be predicted by that same future seeing? Anywhoo, like this its more cool and mechanics-worthy lol)<br />
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''Used in [[The First Dynasty of Axemabaro]]''<br />
==<s>Card nomic</s>==<br />
Inspired by a thousand blank cards, this is a dynasty where actions can depend on draw of a card and playing the card. There may also be rules concerning what you can write on a card.<br />
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''Used in [[The First Dynasty of Derrick]]''<br />
== <s>Programming</s>==<br />
[https://blognomic.com/archive/notes Suggested by card] as a syntax in the Ape dynasty, but I think worth a full dynasty. Maybe a single rule written in Javascript which is periodically copypasted and executed offsite - opening with an array of player stats, and the script outputting new code for that array, to paste back over the top.<br />
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<i>It's worth noting that my proposal there expands to English and really was meant to shorten long sentences I couldn't get around while drafting the Steal action and allow others to use that notation later. It wasn't based on any programming language or intended to turn the dynasty into a programming dynasty. Take a look at http://nomyx.net/ and [https://developers.slashdot.org/story/05/04/14/1643251/perlnomic---an-experiment-in-cooperative-coding slashdot's old] [https://web.archive.org/web/20050907041642/http://perlnomic.org:80/ perl nomic] site/[https://groups.google.com/forum/#!forum/perlnomic google group] for this Dynasty idea. [[User:Card|Card]] ([[User talk:Card|talk]]) 06:40, 6 September 2018 (UTC)</i><br />
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''Used in [[The Second Dynasty of card]]''<br />
==<s>Detectives</s>==<br />
Mentioned [https://blognomic.com/archive/just_one_more_thing here]: a dynasty where players are rival detectives trying to solve a crime. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:04, 30 November 2018 (UTC)<br />
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''Used in [[The Twenty-Fourth Dynasty of Kevan]]<br />
==<s>Boss Battle</s>==<br />
Players take turns being a big "Boss" entity, with the rest of players fighting against it. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 18:03, 27 June 2019 (UTC)<br />
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''Used in [[The Fourth Dynasty of Cuddlebeam]]''<br />
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==<s>SCP</s>==<br />
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Something in the vein of [http://www.scp-wiki.net/ SCP] or [https://en.wikipedia.org/wiki/The_Lost_Room The Lost Room]: a catalogue of objects and/or lifeforms with powerful abilities, locked securely away until the players or the objects themselves break containment. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)<br />
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''Used in [[The Twenty-Sixth Dynasty of Kevan]]''<br />
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==<s>Unbounded Auction</s>==<br />
An auction dynasty where players can bid whatever they like on items - any number, completelt made up - but at the end of the game the player who has spent the most is disqualified and the player who has spent the least gets a big advantage. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:17, 6 February 2020 (UTC)<br />
:Is this inspired by [https://boardgamegeek.com/boardgame/266830/qe Q.E.]? I've still not played that one. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 20:51, 6 February 2020 (UTC)<br />
:It is inspired by QE, yes, which is the dumbest smart game I've played in ages. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 20:53, 6 February 2020 (UTC)<br />
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''Used in [[The Eleventh Dynasty of Josh]]''<br />
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==<s>Dinosaurs</s>==<br />
No mechanic in mind, but I'm amazed that in sixteen years we've never had a dinosaur themed dynasty - historical, theme park or otherwise. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:16, 5 June 2019 (UTC)<br />
:Another year has passed. Still no dinosaurs. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:36, 26 July 2020 (UTC)<br />
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''Dinosaurs finally arrived on an alien planet in [[The Twenty-Seventh Dynasty of Kevan]], I think sufficiently to cross this one off''<br />
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==<s>Bluffed Actions</s>==<br />
Something like ''[https://boardgamegeek.com/boardgame/131357/coup Coup]'', where players are assigned some secret identity information (possibly just announcing new MD5 hashes at any time) but are free to take actions claiming any identity they like, only having those actions blocked if they are challenged and unable to prove themselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:56, 31 January 2019 (UTC)<br />
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''[[The First Dynasty of naught]] gestured towards this, but didn't quite convert. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 19:47, 8 September 2020 (UTC)<br />
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==<s>Parallel Universe Nomic</s>==<br />
Two universes with two slightly different (or maybe even significantly different) rule sets. You can step into portals to change your universe and gain advantages.<br />
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''[[The First Dynasty of The Duke of Waltham]] did this exactly, and [[The First Dynasty of Joranj]] was working in a similar milleu<br />
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== <s>Don't pull the lever Dynasty </s>==<br />
The first proposal allows any player to unilaterally declare victory. How long or how many added mechanisms will it take before doing it is considered socially acceptable?<br />
===<s>Do you want to pull the lever together? Dynasty</s>===<br />
Or maybe: Any group of two or three players together can declare victory, which is awarded to one particular player among them, with the expectation that there will be a roll for the mantle. But something akin to the Traitor rule applies to everyone. Who builds trust with their team the fastest? This could play well with a heist theme, but it's been done. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 18:50, 29 November 2020 (UTC)<br />
:Pokes, this idea is a monster. Please win so you can implement it [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:37, 30 November 2020 (UTC)<br />
===<s>Straight Victory</s>===<br />
Someone said this during a spate of "pick ''me'', no, pick a random player, no pick a random player from this subset" victory proposals at the end of a dynasty: a dynasty where persuading a quorum to vote for a victory assignation mechanic is pretty much the whole game. Just needs a very light theme on top. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:31, 28 June 2019 (UTC)<br />
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:: [[The Fourteenth Dynasty of Josh]] took this idea on. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 09:58, 25 March 2021 (UTC)<br />
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==<s>Poker Dynasty</s>==<br />
Poker has quite a lot to like as a basis for a BlogNomic dynasty. We could mess with betting / bidding mechanics, the nature and properties of the cards, what hands win and how - and if all else fails, it's full of extremely silly terminology that will be fun to throw around. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:32, 26 July 2020 (UTC)<br />
:Already done, to some extent: [[The First Dynasty of spikebrennan]] had a "wild west poker" theme. There is [https://www.parlettgames.uk/histocs/gleek.html other, equally silly card game terminology] out there, mind. Maybe we could invent a new playing-card game from scratch. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:49, 26 July 2020 (UTC)<br />
:And so they did, in [[The Twenty-Eighth Dynasty of Kevan]]. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:39, 25 March 2021 (UTC)<br />
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==<s>Card Game Tournament Dynasty</s>==<br />
Dynastic rules define a playable card game with a regular poker deck: periodically during the dynasty, pairs or groups of players pause the proposal queue and play out a real-time game of the current ruleset at https://playingcards.io. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:10, 20 February 2021 (UTC)<br />
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:Also covered by [[The Twenty-Eighth Dynasty of Kevan]], although it was played in the blog rather than on playingcards.io. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:21, 14 April 2021 (UTC)<br />
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== <s>Roguelike dynasty </s>==<br />
Each player is running through a dungeon; each chamber has a number. The first to spawn each chamber populates it with some persistent, some randomly generating features. Upon death the player goes back to the start with some persistent progress being tracked. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 21:13, 12 November 2020 (UTC)<br />
:There was the Nethack dynasty, which was a roguelike, so this might already have been done. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 19:11, 27 November 2020 (UTC)<br />
:A lot of the juice of this was extracted in [[The Fifteenth Dynasty of Josh]] [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:44, 30 August 2021 (UTC)<br />
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==<s>Secret Messages</s>==<br />
Players send short messages to each other via the Emperor, with No Collaboration blocking out other channels of communication, attempting to coordinate some plan without others catching on. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 15:47, 7 August 2021 (UTC)<br />
:[[The Sixteenth Dynasty of Josh]] did this. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 19:28, 12 September 2021 (UTC)<br />
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==<s>Picture/Conlang Dynasties</s>==<br />
:[[The Eighteenth Dynasty of Josh]] touched on or employed all of these. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:19, 19 May 2022 (UTC)<br />
===<s>A picture speaks more than a thousand words</s>===<br />
All Dynastic Rules are pictures. Pictionary, nomic-style.<br />
===<s>Visual Language dynasty</s>===<br />
All proposals, rules and EVCs must be expressed purely as images and may not include any written language markers, such as letters of any alphabet, commonly rendered codes, emoji etc. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:01, 20 September 2020 (UTC)<br />
===<s>Conlang Dynasty</s>===<br />
A ruleset where the rules are written in a complex constructed language, with a dictionary rule allowing translation. The game becomes about expressing rules within a limited language, and interpreting or exploiting ambiguities in it. (We apparently had a [[The Third Metadynasty|"Gostak Metadynasty"]], but it didn't do anything with language.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 19:40, 28 November 2020 (UTC)<br />
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==<s>Unidentified Items</s>==<br />
More a mechanic than a theme, but it's one I enjoy a lot: a pile of items and a list of defined item effects, but you don't find out which corresponds to which until you risk trying them out. (See the potions and scrolls in [https://www.nethack.org/ NetHack] or the weapons in [https://boardgamegeek.com/boardgame/162/awful-green-things-outer-space Awful Green Things].) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)<br />
:[[The Twenty-Seventh Dynasty of Kevan]] used this mechanic. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:19, 19 May 2022 (UTC)<br />
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==<s>Parallel BlogNomic</s>==<br />
Perhaps a bit like [[The Sixth Dynasty of Josh]] except fictional - basically, exploring the BlogNomic of a parallel universe, 200 dynasties of unfamiliar players and game concepts that never were. What clever scam did Raxemblau pull off to win the Fourth Dynasty of RickyMorton? Isn't it weird how players were required to keep an active blog all the way into early 2018? What was the Dinosaur Dynasty actually like? [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 21:41, 20 March 2020 (UTC)<br />
:This was carried out in [[The Seventeenth Dynasty of Josh]]. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:19, 19 May 2022 (UTC)<br />
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==<s>GPT Nomic</s>==<br />
A [https://bellard.org/textsynth/ GPT language model] is used to generate proposals - possibly just by the Emperor, since there's no way for players to confirm one another's output. See [[GPT output]] for the kind of thing. Would be most fruitful where the base game has a lot of short, repetitive rules (such as lists of powers or effects), and the GPT suggests content to append. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:44, 16 July 2021 (UTC)<br />
:I think this would work very well with Parallel BlogNomic (above) [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 13:33, 16 July 2021 (UTC)<br />
:If anyone is willing to take this for a run, please do some immutable rules, do some sanity checks on the ruletext and give the generator some small inputs. You won’t want the generator be spilling “ 4) Each Player may only play as many games as he chooses to and there is no punishment for being inactive in the game. However, Players that are inactive for long periods of time (i.e., less than 1 week) will be removed from the game.” or “9) Players may not Post any Post.” and enact them immediately. [[User:Chiiika|Chiiika]] ([[User talk:Chiiika|talk]]) 16:48, 1 August 2021 (UTC)<br />
::This would probably work like in the fifth metadynasty: instead of creating rule text directly, it just creates proposals, which people can vote down if they're bad (but, there are incentives to vote FOR, so people will do so unless the proposal causes problems). [[User:Ais523|Ais523]] ([[User talk:Ais523|talk]]) 22:34, 1 August 2021 (UTC)<br />
===<s>GPT's Suggestions</s>===<br />
Kevan's demo generated some themes itself. It reproduced one existing theme, "The Pirate Dynasty". <br />
<br />
Other workable themes from the demo include "The Firefighter Dynasty", "The Art Thief Dynasty" and "The Astronomer [Dynasty]".<br />
<br />
Rerunning it on my own yielded "The Scrabble Dynasty", "The Celebrity Gossip Dynasty", "The Ponzi Scheme Dynasty", "The Political Campaign Dynasty", "The Governmental Authority Dynasty", "The Internet Society Dynasty", "The Inquisitor Empire" (sic), "The Numerology Dynasty" and "The American Dream Dynasty" among a good deal of less usable ones like "The Holographic Universe Dynasty" or "The Cute and Adorable Dynasty". -[[User:Bucky|Bucky]] ([[User talk:Bucky|talk]]) 16:55, 7 August 2021 (UTC)<br />
:Also [[The Seventeenth Dynasty of Josh]]. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:19, 19 May 2022 (UTC)<br />
<br />
==<s>Caper Dynasty</s>==<br />
A Dynasty based on running a heist/caper like in Mission Impossible, Ocean's Eleven, Now You See Me, etc. A lot of the theme would be actions relating to planning, casing, etc. for the Big Heist most likely, although much of the action could actually BE the Big Heist. Maybe smaller Heists, Capers, Cons could be a thing.<br />
<br />
''Good evening, friends. You may call me the '''Mastermind'''. I have gathered you all here today for your unique skills and certain perspectives on how things work in the world. If you choose not to undertake this... operation... you can walk away now, nothing gained, nothing lost. But if you choose to pull this off, you will end up walking away richer than kings, and feel good knowing the target we will have... borrowed from got what was deserved.'' --[[User:Zyborg|Zyborg]] ([[User talk:Zyborg|talk]]) 19:42, 28 June 2020 (UTC)<br />
<br />
:[[The Seventh Dynasty of Josh]] was ostensibly a heist dynasty but ended up being more about the getaway cars. The later [[The Twenty-Third Dynasty of Kevan|Activist Dynasty]] was actually more of a heist one. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:49, 10 July 2020 (UTC)<br />
<br />
== <s>Jenga</s> ==<br />
The venerable game of tower integrity, online. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 02:33, 19 August 2020 (UTC)<br />
:pokes V when [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:19, 19 May 2022 (UTC)<br />
''Used in [[The Third Dynasty of Misty]]''</div>Jumble!https://wiki.blognomic.com/index.php?title=Main_Page&diff=22811Main Page2023-03-30T13:03:20Z<p>Jumble!: /* Current game */ woo</p>
<hr />
<div>BlogNomic is a game of [http://legacy.earlham.edu/~peters/writing/nomic.htm Nomic] run as a communal weblog, that started in January 2003. Proposals are made as posts to the [http://blognomic.com BlogNomic blog], with votes made as comments on those posts, and the ruleset stored here on the wiki.<br />
<br />
BlogNomic is played over a number of themed rounds (or "dynasties"), usually presided over by one player as its "Emperor" figure. The Emperor chooses the theme for the dynasty, and is regarded as its caretaker, with the power to veto proposals made during it - this is as close as BlogNomic gets to having anybody in charge. When somebody wins a dynasty, we wipe the ruleset (except for the basic mechanics of voting and proposing) and start a new one with that player as its Emperor.<br />
<br />
==Current game==<br />
BlogNomic began its 213th round - [[The Third Dynasty of Misty]] - on the 30th of March 2023. The dynasty is Jenga-themed.<br />
<br />
*All rules are written in the [[Ruleset]]<br />
*Proposals and other game posts are made on [https://blognomic.com the blog]<br />
*Gamestate is being tracked on the [[Construction Site]] wiki page<br />
<br />
==General reference==<br />
<br />
<table><tr><td style="vertical-align: top;padding:0px 64px 0px 0px"><br />
===Gameplay===<br />
*[[FAQ]]<br />
*[[New Player Guide]]<br />
*[[Community Guidelines]]<br />
*[[Laundry list]]<br />
*[[Mentorships]]<br />
*[[Admin Manual]]<br />
<br />
===Social media===<br />
*[https://discord.gg/J7kP9KuHQK Invite to the BlogNomic Discord]<br />
*[http://twitter.com/blognomic BlogNomic Twitter feed]<br />
*[https://www.facebook.com/blognomic BlogNomic Facebook page]<br />
*[https://blognomic.livejournal.com BlogNomic LiveJournal feed]<br />
<br />
===Writing===<br />
*[[:Category:Essays|Player essays]]<br />
*[[Blognomic Jargon]] and [[Plays]]<br />
*[[Imperial Styles]]<br />
*[[Discussion: Dynasty Ideas]]<br />
*[[Annotated ruleset]], explaining the thinking behind some of the game's rules.<br />
*[[:Category:Corpora|Various lookup lists]] of random words and corpora<br />
*[[BlogNomic quotes file]]<br />
*[[Site suggestions]] to suggest ideas for the BlogNomic site<br />
</td><td><br />
===History===<br />
*[[History of victories]]<br />
*[[Game Changelog]] &mdash; major changes to core gameplay over time (anything a returning player would do well to know)<br />
*[[Site Changelog]]<br />
*[[Historical data]], including:<br />
**[[Graphs of BlogNomic history]]<br />
**[[2020 Data Analysis]]<br />
*[[BlogNomic Fun Survey]]<br />
*[[Historical player names]]<br />
*[[Player Tree]]<br />
*[[History of player terms]]<br />
*[[BlogNomic Records]]<br />
<br />
===Useful links===<br />
*[https://gist.githubusercontent.com/TheOnlyZac/d33ed740ef70eb16c65120ac8215f48d/raw/5b9b2820307043e679d9c04cf313ecdaadc3528f/Modified%2520BlogNomic%2520Utility%2520Script.js BN VioletMonkey Script], which gives links to new comments and automatically tallies votes. Last updated January 2022.<br />
*[http://kevan.org/blognomic/whosidle.php Automatic idle-player checker]<br />
*[http://blogspot.blognomic.com/ Blogspot archive] (2003-2005) recovered by Roujo and 75th Trombone, missing all comments. (Note: the top page of the domain has no content, but the rest of it is there, eg. https://blogspot.blognomic.com/2003)<br />
*[https://text-compare.com/ Text Compare tool], useful for checking "reword this entire rule to:" proposals<br />
*[https://blognomic.com/update/index.php?/cp/content_edit Edit interface for your blog entries], useful for non-admins wanting to [[FAQ#How_do_I_delete_my_own_posts.3F|delete posts made in error]]<br />
*[https://color.a11y.com/ Color Contrast Accessibility Checker] to check that blog colour schemes are readable<br />
</td></tr></table><br />
<br />
==Dynastic history==<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
#[[Round One]] - Pre-Dynasty<br />
#[[The First Dynasty of Myke]] - The Kingdom Dynasty<br />
#[[The First Dynasty of Lyndse]] - The Robin Hood Dynasty<br />
#[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - The Agricultural Dynasty<br />
#[[The First Dynasty of Kevan]] - The Orwellian Dynasty<br />
#[[The First Dynasty of Anthony]] - The Mad Emperor Dynasty<br />
#[[The First Dynasty of est]] - The Robot Factory Dynasty<br />
#[[The Second Dynasty of Kevan]] - The Moreau Dynasty<br />
#[[The First Dynasty of Damanor]] - The Galactic Dynasty<br />
#[[The Third Dynasty of Kevan]] - The Thing Dynasty<br />
#[[The First Dynasty of Cayvie]] - The Elemental Dynasty<br />
#[[The First Dynasty of Joranj]] - The Mob Dynasty<br />
#[[The First Dynasty of Keitalia]] - The Superhero Dynasty<br />
#[[The First Dynasty of SatyrEyes]] - The Odyssey Dynasty<br />
#[[The First Metadynasty]] - The Hat Metadynasty<br />
#[[The Second Dynasty of Cayvie]] - The Crashed Spaceship Dynasty<br />
#[[The First Dynasty of Brendan]] - The Office Dynasty<br />
#[[The Fourth Dynasty of Kevan]] - The Petri-Dish Dynasty<br />
#[[The First Dynasty of Knightking]] - The Warlord Dynasty<br />
#[[The First Dynasty of Chronos Phaenon]] - The Democratic Dynasty<br />
#[[The First Dynasty of TrumanCapote]] - The Family Dynasty<br />
#[[The Second Dynasty of Knightking]] - The Zombie Dynasty<br />
#[[The First Dynasty of Quazie]] - The Muffin Dynasty<br />
#[[The First Dynasty of Simon]] - The Surfer Dynasty<br />
#[[The First Dynasty of AngryGrasshopper]] - The Spaceship Dynasty<br />
#[[The First Dynasty of Rodney]] - The Illuminati Dynasty<br />
#[[The First Dynasty of Aaron]] - The Athenian Dynasty<br />
#[[The Second Dynasty of Josh]] - The Gaming Dynasty<br />
#[[The Second Metadynasty]] - The Switch Dynasty<br />
#[[The Second Dynasty of Chronos Phaenon]] - The Hegemonic Dynasty<br />
#[[The First Dynasty of Excalabur]] - The Deity Dynasty<br />
#[[The Second Dynasty of Excalabur]] - The Schizophrenic Dynasty<br />
#[[The First Dynasty of 75th Trombone]] - The Text Adventure Dynasty<br />
#[[The First Dynasty of Elias IX]] - The Pirate Dynasty<br />
#[[The Third Metadynasty]] - The Gostak Metadynasty<br />
#[[The Second Dynasty of Angry Grasshopper]] - The Monastic Murder Mystery Dynasty<br />
#[[The First Dynasty of Hix]] - The Time Travelling Dynasty<br />
#[[The First Dynasty of Thelonious]] - The Musical Dynasty<br />
#[[The Second Dynasty of Elias IX]] - The Vegetable Dynasty<br />
#[[The Second Dynasty of Rodney]] - The Miskatonic Dynasty<br />
#[[The First Dynasty of Clucky]] - The Olympic Dynasty<br />
#[[The First Dynasty of Doremi]] - The Hollywood Dynasty<br />
#[[The Third Dynasty of Chronos Phaenon]] - The Iudex Dynasty<br />
#[[The First Dynasty of Amnistar]] - The Secret Agent Dynasty<br />
#[[The Second Dynasty of Clucky]] - The Spore Dynasty<br />
#[[The Second Dynasty of Amnistar]] - The Goldberg Factory Dynasty<br />
#[[The First Dynasty of Bucky]] - The Corporate Dynasty<br />
#[[The Third Dynasty of Clucky]] - The Monkey Dynasty<br />
#[[The Third Dynasty of Josh]] - The Kaiju Dynasty<br />
#[[The Fifth Dynasty of Kevan]] - The Werewolf Dynasty<br />
#[[The Second Dynasty of Hix]] - The Valkyrie Dynasty<br />
#[[The First Dynasty of spikebrennan]] - The Wild West Poker Dynasty<br />
#[[The First Dynasty of Jack]] - The Pirate vs Ninja Dynasty<br />
#[[The First Dynasty of Purplebeard]] - The Evil Dynasty<br />
#[[The First Dynasty of Rodlen]] - The Multi-Dimensional Evil Dynasty<br />
#[[The First Dynasty of Yoda]] - The RPG Dynasty<br />
#[[The Third Dynasty of Amnistar]] - The Political Dynasty<br />
#[[The First Dynasty of Darknight]] - The Dragon Dynasty<br />
#[[The Second Dynasty of Bucky]] - The Barbarian Dynasty<br />
#[[The Second Dynasty of Yoda]] - The Deja Vu Dynasty<br />
#[[The Fourth Metadynasty]] - The Blo vs Gno vs Mic Metadynasty<br />
#[[The First Dynasty of arthexis]] - The Guess the Theme Dynasty<br />
#[[The Fourth Dynasty of Amnistar]] - The Military Dynasty<br />
#[[The First Dynasty of Devenger]] - The Movie Body Count Dynasty<br />
#[[The First Dynasty of ais523]] - The Reality TV Dynasty<br />
#[[The First Dynasty of yuri_dragon_17]] - The Caribbean Vacation Dynasty<br />
#[[The First Dynasty of Qwazukee]] - The Groundhog Day Dynasty<br />
#[[The First Dynasty of Darth Cliche]] - The Post-Apocalyptic Dynasty<br />
#[[The Fifth Metadynasty]] - The Original Game of Nomic Metadynasty<br />
#[[The Third Dynasty of Bucky]] - The Runic Dynasty<br />
#[[The First Dynasty of Wakukee]] - The Djinn Dynasty<br />
#[[The Sixth Dynasty of Kevan]] - The Mansion Murder Dynasty<br />
#[[The Second Dynasty of ais523]] - The Steampunk Dynasty<br />
#[[The Fourth Dynasty of Josh]] - The April Fools Dynasty<br />
#[[The Second Dynasty of Purplebeard]] - The Mining Camp Dynasty<br />
#[[The Third Dynasty of ais523]] - The Election Dynasty<br />
#[[The Second Dynasty of Ienpw III]] - The Undefined Term Dynasty<br />
#[[The Second Dynasty of Darth Cliche]] - The NetHack Dynasty<br />
#[[The First Dynasty of lilomar]] - The Paranoia Dynasty<br />
#[[The First Dynasty of coppro]] - The Futurama Dynasty<br />
#[[The Fourth Dynasty of ais523]] - The IQ Dynasty<br />
#[[The Seventh Dynasty of Kevan]] - The Cold War Spy Dynasty<br />
#[[The Second Dynasty of Brendan]] - The School of Witchcraft Dynasty<br />
#[[The First Dynasty of Alecto]] - The Roman Gods Dynasty<br />
#[[The Fifth Dynasty of Josh]] - The LEGO® Dynasty<br />
#[[The Fourth Dynasty of Clucky]] - The Ant Dynasty<br />
#[[The Third Dynasty of Purplebeard]] - The Prehistoric Dynasty<br />
#[[The Eighth Dynasty of Kevan]] - The Mornington Crescent Dynasty<br />
#[[The Fifth Dynasty of ais523]] - The Sheep Dynasty<br />
#[[The Fourth Dynasty of Purplebeard]] - The Stock Market Dynasty<br />
#[[The Third Dynasty of Yoda]] - The Plants vs Zombies Dynasty<br />
#[[The Fourth Dynasty of Bucky]] - The ClingBoom Arena Dynasty<br />
#[[The Ninth Dynasty of Kevan]] - The Lifeboat Dynasty<br />
#[[The First Dynasty of Bateleur]] - The Art Dynasty<br />
#[[The Sixth Metadynasty]] - The Today's Economy Dynasty<br />
#[[The Second Dynasty of coppro]] - The Taxicab Dynasty<br />
#[[The Sixth Dynasty of ais523]] - The Petty Crime Dynasty<br />
#[[The First Dynasty of Cpt_Koen]] - The Band Dynasty<br />
#[[The First Dynasty of southpointingchariot]] - The Ansible Dynasty<br />
#[[The Sixth Dynasty of Josh]] - The Visiting the Past Dynasty<br />
#[[The Third Machine of scshunt]] - The Factory Machine Dynasty<br />
#[[The First Dynasty of Quirck]] - The Manul Dynasty<br />
#[[The Fifth Dynasty of Clucky]] - The Pie Dynasty<br />
#[[The Fifth Dynasty of Bucky]] - The Nomic School Dynasty<br />
#[[The Tenth Dynasty of Kevan]] - The Newspaper Dynasty<br />
#[[The Seventh Dynasty of Josh]] - The Heist Dynasty<br />
#[[The Eleventh Dynasty of Kevan]] - The Doomsday Cult Dynasty<br />
#[[The Fourth Dynasty of scshunt]] - The Parliamentary Dynasty<br />
#[[The First Dynasty of RaichuKFM]] - The Interstellar Fleet Dynasty<br />
#[[The First Dynasty of Larrytheturtle]] - The Noble Families Dynasty<br />
#[[The First Dynasty of Skju]] - The Principia Blognomica Dynasty<br />
#[[The Seventh Metadynasty]] - The Style Guessing Metadynasty<br />
#[[The Fifth Dynasty of Purplebeard]] - The Magical Apprentice Dynasty<br />
#[[The First Dynasty of Spitemaster]] - The Government Shutdown Dynasty<br />
#[[The Eighth Dynasty of Josh]] - The Despot Dynasty<br />
#[[The Second Dynasty of RaichuKFM]] - The Marooned Dynasty<br />
#[[The First Dynasty of The Alien]] - The Alien NPC Dynasty<br />
#[[The First Dynasty of Benzene]] - The Chemistry Dynasty<br />
#[[The Third Dynasty of RaichuKFM]] - The Chivalric Dynasty<br />
#[[The Sixth Dynasty of Purplebeard]] - The Assassin Dynasty<br />
#[[The Twelfth Dynasty of Kevan]] - The Flea Market Dynasty<br />
#[[The First Dynasty of Ayesdeeef]] - The Soccer Dynasty<br />
#[[The Sixth Dynasty of Bucky]] - The Jupiter Shuttle Dynasty<br />
#[[The Thirteenth Dynasty of Kevan]] - The Android Dynasty<br />
#[[The Ninth Dynasty of Josh]] - The Seasonal Dynasty<br />
#[[The First Dynasty of Mideg]] - The Restaurant Dynasty<br />
#[[The Fourteenth Dynasty of Kevan]] - The Shapeshifter Dynasty<br />
#[[The Third Dynasty of Brendan]] - The Kaiju Court Dynasty<br />
#[[The Fifteenth Dynasty of Kevan]] - The Mad Max Dynasty<br />
#[[The First Dynasty of Tantusar]] - The Lab Rat Dynasty<br />
#[[The Tenth Dynasty of Josh]] - The Cyberpunk Dynasty<br />
#[[The Sixteenth Dynasty of Kevan]] - The Prisoner's Dilemma Dynasty<br />
#[[The First Dynasty of Thrawn]] - The Papal Dynasty<br />
#[[The Fourth Dynasty of Brendan]] - The Tarot Dynasty<br />
#[[The Seventeenth Dynasty of Kevan]] - The Committee Dynasty<br />
#[[The First Dynasty of Moonroof]] - The Imaginary Friends Dynasty<br />
#[[The Fourth Dynasty of RaichuKFM]] - The Orc Horde Dynasty<br />
#[[The Second Dynasty of Larrytheturtle]] - The Orc Warrior Dynasty<br />
#[[The Fifth Dynasty of Brendan]] - The Theme Park Dynasty<br />
#[[The Eighteenth Dynasty of Kevan]] - The Real-World Photography Dynasty<br />
#[[The Sixth Dynasty of Brendan]] - The True Ruleset Dynasty<br />
#[[The Fifth Dynasty of RaichuKFM]] - The Buried Treasure Dynasty<br />
#[[The Nineteenth Dynasty of Kevan]] - The Gerrymandering Dynasty<br />
#[[The Seventh Dynasty of Brendan]] - The Last Dynasty<br />
#[[The Twentieth Dynasty of Kevan]] - The Plague Dynasty<br />
#[[The First Dynasty of Viv]] - The Deep-Sea Creature Dynasty<br />
#[[The First Dynasty of pokes]] - The Bloggsball Dynasty<br />
#[[The First Dynasty of Sphinx]] - The Mountains of Madness Dynasty<br />
#[[The First Dynasty of Cuddlebeam]] - The Pact Magic Dynasty<br />
#[[The Second Dynasty of Pokes]] - The Missile Crisis Dynasty<br />
#[[The Second Dynasty of Cuddlebeam]] - The Katamari Dynasty<br />
#[[The Eighth Metadynasty]] - The Halloween Dynasty<br />
#[[The First Dynasty of Axemabaro]] - The Tesseract Dynasty<br />
#[[The First Dynasty of Diabecko]] - The Escaped Specimen Dynasty<br />
#[[The Twenty-First Dynasty of Kevan]] - The Supply Crate Dynasty<br />
#[[The First Coregency of Diabecko and card]] - The Alice in Wonderland Coregency<br />
#[[The Twenty-Second Dynasty of Kevan]] - The Moby-Dick Dynasty<br />
#[[The First Dynasty of Derrick]] - The Wizard Cities Dynasty<br />
#[[The First Dynasty of card]] - The Immortal Dynasty<br />
#[[The Third Dynasty of Cuddlebeam]] - The Evolution Dynasty<br />
#[[The Second Dynasty of card]] - The Tron Programming Dynasty<br />
#[[The Twenty-Third Dynasty of Kevan]] - The Activism Dynasty<br />
#[[The Third Dynasty of pokes]] - The Court of Blognomic Dynasty<br />
#[[The Twenty-Fourth Dynasty of Kevan]] - The Detective Dynasty<br />
#[[The First Dynasty of Trigon]] - The Untamed Wilds Dynasty<br />
#[[The Second Dynasty of Derrick]] - The Tech Project Dynasty<br />
#[[The Twenty-Fifth Dynasty of Kevan]] - The Moonbase Dynasty<br />
#[[The Third Dynasty of Derrick]] - The Monster Maker Dynasty<br />
#[[The First Dynasty of Farsight]] - The Battleship Dynasty<br />
#[[The First Dynasty of TyGuy6]] - The Castaway Dynasty<br />
#[[The Fourth Dynasty of pokes]] - The Climate Change Dynasty<br />
#[[The Fourth Dynasty of Cuddlebeam]] - The Boss Fight Dynasty<br />
#[[The Second Dynasty of TyGuy6]] - The Enneagram Dynasty<br />
#[[The Twenty-Sixth Dynasty of Kevan]] - The SCP Dynasty<br />
#[[The First Dynasty of The Duke of Waltham]] - The Parallel Universe Dynasty<br />
#[[The Eleventh Dynasty of Josh]] - The Versailles Dynasty<br />
#[[The Sixth Dynasty of Clucky]] - The Animal Crossing Dynasty<br />
#[[The First Dynasty of naught]] - The Amnesiac Dynasty<br />
#[[The Ninth Metadynasty]] - The Surwheelism Dynasty<br />
#[[The Twenty-Seventh Dynasty of Kevan]] - The Unexplored Planet Dynasty<br />
#[[The Twelfth Dynasty of Josh]] - The Great Flood Dynasty<br />
#[[The Seventh Dynasty of Clucky]] - The Mosaic Dynasty<br />
#[[The Thirteenth Dynasty of Josh]] - The Mech Dynasty<br />
#[[The Seventh Dynasty of Bucky]] - The Treaty Dynasty<br />
#[[The Fourteenth Dynasty of Josh]] - The Venetian Election Dynasty<br />
#[[The Twenty-Eighth Dynasty of Kevan]] - The Card Game Dynasty<br />
#[[The First Dynasty of lemonfanta]] - The AI Dynasty<br />
#[[The Eighth Dynasty of Clucky]] - The Art Broker Dynasty<br />
#[[The Fifteenth Dynasty of Josh]] - The Vampire Dynasty<br />
#[[The First Dynasty of Jumble]] - The Box Factory Dynasty<br />
#[[The Seventh Dynasty of ais523]] - The Veto Dynasty<br />
#[[The Sixteenth Dynasty of Josh]] - The Censorship Dynasty<br />
#[[The Twenty-Ninth Dynasty of Kevan]] - The Elevator Dynasty<br />
#[[The First Dynasty of Trapdoorspyder]] - The Real Estate Dynasty<br />
#[[The Tenth Metadynasty]] - The Wrestling Metadynasty<br />
#[[The Eighth Dynasty of Brendan]] - The Dark One Dynasty<br />
#[[The Ninth Dynasty of Brendan]] - The Road Trip Dynasty<br />
#[[The First Dynasty of Zack]] - The Box Company Dynasty<br />
#[[The Second Dynasty of Jumble]] - The Tic-Tac-Toe Dynasty<br />
#[[The Seventeenth Dynasty of Josh]] - The Parallel BlogNomic Dynasty<br />
#[[The First Dynasty of MadisonSilver]] - The Diceless System Dynasty<br />
#[[The Eighteenth Dynasty of Josh]] - The Atlantean Language Dynasty<br />
#[[The Thirtieth Dynasty of Kevan]] - The Atlantean City Dynasty<br />
#[[The First Dynasty of lendunistus]] - The Demiurge Dynasty<br />
#[[The Ninteenth Dynasty of Josh]] - The Battlebots Dynasty<br />
#[[The First Dynasty of SingularByte]] - The Monster Metropolis Dynasty<br />
#[[The Second Dynasty of Trapdoorspyder]] - The Party Dynasty<br />
#[[The Eighth Dynasty of Bucky]] - The Carnival Dynasty<br />
#[[The First Dynasty of JonathanDark]] - The Banewood Mansion Dynasty<br />
#[[The Third Dynasty of Trapdoorspyder]] - The Island Colony Dynasty<br />
#[[The First Dynasty of Habanero]] - The Blizzard Dynasty<br />
#[[The Second Dynasty of JonathanDark]] - The Grid Dynasty<br />
#[[The Third Dynasty of Misty]] - The Jenga Dynasty<br />
</div><br />
<br />
==Archive==<br />
<br />
===Older Core Game Documents===<br />
<br />
These can be explored in [[:Category:Gamestate Tracking]].<br />
<br />
===Proposed Core Game Documents Substitutes (2006-2008)===<br />
*[[Ruleset Draft]]<br />
*[[Ruleset Draft, Take Two]]<br />
*[[Ruleset Draft, the Third]]<br />
<br />
=== Switch to blognomic.com (2005) ===<br />
<br />
*[[Switch suggestions]]<br />
*[[Switch plans]]<br />
*[[Switch guidebook]]<br />
<br />
=== [[The Second Switch|Switch from ExpressionEngine to WordPress]] (2020, ongoing) ===<br />
<br />
*[[The Second Dynasty of 75th Trombone]] - The Dynasty of the Second Switch<br />
*[[Second Switch plans]]<br />
*[[Second Switch suggestions]]<br />
*[[Second Switch guidebook]]<br />
*[[Second Switch bugs]]<br />
<br />
===Other===<br />
*[[:Category:Mystery pages]]<br />
<br />
==Other games played around here==<br />
*[[:Category:Rumble|Rumble]]<br />
*[[No More Jockeys house rules|No More Jockeys]]<br />
*[[Zendo house rules|Zendo]]<br />
*[[Keyword_game_history|Keyword]]<br />
*[[:Category:Generic Nomic]]<br />
*[[:Category:The Council|The Council]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Main_Page&diff=22810Main Page2023-03-30T13:02:16Z<p>Jumble!: /* Dynastic history */ woo</p>
<hr />
<div>BlogNomic is a game of [http://legacy.earlham.edu/~peters/writing/nomic.htm Nomic] run as a communal weblog, that started in January 2003. Proposals are made as posts to the [http://blognomic.com BlogNomic blog], with votes made as comments on those posts, and the ruleset stored here on the wiki.<br />
<br />
BlogNomic is played over a number of themed rounds (or "dynasties"), usually presided over by one player as its "Emperor" figure. The Emperor chooses the theme for the dynasty, and is regarded as its caretaker, with the power to veto proposals made during it - this is as close as BlogNomic gets to having anybody in charge. When somebody wins a dynasty, we wipe the ruleset (except for the basic mechanics of voting and proposing) and start a new one with that player as its Emperor.<br />
<br />
==Current game==<br />
BlogNomic began its 212th round - [[The Second Dynasty of JonathanDark]] - on the 2nd of March 2023. The dynasty is about a mysterious Grid.<br />
<br />
*All rules are written in the [[Ruleset]]<br />
*Proposals and other game posts are made on [https://blognomic.com the blog]<br />
*Gamestate is being tracked on [[The Grid]] wiki page<br />
<br />
==General reference==<br />
<br />
<table><tr><td style="vertical-align: top;padding:0px 64px 0px 0px"><br />
===Gameplay===<br />
*[[FAQ]]<br />
*[[New Player Guide]]<br />
*[[Community Guidelines]]<br />
*[[Laundry list]]<br />
*[[Mentorships]]<br />
*[[Admin Manual]]<br />
<br />
===Social media===<br />
*[https://discord.gg/J7kP9KuHQK Invite to the BlogNomic Discord]<br />
*[http://twitter.com/blognomic BlogNomic Twitter feed]<br />
*[https://www.facebook.com/blognomic BlogNomic Facebook page]<br />
*[https://blognomic.livejournal.com BlogNomic LiveJournal feed]<br />
<br />
===Writing===<br />
*[[:Category:Essays|Player essays]]<br />
*[[Blognomic Jargon]] and [[Plays]]<br />
*[[Imperial Styles]]<br />
*[[Discussion: Dynasty Ideas]]<br />
*[[Annotated ruleset]], explaining the thinking behind some of the game's rules.<br />
*[[:Category:Corpora|Various lookup lists]] of random words and corpora<br />
*[[BlogNomic quotes file]]<br />
*[[Site suggestions]] to suggest ideas for the BlogNomic site<br />
</td><td><br />
===History===<br />
*[[History of victories]]<br />
*[[Game Changelog]] &mdash; major changes to core gameplay over time (anything a returning player would do well to know)<br />
*[[Site Changelog]]<br />
*[[Historical data]], including:<br />
**[[Graphs of BlogNomic history]]<br />
**[[2020 Data Analysis]]<br />
*[[BlogNomic Fun Survey]]<br />
*[[Historical player names]]<br />
*[[Player Tree]]<br />
*[[History of player terms]]<br />
*[[BlogNomic Records]]<br />
<br />
===Useful links===<br />
*[https://gist.githubusercontent.com/TheOnlyZac/d33ed740ef70eb16c65120ac8215f48d/raw/5b9b2820307043e679d9c04cf313ecdaadc3528f/Modified%2520BlogNomic%2520Utility%2520Script.js BN VioletMonkey Script], which gives links to new comments and automatically tallies votes. Last updated January 2022.<br />
*[http://kevan.org/blognomic/whosidle.php Automatic idle-player checker]<br />
*[http://blogspot.blognomic.com/ Blogspot archive] (2003-2005) recovered by Roujo and 75th Trombone, missing all comments. (Note: the top page of the domain has no content, but the rest of it is there, eg. https://blogspot.blognomic.com/2003)<br />
*[https://text-compare.com/ Text Compare tool], useful for checking "reword this entire rule to:" proposals<br />
*[https://blognomic.com/update/index.php?/cp/content_edit Edit interface for your blog entries], useful for non-admins wanting to [[FAQ#How_do_I_delete_my_own_posts.3F|delete posts made in error]]<br />
*[https://color.a11y.com/ Color Contrast Accessibility Checker] to check that blog colour schemes are readable<br />
</td></tr></table><br />
<br />
==Dynastic history==<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
#[[Round One]] - Pre-Dynasty<br />
#[[The First Dynasty of Myke]] - The Kingdom Dynasty<br />
#[[The First Dynasty of Lyndse]] - The Robin Hood Dynasty<br />
#[[The First Dynasty of Geran / The Second Dynasty of Myke|The Second Dynasty of Myke]] - The Agricultural Dynasty<br />
#[[The First Dynasty of Kevan]] - The Orwellian Dynasty<br />
#[[The First Dynasty of Anthony]] - The Mad Emperor Dynasty<br />
#[[The First Dynasty of est]] - The Robot Factory Dynasty<br />
#[[The Second Dynasty of Kevan]] - The Moreau Dynasty<br />
#[[The First Dynasty of Damanor]] - The Galactic Dynasty<br />
#[[The Third Dynasty of Kevan]] - The Thing Dynasty<br />
#[[The First Dynasty of Cayvie]] - The Elemental Dynasty<br />
#[[The First Dynasty of Joranj]] - The Mob Dynasty<br />
#[[The First Dynasty of Keitalia]] - The Superhero Dynasty<br />
#[[The First Dynasty of SatyrEyes]] - The Odyssey Dynasty<br />
#[[The First Metadynasty]] - The Hat Metadynasty<br />
#[[The Second Dynasty of Cayvie]] - The Crashed Spaceship Dynasty<br />
#[[The First Dynasty of Brendan]] - The Office Dynasty<br />
#[[The Fourth Dynasty of Kevan]] - The Petri-Dish Dynasty<br />
#[[The First Dynasty of Knightking]] - The Warlord Dynasty<br />
#[[The First Dynasty of Chronos Phaenon]] - The Democratic Dynasty<br />
#[[The First Dynasty of TrumanCapote]] - The Family Dynasty<br />
#[[The Second Dynasty of Knightking]] - The Zombie Dynasty<br />
#[[The First Dynasty of Quazie]] - The Muffin Dynasty<br />
#[[The First Dynasty of Simon]] - The Surfer Dynasty<br />
#[[The First Dynasty of AngryGrasshopper]] - The Spaceship Dynasty<br />
#[[The First Dynasty of Rodney]] - The Illuminati Dynasty<br />
#[[The First Dynasty of Aaron]] - The Athenian Dynasty<br />
#[[The Second Dynasty of Josh]] - The Gaming Dynasty<br />
#[[The Second Metadynasty]] - The Switch Dynasty<br />
#[[The Second Dynasty of Chronos Phaenon]] - The Hegemonic Dynasty<br />
#[[The First Dynasty of Excalabur]] - The Deity Dynasty<br />
#[[The Second Dynasty of Excalabur]] - The Schizophrenic Dynasty<br />
#[[The First Dynasty of 75th Trombone]] - The Text Adventure Dynasty<br />
#[[The First Dynasty of Elias IX]] - The Pirate Dynasty<br />
#[[The Third Metadynasty]] - The Gostak Metadynasty<br />
#[[The Second Dynasty of Angry Grasshopper]] - The Monastic Murder Mystery Dynasty<br />
#[[The First Dynasty of Hix]] - The Time Travelling Dynasty<br />
#[[The First Dynasty of Thelonious]] - The Musical Dynasty<br />
#[[The Second Dynasty of Elias IX]] - The Vegetable Dynasty<br />
#[[The Second Dynasty of Rodney]] - The Miskatonic Dynasty<br />
#[[The First Dynasty of Clucky]] - The Olympic Dynasty<br />
#[[The First Dynasty of Doremi]] - The Hollywood Dynasty<br />
#[[The Third Dynasty of Chronos Phaenon]] - The Iudex Dynasty<br />
#[[The First Dynasty of Amnistar]] - The Secret Agent Dynasty<br />
#[[The Second Dynasty of Clucky]] - The Spore Dynasty<br />
#[[The Second Dynasty of Amnistar]] - The Goldberg Factory Dynasty<br />
#[[The First Dynasty of Bucky]] - The Corporate Dynasty<br />
#[[The Third Dynasty of Clucky]] - The Monkey Dynasty<br />
#[[The Third Dynasty of Josh]] - The Kaiju Dynasty<br />
#[[The Fifth Dynasty of Kevan]] - The Werewolf Dynasty<br />
#[[The Second Dynasty of Hix]] - The Valkyrie Dynasty<br />
#[[The First Dynasty of spikebrennan]] - The Wild West Poker Dynasty<br />
#[[The First Dynasty of Jack]] - The Pirate vs Ninja Dynasty<br />
#[[The First Dynasty of Purplebeard]] - The Evil Dynasty<br />
#[[The First Dynasty of Rodlen]] - The Multi-Dimensional Evil Dynasty<br />
#[[The First Dynasty of Yoda]] - The RPG Dynasty<br />
#[[The Third Dynasty of Amnistar]] - The Political Dynasty<br />
#[[The First Dynasty of Darknight]] - The Dragon Dynasty<br />
#[[The Second Dynasty of Bucky]] - The Barbarian Dynasty<br />
#[[The Second Dynasty of Yoda]] - The Deja Vu Dynasty<br />
#[[The Fourth Metadynasty]] - The Blo vs Gno vs Mic Metadynasty<br />
#[[The First Dynasty of arthexis]] - The Guess the Theme Dynasty<br />
#[[The Fourth Dynasty of Amnistar]] - The Military Dynasty<br />
#[[The First Dynasty of Devenger]] - The Movie Body Count Dynasty<br />
#[[The First Dynasty of ais523]] - The Reality TV Dynasty<br />
#[[The First Dynasty of yuri_dragon_17]] - The Caribbean Vacation Dynasty<br />
#[[The First Dynasty of Qwazukee]] - The Groundhog Day Dynasty<br />
#[[The First Dynasty of Darth Cliche]] - The Post-Apocalyptic Dynasty<br />
#[[The Fifth Metadynasty]] - The Original Game of Nomic Metadynasty<br />
#[[The Third Dynasty of Bucky]] - The Runic Dynasty<br />
#[[The First Dynasty of Wakukee]] - The Djinn Dynasty<br />
#[[The Sixth Dynasty of Kevan]] - The Mansion Murder Dynasty<br />
#[[The Second Dynasty of ais523]] - The Steampunk Dynasty<br />
#[[The Fourth Dynasty of Josh]] - The April Fools Dynasty<br />
#[[The Second Dynasty of Purplebeard]] - The Mining Camp Dynasty<br />
#[[The Third Dynasty of ais523]] - The Election Dynasty<br />
#[[The Second Dynasty of Ienpw III]] - The Undefined Term Dynasty<br />
#[[The Second Dynasty of Darth Cliche]] - The NetHack Dynasty<br />
#[[The First Dynasty of lilomar]] - The Paranoia Dynasty<br />
#[[The First Dynasty of coppro]] - The Futurama Dynasty<br />
#[[The Fourth Dynasty of ais523]] - The IQ Dynasty<br />
#[[The Seventh Dynasty of Kevan]] - The Cold War Spy Dynasty<br />
#[[The Second Dynasty of Brendan]] - The School of Witchcraft Dynasty<br />
#[[The First Dynasty of Alecto]] - The Roman Gods Dynasty<br />
#[[The Fifth Dynasty of Josh]] - The LEGO® Dynasty<br />
#[[The Fourth Dynasty of Clucky]] - The Ant Dynasty<br />
#[[The Third Dynasty of Purplebeard]] - The Prehistoric Dynasty<br />
#[[The Eighth Dynasty of Kevan]] - The Mornington Crescent Dynasty<br />
#[[The Fifth Dynasty of ais523]] - The Sheep Dynasty<br />
#[[The Fourth Dynasty of Purplebeard]] - The Stock Market Dynasty<br />
#[[The Third Dynasty of Yoda]] - The Plants vs Zombies Dynasty<br />
#[[The Fourth Dynasty of Bucky]] - The ClingBoom Arena Dynasty<br />
#[[The Ninth Dynasty of Kevan]] - The Lifeboat Dynasty<br />
#[[The First Dynasty of Bateleur]] - The Art Dynasty<br />
#[[The Sixth Metadynasty]] - The Today's Economy Dynasty<br />
#[[The Second Dynasty of coppro]] - The Taxicab Dynasty<br />
#[[The Sixth Dynasty of ais523]] - The Petty Crime Dynasty<br />
#[[The First Dynasty of Cpt_Koen]] - The Band Dynasty<br />
#[[The First Dynasty of southpointingchariot]] - The Ansible Dynasty<br />
#[[The Sixth Dynasty of Josh]] - The Visiting the Past Dynasty<br />
#[[The Third Machine of scshunt]] - The Factory Machine Dynasty<br />
#[[The First Dynasty of Quirck]] - The Manul Dynasty<br />
#[[The Fifth Dynasty of Clucky]] - The Pie Dynasty<br />
#[[The Fifth Dynasty of Bucky]] - The Nomic School Dynasty<br />
#[[The Tenth Dynasty of Kevan]] - The Newspaper Dynasty<br />
#[[The Seventh Dynasty of Josh]] - The Heist Dynasty<br />
#[[The Eleventh Dynasty of Kevan]] - The Doomsday Cult Dynasty<br />
#[[The Fourth Dynasty of scshunt]] - The Parliamentary Dynasty<br />
#[[The First Dynasty of RaichuKFM]] - The Interstellar Fleet Dynasty<br />
#[[The First Dynasty of Larrytheturtle]] - The Noble Families Dynasty<br />
#[[The First Dynasty of Skju]] - The Principia Blognomica Dynasty<br />
#[[The Seventh Metadynasty]] - The Style Guessing Metadynasty<br />
#[[The Fifth Dynasty of Purplebeard]] - The Magical Apprentice Dynasty<br />
#[[The First Dynasty of Spitemaster]] - The Government Shutdown Dynasty<br />
#[[The Eighth Dynasty of Josh]] - The Despot Dynasty<br />
#[[The Second Dynasty of RaichuKFM]] - The Marooned Dynasty<br />
#[[The First Dynasty of The Alien]] - The Alien NPC Dynasty<br />
#[[The First Dynasty of Benzene]] - The Chemistry Dynasty<br />
#[[The Third Dynasty of RaichuKFM]] - The Chivalric Dynasty<br />
#[[The Sixth Dynasty of Purplebeard]] - The Assassin Dynasty<br />
#[[The Twelfth Dynasty of Kevan]] - The Flea Market Dynasty<br />
#[[The First Dynasty of Ayesdeeef]] - The Soccer Dynasty<br />
#[[The Sixth Dynasty of Bucky]] - The Jupiter Shuttle Dynasty<br />
#[[The Thirteenth Dynasty of Kevan]] - The Android Dynasty<br />
#[[The Ninth Dynasty of Josh]] - The Seasonal Dynasty<br />
#[[The First Dynasty of Mideg]] - The Restaurant Dynasty<br />
#[[The Fourteenth Dynasty of Kevan]] - The Shapeshifter Dynasty<br />
#[[The Third Dynasty of Brendan]] - The Kaiju Court Dynasty<br />
#[[The Fifteenth Dynasty of Kevan]] - The Mad Max Dynasty<br />
#[[The First Dynasty of Tantusar]] - The Lab Rat Dynasty<br />
#[[The Tenth Dynasty of Josh]] - The Cyberpunk Dynasty<br />
#[[The Sixteenth Dynasty of Kevan]] - The Prisoner's Dilemma Dynasty<br />
#[[The First Dynasty of Thrawn]] - The Papal Dynasty<br />
#[[The Fourth Dynasty of Brendan]] - The Tarot Dynasty<br />
#[[The Seventeenth Dynasty of Kevan]] - The Committee Dynasty<br />
#[[The First Dynasty of Moonroof]] - The Imaginary Friends Dynasty<br />
#[[The Fourth Dynasty of RaichuKFM]] - The Orc Horde Dynasty<br />
#[[The Second Dynasty of Larrytheturtle]] - The Orc Warrior Dynasty<br />
#[[The Fifth Dynasty of Brendan]] - The Theme Park Dynasty<br />
#[[The Eighteenth Dynasty of Kevan]] - The Real-World Photography Dynasty<br />
#[[The Sixth Dynasty of Brendan]] - The True Ruleset Dynasty<br />
#[[The Fifth Dynasty of RaichuKFM]] - The Buried Treasure Dynasty<br />
#[[The Nineteenth Dynasty of Kevan]] - The Gerrymandering Dynasty<br />
#[[The Seventh Dynasty of Brendan]] - The Last Dynasty<br />
#[[The Twentieth Dynasty of Kevan]] - The Plague Dynasty<br />
#[[The First Dynasty of Viv]] - The Deep-Sea Creature Dynasty<br />
#[[The First Dynasty of pokes]] - The Bloggsball Dynasty<br />
#[[The First Dynasty of Sphinx]] - The Mountains of Madness Dynasty<br />
#[[The First Dynasty of Cuddlebeam]] - The Pact Magic Dynasty<br />
#[[The Second Dynasty of Pokes]] - The Missile Crisis Dynasty<br />
#[[The Second Dynasty of Cuddlebeam]] - The Katamari Dynasty<br />
#[[The Eighth Metadynasty]] - The Halloween Dynasty<br />
#[[The First Dynasty of Axemabaro]] - The Tesseract Dynasty<br />
#[[The First Dynasty of Diabecko]] - The Escaped Specimen Dynasty<br />
#[[The Twenty-First Dynasty of Kevan]] - The Supply Crate Dynasty<br />
#[[The First Coregency of Diabecko and card]] - The Alice in Wonderland Coregency<br />
#[[The Twenty-Second Dynasty of Kevan]] - The Moby-Dick Dynasty<br />
#[[The First Dynasty of Derrick]] - The Wizard Cities Dynasty<br />
#[[The First Dynasty of card]] - The Immortal Dynasty<br />
#[[The Third Dynasty of Cuddlebeam]] - The Evolution Dynasty<br />
#[[The Second Dynasty of card]] - The Tron Programming Dynasty<br />
#[[The Twenty-Third Dynasty of Kevan]] - The Activism Dynasty<br />
#[[The Third Dynasty of pokes]] - The Court of Blognomic Dynasty<br />
#[[The Twenty-Fourth Dynasty of Kevan]] - The Detective Dynasty<br />
#[[The First Dynasty of Trigon]] - The Untamed Wilds Dynasty<br />
#[[The Second Dynasty of Derrick]] - The Tech Project Dynasty<br />
#[[The Twenty-Fifth Dynasty of Kevan]] - The Moonbase Dynasty<br />
#[[The Third Dynasty of Derrick]] - The Monster Maker Dynasty<br />
#[[The First Dynasty of Farsight]] - The Battleship Dynasty<br />
#[[The First Dynasty of TyGuy6]] - The Castaway Dynasty<br />
#[[The Fourth Dynasty of pokes]] - The Climate Change Dynasty<br />
#[[The Fourth Dynasty of Cuddlebeam]] - The Boss Fight Dynasty<br />
#[[The Second Dynasty of TyGuy6]] - The Enneagram Dynasty<br />
#[[The Twenty-Sixth Dynasty of Kevan]] - The SCP Dynasty<br />
#[[The First Dynasty of The Duke of Waltham]] - The Parallel Universe Dynasty<br />
#[[The Eleventh Dynasty of Josh]] - The Versailles Dynasty<br />
#[[The Sixth Dynasty of Clucky]] - The Animal Crossing Dynasty<br />
#[[The First Dynasty of naught]] - The Amnesiac Dynasty<br />
#[[The Ninth Metadynasty]] - The Surwheelism Dynasty<br />
#[[The Twenty-Seventh Dynasty of Kevan]] - The Unexplored Planet Dynasty<br />
#[[The Twelfth Dynasty of Josh]] - The Great Flood Dynasty<br />
#[[The Seventh Dynasty of Clucky]] - The Mosaic Dynasty<br />
#[[The Thirteenth Dynasty of Josh]] - The Mech Dynasty<br />
#[[The Seventh Dynasty of Bucky]] - The Treaty Dynasty<br />
#[[The Fourteenth Dynasty of Josh]] - The Venetian Election Dynasty<br />
#[[The Twenty-Eighth Dynasty of Kevan]] - The Card Game Dynasty<br />
#[[The First Dynasty of lemonfanta]] - The AI Dynasty<br />
#[[The Eighth Dynasty of Clucky]] - The Art Broker Dynasty<br />
#[[The Fifteenth Dynasty of Josh]] - The Vampire Dynasty<br />
#[[The First Dynasty of Jumble]] - The Box Factory Dynasty<br />
#[[The Seventh Dynasty of ais523]] - The Veto Dynasty<br />
#[[The Sixteenth Dynasty of Josh]] - The Censorship Dynasty<br />
#[[The Twenty-Ninth Dynasty of Kevan]] - The Elevator Dynasty<br />
#[[The First Dynasty of Trapdoorspyder]] - The Real Estate Dynasty<br />
#[[The Tenth Metadynasty]] - The Wrestling Metadynasty<br />
#[[The Eighth Dynasty of Brendan]] - The Dark One Dynasty<br />
#[[The Ninth Dynasty of Brendan]] - The Road Trip Dynasty<br />
#[[The First Dynasty of Zack]] - The Box Company Dynasty<br />
#[[The Second Dynasty of Jumble]] - The Tic-Tac-Toe Dynasty<br />
#[[The Seventeenth Dynasty of Josh]] - The Parallel BlogNomic Dynasty<br />
#[[The First Dynasty of MadisonSilver]] - The Diceless System Dynasty<br />
#[[The Eighteenth Dynasty of Josh]] - The Atlantean Language Dynasty<br />
#[[The Thirtieth Dynasty of Kevan]] - The Atlantean City Dynasty<br />
#[[The First Dynasty of lendunistus]] - The Demiurge Dynasty<br />
#[[The Ninteenth Dynasty of Josh]] - The Battlebots Dynasty<br />
#[[The First Dynasty of SingularByte]] - The Monster Metropolis Dynasty<br />
#[[The Second Dynasty of Trapdoorspyder]] - The Party Dynasty<br />
#[[The Eighth Dynasty of Bucky]] - The Carnival Dynasty<br />
#[[The First Dynasty of JonathanDark]] - The Banewood Mansion Dynasty<br />
#[[The Third Dynasty of Trapdoorspyder]] - The Island Colony Dynasty<br />
#[[The First Dynasty of Habanero]] - The Blizzard Dynasty<br />
#[[The Second Dynasty of JonathanDark]] - The Grid Dynasty<br />
#[[The Third Dynasty of Misty]] - The Jenga Dynasty<br />
</div><br />
<br />
==Archive==<br />
<br />
===Older Core Game Documents===<br />
<br />
These can be explored in [[:Category:Gamestate Tracking]].<br />
<br />
===Proposed Core Game Documents Substitutes (2006-2008)===<br />
*[[Ruleset Draft]]<br />
*[[Ruleset Draft, Take Two]]<br />
*[[Ruleset Draft, the Third]]<br />
<br />
=== Switch to blognomic.com (2005) ===<br />
<br />
*[[Switch suggestions]]<br />
*[[Switch plans]]<br />
*[[Switch guidebook]]<br />
<br />
=== [[The Second Switch|Switch from ExpressionEngine to WordPress]] (2020, ongoing) ===<br />
<br />
*[[The Second Dynasty of 75th Trombone]] - The Dynasty of the Second Switch<br />
*[[Second Switch plans]]<br />
*[[Second Switch suggestions]]<br />
*[[Second Switch guidebook]]<br />
*[[Second Switch bugs]]<br />
<br />
===Other===<br />
*[[:Category:Mystery pages]]<br />
<br />
==Other games played around here==<br />
*[[:Category:Rumble|Rumble]]<br />
*[[No More Jockeys house rules|No More Jockeys]]<br />
*[[Zendo house rules|Zendo]]<br />
*[[Keyword_game_history|Keyword]]<br />
*[[:Category:Generic Nomic]]<br />
*[[:Category:The Council|The Council]]</div>Jumble!https://wiki.blognomic.com/index.php?title=The_Third_Dynasty_of_Misty&diff=22809The Third Dynasty of Misty2023-03-30T13:00:56Z<p>Jumble!: Creating page</p>
<hr />
<div>[[File:Misty3.png|right]]<br />
<br />
'''March 30, 2023 - ?'''<br />
==Ascension Address==<br />
[https://blognomic.com/archive/the_venerable_game_of_tower_integrity_online Ascension Address]:<br />
<br />
<blockquote><br />
Hey! All of ya! Hello and welcome! As you may already know, that black hole had finally evaporated from that place, which means that construction for the city of our dreams has finally begun again! Now you might be wondering why you were brought in so late. There’s uh, one small problem that cropped up. Someone was an absolute incompetence and blew up half of our construction materials. Supply chain issues caused by major parts of Asia no longer existing mean that we won’t be getting any replacements soon, so we kind of have to make do with what we have. That’s why you’re here! Your job is to take all the non-essential building stuff from the lower floors and hand them right back to the workers. They won’t suspect a thing, and we might be able to stretch our last few resources far enough to complete the city! Any questions?<br />
<br />
Okay, I guess you could call this “pulling a Jenga”, but don’t let the workers know about that. Or any of this, really.<br />
</blockquote><br />
<br />
Dynasty theme: Jenga. Repeal all dynastic rules. Set the player synonym to Engineer and the emperor synonym to City Architect. Set the gamestate tracking page to be “Construction Site”.<br />
<br />
==Players==<br />
<br />
The following players were active at the beginning of this Dynasty: <br><br />
<br />
The following players were active at the end of this Dynasty: <br><br />
<br />
==Final Ruleset==<br />
<br />
*[[Ruleset 213]]<br />
<br />
==Gamestate==<br />
* [[Construction Site]]<br />
<br />
==Posts of Interest==<br />
<br />
==Ascension==<br />
<br />
==Commentary==<br />
<br />
{{dynastic Histories}}</div>Jumble!https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&diff=22808Template:Dynastic Histories2023-03-30T12:58:02Z<p>Jumble!: </p>
<hr />
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|-d<br />
|style="background-color:#006; text-align:center; width:5%; color: #FFF;" | [[Main_Page#Dynastic_History|<b style="border: none; color: #FFF;">Dynastic Histories</b>]]<div style="float:right; font-size:0.7em"><nowiki>[</nowiki>[[Template:Dynastic Histories|<span style="color:#FFF">Edit</span>]]<nowiki>]</nowiki></div><br />
|-<br />
|style="background-color:#fff; text-align:center; width:95%; color:#006; font-size: 8pt;" |<br />
[[Round One]] -<br />
[[The First Dynasty of Myke|Myke I]] - <br />
[[The First Dynasty of Lyndse|Lyndse I]] - <br />
[[The First Dynasty of Geran / The Second Dynasty of Myke|Myke II]] - <br />
[[The First Dynasty of Kevan|Kevan I]] - <br />
[[The First Dynasty of Anthony|Anthony I]] - <br />
[[The First Dynasty of est|Est I]] - <br />
[[The Second Dynasty of Kevan|Kevan II]] - <br />
[[The First Dynasty of Damanor|Damanor I]] - <br />
[[The Third Dynasty of Kevan|Kevan III]] - <br />
[[The First Dynasty of Cayvie|Cayvie I]] - <br />
[[The First Dynasty of Joranj|Josh I]] - <br />
[[The First Dynasty of Keitalia|Keitalia I]] - <br />
[[The First Dynasty of SatyrEyes|SatyrEyes I]] - <br />
''[[The First Metadynasty|Metadynasty I]]'' - <br />
[[The Second Dynasty of Cayvie|Cayvie II]] - <br />
[[The First Dynasty of Brendan|Brendan I]] - <br />
[[The Fourth Dynasty of Kevan|Kevan IV]] - <br />
[[The First Dynasty of Knightking|Knightking I]] - <br />
[[The First Dynasty of Chronos Phaenon|Chronos Phaenon I]] - <br />
[[The First Dynasty of TrumanCapote|TrumanCapote I]] - <br />
[[The Second Dynasty of Knightking|Knightking II]] - <br />
[[The First Dynasty of Quazie|Quazie I]] - <br />
[[The First Dynasty of Simon|Simon I]] - <br />
[[The First Dynasty of AngryGrasshopper|AngryGrasshopper I]] - <br />
[[The First Dynasty of Rodney|Rodney I]] - <br />
[[The First Dynasty of Aaron|Aaron I]] - <br />
[[The Second Dynasty of Josh|Josh II]] - <br />
''[[The Second Metadynasty|Metadynasty II]]'' - <br />
[[The Second Dynasty of Chronos Phaenon|Chronos Phaenon II]] - <br />
[[The First Dynasty of Excalabur|Excalabur I]] - <br />
[[The Second Dynasty of Excalabur|Excalabur II]] - <br />
[[The First Dynasty of 75th Trombone|75th Trombone I]] - <br />
[[The First Dynasty of Elias IX|Elias IX I]] - <br />
''[[The Third Metadynasty|Metadynasty III]]'' - <br />
[[The Second Dynasty of Angry Grasshopper|Angry Grasshopper II]] - <br />
[[The First Dynasty of Hix|Hix I]] - <br />
[[The First Dynasty of Thelonious|Thelonious I]] - <br />
[[The Second Dynasty of Elias IX|Elias IX II]] - <br />
[[The Second Dynasty of Rodney|Rodney II]] - <br />
[[The First Dynasty of Clucky|Clucky I]] - <br />
[[The First Dynasty of Doremi|Doremi I]] - <br />
[[The Third Dynasty of Chronos Phaenon|Chronos Phaenon III]] - <br />
[[The First Dynasty of Amnistar|Amnistar I]] - <br />
[[The Second Dynasty of Clucky|Clucky II]] - <br />
[[The Second Dynasty of Amnistar|Amnistar II]] - <br />
[[The First Dynasty of Bucky|Bucky I]] - <br />
[[The Third Dynasty of Clucky|Clucky III]] -<br />
[[The Third Dynasty of Josh|Josh III]] -<br />
[[The Fifth Dynasty of Kevan|Kevan V]] -<br />
[[The Second Dynasty of Hix|Hix II]] - <br />
[[The First Dynasty of spikebrennan|Spikebrennan I]] -<br />
[[The First Dynasty of Jack|Jack I]] -<br />
[[The First Dynasty of Purplebeard|Purplebeard I]] -<br />
[[The First Dynasty of Rodlen|Rodlen I]] -<br />
[[The First Dynasty of Yoda|Yoda I]] -<br />
[[The Third Dynasty of Amnistar|Amnistar III]] -<br />
[[The First Dynasty of Darknight|Darknight I]] -<br />
[[The Second Dynasty of Bucky|Bucky II]] -<br />
[[The Second Dynasty of Yoda|Yoda II]] -<br />
''[[The Fourth Metadynasty|Metadynasty IV]]'' -<br />
[[The First Dynasty of arthexis|Arthexis I]] -<br />
[[The Fourth Dynasty of Amnistar|Amnistar IV]] -<br />
[[The First Dynasty of Devenger|Devenger I]] -<br />
[[The First Dynasty of ais523|Ais523 I]] -<br />
[[The First Dynasty of yuri_dragon_17|Ienpw III I]] -<br />
[[The First Dynasty of Qwazukee|Qwazukee I]] -<br />
[[The First Dynasty of Darth Cliche|Klisz I]] -<br />
''[[The Fifth Metadynasty|Metadynasty V]]'' -<br />
[[The Third Dynasty of Bucky|Bucky III]] -<br />
[[The First Dynasty of Wakukee|Wakukee I]] -<br />
[[The Sixth Dynasty of Kevan|Kevan VI]] -<br />
[[The Second Dynasty of ais523|Ais523 II]] -<br />
[[The Fourth Dynasty of Josh|Josh IV]] -<br />
[[The Second Dynasty of Purplebeard|Purplebeard II]] -<br />
[[The Third Dynasty of ais523|Ais523 III]] -<br />
[[The Second Dynasty of Ienpw III|Ienpw III II]] -<br />
[[The Second Dynasty of Darth Cliche|Klisz II]] -<br />
[[The First Dynasty of lilomar|Lilomar I]] -<br />
[[The First Dynasty of coppro|Coppro I]] -<br />
[[The Fourth Dynasty of ais523|Ais523 IV]] -<br />
[[The Seventh Dynasty of Kevan|Kevan VII]] -<br />
[[The Second Dynasty of Brendan|Brendan II]] -<br />
[[The First Dynasty of Alecto|Alecto I]] -<br />
[[The Fifth Dynasty of Josh|Josh V]] - <br />
[[The Fourth Dynasty of Clucky|Clucky IV]] -<br />
[[The Third Dynasty of Purplebeard|Purplebeard III]] -<br />
[[The Eighth Dynasty of Kevan|Kevan VIII]] -<br />
[[The Fifth Dynasty of ais523|Ais523 V]] -<br />
[[The Fourth Dynasty of Purplebeard|Purplebeard IV]] -<br />
[[The Third Dynasty of Yoda|Yoda III]] -<br />
[[The Fourth Dynasty of Bucky|Bucky IV]] -<br />
[[The Ninth Dynasty of Kevan|Kevan IX]] -<br />
[[The First Dynasty of Bateleur|Bateleur I]] -<br />
''[[The Sixth Metadynasty|Metadynasty VI]]'' - <br />
[[The Second Dynasty of coppro|Coppro II]] -<br />
[[The Sixth Dynasty of ais523|Ais523 VI]] -<br />
[[The First Dynasty of Cpt_Koen|Cpt Koen I]] -<br />
[[The First Dynasty of southpointingchariot|Southpointingchariot I]] -<br />
[[The Sixth Dynasty of Josh|Josh VI]] -<br />
[[The Third Machine of scshunt|Scshunt III]] -<br />
[[The First Dynasty of Quirck|Quirck I]] -<br />
[[The Fifth Dynasty of Clucky|Clucky V]] -<br />
[[The Fifth Dynasty of Bucky|Bucky V]] -<br />
[[The Tenth Dynasty of Kevan|Kevan X]] -<br />
[[The Seventh Dynasty of Josh|Josh VII]] -<br />
[[The Eleventh Dynasty of Kevan|Kevan XI]] -<br />
[[The Fourth Dynasty of scshunt|Scshunt IV]] -<br />
[[The First Dynasty of RaichuKFM|RaichuKFM I]] -<br />
[[The First Dynasty of Larrytheturtle|Larrytheturtle I]] -<br />
[[The First Dynasty of Skju|Skju I]] -<br />
''[[The Seventh Metadynasty|Metadynasty VII]]'' -<br />
[[The Fifth Dynasty of Purplebeard|Purplebeard V]] -<br />
[[The First Dynasty of Spitemaster|Spitemaster I]] -<br />
[[The Eighth Dynasty of Josh|Josh VIII]] - <br />
[[The Second Dynasty of RaichuKFM|RaichuKFM II]] -<br />
[[The First Dynasty of The Alien|The Alien I]] -<br />
[[The First Dynasty of Benzene|Benzene I]] -<br />
[[The Third Dynasty of RaichuKFM|RaichuKFM III]] -<br />
[[The Sixth Dynasty of Purplebeard|Purplebeard VI]] -<br />
[[The Twelfth Dynasty of Kevan|Kevan XII]] -<br />
[[The First Dynasty of Ayesdeeef|Ayesdeeef I]] -<br />
[[The Sixth Dynasty of Bucky|Bucky VI]] -<br />
[[The Thirteenth Dynasty of Kevan|Kevan XIII]] -<br />
[[The Ninth Dynasty of Josh|Josh IX]] -<br />
[[The First Dynasty of Mideg|Mideg I]] -<br />
[[The Fourteenth Dynasty of Kevan|Kevan XIV]] -<br />
[[The Third Dynasty of Brendan|Brendan III]] -<br />
[[The Fifteenth Dynasty of Kevan|Kevan XV]] -<br />
[[The First Dynasty of Tantusar|Tantusar I]] -<br />
[[The Tenth Dynasty of Josh|Josh X]] -<br />
[[The Sixteenth Dynasty of Kevan|Kevan XVI]] -<br />
[[The First Dynasty of Thrawn|Thrawn I]] -<br />
[[The Fourth Dynasty of Brendan|Brendan IV]] -<br />
[[The Seventeenth Dynasty of Kevan|Kevan XVII]] -<br />
[[The First Dynasty of Moonroof|Moonroof I]] -<br />
[[The Fourth Dynasty of RaichuKFM|RaichuKFM IV]] -<br />
[[The Second Dynasty of Larrytheturtle|Larrytheturtle II]] -<br />
[[The Fifth Dynasty of Brendan|Brendan V]] -<br />
[[The Eighteenth Dynasty of Kevan|Kevan XVIII]] -<br />
[[The Sixth Dynasty of Brendan|Brendan VI]] -<br />
[[The Fifth Dynasty of RaichuKFM|RaichuKFM V]] -<br />
[[The Nineteenth Dynasty of Kevan|Kevan XIX]] -<br />
[[The Seventh Dynasty of Brendan|Brendan VII]] -<br />
[[The Twentieth Dynasty of Kevan|Kevan XX]] -<br />
[[The First Dynasty of Viv|Viv I]] -<br />
[[The First Dynasty of pokes|Pokes I]] - <br />
[[The First Dynasty of Sphinx|Sphinx I]] -<br />
[[The First Dynasty of Cuddlebeam|Madrid I]] -<br />
[[The Second Dynasty of Pokes|Pokes II]] - <br />
[[The Second Dynasty of Cuddlebeam|Madrid II]] -<br />
''[[The Eighth Metadynasty|Metadynasty VIII]]'' -<br />
[[The First Dynasty of Axemabaro|Axemabaro I]] -<br />
[[The First Dynasty of Diabecko|Diabecko I]] -<br />
[[The Twenty-First Dynasty of Kevan|Kevan XXI]] -<br />
[[The First Coregency of Diabecko and card|Diabecko & Card I]] -<br />
[[The Twenty-Second Dynasty of Kevan|Kevan XXII]] -<br />
[[The First Dynasty of Derrick|Derrick I]] -<br />
[[The First Dynasty of card|Card I]] -<br />
[[The Third Dynasty of Cuddlebeam|Madrid III]] -<br />
[[The Second Dynasty of card|Card II]] -<br />
[[The Twenty-Third Dynasty of Kevan|Kevan XXIII]] -<br />
[[The Third Dynasty of pokes|Pokes III]] -<br />
[[The Twenty-Fourth Dynasty of Kevan|Kevan XXIV]] -<br />
[[The First Dynasty of Trigon|Trigon I]] - <br />
[[The Second Dynasty of Derrick|Derrick II]] -<br />
[[The Twenty-Fifth Dynasty of Kevan|Kevan XXV]] -<br />
[[The Third Dynasty of Derrick|Derrick III]] -<br />
[[The First Dynasty of Farsight|Farsight I]] -<br />
[[The First Dynasty of TyGuy6|TyGuy6 I]] -<br />
[[The Fourth Dynasty of pokes|Pokes IV]] -<br />
[[The Fourth Dynasty of Cuddlebeam|Madrid IV]] -<br />
[[The Second Dynasty of TyGuy6|TyGuy6 II]] -<br />
[[The Twenty-Sixth Dynasty of Kevan|Kevan XXVI]] -<br />
[[The First Dynasty of The Duke of Waltham|The Duke of Waltham I]] -<br />
[[The Eleventh Dynasty of Josh|Josh XI]] -<br />
[[The Sixth Dynasty of Clucky|Clucky VI]] -<br />
[[The First Dynasty of naught|Naught I]] -<br />
''[[The Ninth Metadynasty|Metadynasty IX]]'' -<br />
[[The Twenty-Seventh Dynasty of Kevan|Kevan XXVII]] -<br />
[[The Twelfth Dynasty of Josh|Josh XII]] -<br />
[[The Seventh Dynasty of Clucky|Clucky VII]] -<br />
[[The Thirteenth Dynasty of Josh|Josh XIII]] -<br />
[[The Seventh Dynasty of Bucky|Bucky VII]] -<br />
[[The Fourteenth Dynasty of Josh|Josh XIV]] -<br />
[[The Twenty-Eighth Dynasty of Kevan|Kevan XXVIII]] -<br />
[[The First Dynasty of lemonfanta|Lemonfanta I]] -<br />
[[The Eighth Dynasty of Clucky|Clucky VIII]] -<br />
[[The Fifteenth Dynasty of Josh|Josh XV]] -<br />
[[The First Dynasty of Jumble|Jumble I]] - <br />
[[The Seventh Dynasty of ais523|ais523 VII]] -<br />
[[The Sixteenth Dynasty of Josh|Josh XVI]] -<br />
[[The Twenty-Ninth Dynasty of Kevan|Kevan XXIX]] -<br />
[[The First Dynasty of Trapdoorspyder|Trapdoorspyder I]] -<br />
''[[The Tenth Metadynasty|Metadynasty X]]'' -<br />
[[The Eighth Dynasty of Brendan|Brendan VIII]] -<br />
[[The Ninth Dynasty of Brendan|Brendan IX]] -<br />
[[The First Dynasty of Zack|Zack I]] -<br />
[[The Second Dynasty of Jumble|Jumble II]] -<br />
[[The Seventeenth Dynasty of Josh|Josh XVII]] -<br />
[[The First Dynasty of MadisonSilver|MadisonSilver I]] -<br />
[[The Eighteenth Dynasty of Josh|Josh XVIII]] -<br />
[[The Thirtieth Dynasty of Kevan|Kevan XXX]] -<br />
[[The First Dynasty of lendunistus|Lendunistus I]] -<br />
[[The Ninteenth Dynasty of Josh|Josh XIX]] -<br />
[[The First Dynasty of SingularByte|SingularByte I]] -<br />
[[The Second Dynasty of Trapdoorspyder|Trapdoorspyder II]] -<br />
[[The Eighth Dynasty of Bucky|Bucky XIII]] -<br />
[[The First Dynasty of JonathanDark|JonathanDark I]] -<br />
[[The Third Dynasty of Trapdoorspyder|Trapdoorspyder III]] -<br />
[[The First Dynasty of Habanero|Habanero I]] -<br />
[[The Second Dynasty of JonathanDark|JonathanDark II]] -<br />
[[The Third Dynasty of Misty|Misty III]]<br />
|}</div>Jumble!https://wiki.blognomic.com/index.php?title=Template:Dynastic_Histories&diff=22807Template:Dynastic Histories2023-03-30T12:57:50Z<p>Jumble!: Adding Misty 3</p>
<hr />
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|-d<br />
|style="background-color:#006; text-align:center; width:5%; color: #FFF;" | [[Main_Page#Dynastic_History|<b style="border: none; color: #FFF;">Dynastic Histories</b>]]<div style="float:right; font-size:0.7em"><nowiki>[</nowiki>[[Template:Dynastic Histories|<span style="color:#FFF">Edit</span>]]<nowiki>]</nowiki></div><br />
|-<br />
|style="background-color:#fff; text-align:center; width:95%; color:#006; font-size: 8pt;" |<br />
[[Round One]] -<br />
[[The First Dynasty of Myke|Myke I]] - <br />
[[The First Dynasty of Lyndse|Lyndse I]] - <br />
[[The First Dynasty of Geran / The Second Dynasty of Myke|Myke II]] - <br />
[[The First Dynasty of Kevan|Kevan I]] - <br />
[[The First Dynasty of Anthony|Anthony I]] - <br />
[[The First Dynasty of est|Est I]] - <br />
[[The Second Dynasty of Kevan|Kevan II]] - <br />
[[The First Dynasty of Damanor|Damanor I]] - <br />
[[The Third Dynasty of Kevan|Kevan III]] - <br />
[[The First Dynasty of Cayvie|Cayvie I]] - <br />
[[The First Dynasty of Joranj|Josh I]] - <br />
[[The First Dynasty of Keitalia|Keitalia I]] - <br />
[[The First Dynasty of SatyrEyes|SatyrEyes I]] - <br />
''[[The First Metadynasty|Metadynasty I]]'' - <br />
[[The Second Dynasty of Cayvie|Cayvie II]] - <br />
[[The First Dynasty of Brendan|Brendan I]] - <br />
[[The Fourth Dynasty of Kevan|Kevan IV]] - <br />
[[The First Dynasty of Knightking|Knightking I]] - <br />
[[The First Dynasty of Chronos Phaenon|Chronos Phaenon I]] - <br />
[[The First Dynasty of TrumanCapote|TrumanCapote I]] - <br />
[[The Second Dynasty of Knightking|Knightking II]] - <br />
[[The First Dynasty of Quazie|Quazie I]] - <br />
[[The First Dynasty of Simon|Simon I]] - <br />
[[The First Dynasty of AngryGrasshopper|AngryGrasshopper I]] - <br />
[[The First Dynasty of Rodney|Rodney I]] - <br />
[[The First Dynasty of Aaron|Aaron I]] - <br />
[[The Second Dynasty of Josh|Josh II]] - <br />
''[[The Second Metadynasty|Metadynasty II]]'' - <br />
[[The Second Dynasty of Chronos Phaenon|Chronos Phaenon II]] - <br />
[[The First Dynasty of Excalabur|Excalabur I]] - <br />
[[The Second Dynasty of Excalabur|Excalabur II]] - <br />
[[The First Dynasty of 75th Trombone|75th Trombone I]] - <br />
[[The First Dynasty of Elias IX|Elias IX I]] - <br />
''[[The Third Metadynasty|Metadynasty III]]'' - <br />
[[The Second Dynasty of Angry Grasshopper|Angry Grasshopper II]] - <br />
[[The First Dynasty of Hix|Hix I]] - <br />
[[The First Dynasty of Thelonious|Thelonious I]] - <br />
[[The Second Dynasty of Elias IX|Elias IX II]] - <br />
[[The Second Dynasty of Rodney|Rodney II]] - <br />
[[The First Dynasty of Clucky|Clucky I]] - <br />
[[The First Dynasty of Doremi|Doremi I]] - <br />
[[The Third Dynasty of Chronos Phaenon|Chronos Phaenon III]] - <br />
[[The First Dynasty of Amnistar|Amnistar I]] - <br />
[[The Second Dynasty of Clucky|Clucky II]] - <br />
[[The Second Dynasty of Amnistar|Amnistar II]] - <br />
[[The First Dynasty of Bucky|Bucky I]] - <br />
[[The Third Dynasty of Clucky|Clucky III]] -<br />
[[The Third Dynasty of Josh|Josh III]] -<br />
[[The Fifth Dynasty of Kevan|Kevan V]] -<br />
[[The Second Dynasty of Hix|Hix II]] - <br />
[[The First Dynasty of spikebrennan|Spikebrennan I]] -<br />
[[The First Dynasty of Jack|Jack I]] -<br />
[[The First Dynasty of Purplebeard|Purplebeard I]] -<br />
[[The First Dynasty of Rodlen|Rodlen I]] -<br />
[[The First Dynasty of Yoda|Yoda I]] -<br />
[[The Third Dynasty of Amnistar|Amnistar III]] -<br />
[[The First Dynasty of Darknight|Darknight I]] -<br />
[[The Second Dynasty of Bucky|Bucky II]] -<br />
[[The Second Dynasty of Yoda|Yoda II]] -<br />
''[[The Fourth Metadynasty|Metadynasty IV]]'' -<br />
[[The First Dynasty of arthexis|Arthexis I]] -<br />
[[The Fourth Dynasty of Amnistar|Amnistar IV]] -<br />
[[The First Dynasty of Devenger|Devenger I]] -<br />
[[The First Dynasty of ais523|Ais523 I]] -<br />
[[The First Dynasty of yuri_dragon_17|Ienpw III I]] -<br />
[[The First Dynasty of Qwazukee|Qwazukee I]] -<br />
[[The First Dynasty of Darth Cliche|Klisz I]] -<br />
''[[The Fifth Metadynasty|Metadynasty V]]'' -<br />
[[The Third Dynasty of Bucky|Bucky III]] -<br />
[[The First Dynasty of Wakukee|Wakukee I]] -<br />
[[The Sixth Dynasty of Kevan|Kevan VI]] -<br />
[[The Second Dynasty of ais523|Ais523 II]] -<br />
[[The Fourth Dynasty of Josh|Josh IV]] -<br />
[[The Second Dynasty of Purplebeard|Purplebeard II]] -<br />
[[The Third Dynasty of ais523|Ais523 III]] -<br />
[[The Second Dynasty of Ienpw III|Ienpw III II]] -<br />
[[The Second Dynasty of Darth Cliche|Klisz II]] -<br />
[[The First Dynasty of lilomar|Lilomar I]] -<br />
[[The First Dynasty of coppro|Coppro I]] -<br />
[[The Fourth Dynasty of ais523|Ais523 IV]] -<br />
[[The Seventh Dynasty of Kevan|Kevan VII]] -<br />
[[The Second Dynasty of Brendan|Brendan II]] -<br />
[[The First Dynasty of Alecto|Alecto I]] -<br />
[[The Fifth Dynasty of Josh|Josh V]] - <br />
[[The Fourth Dynasty of Clucky|Clucky IV]] -<br />
[[The Third Dynasty of Purplebeard|Purplebeard III]] -<br />
[[The Eighth Dynasty of Kevan|Kevan VIII]] -<br />
[[The Fifth Dynasty of ais523|Ais523 V]] -<br />
[[The Fourth Dynasty of Purplebeard|Purplebeard IV]] -<br />
[[The Third Dynasty of Yoda|Yoda III]] -<br />
[[The Fourth Dynasty of Bucky|Bucky IV]] -<br />
[[The Ninth Dynasty of Kevan|Kevan IX]] -<br />
[[The First Dynasty of Bateleur|Bateleur I]] -<br />
''[[The Sixth Metadynasty|Metadynasty VI]]'' - <br />
[[The Second Dynasty of coppro|Coppro II]] -<br />
[[The Sixth Dynasty of ais523|Ais523 VI]] -<br />
[[The First Dynasty of Cpt_Koen|Cpt Koen I]] -<br />
[[The First Dynasty of southpointingchariot|Southpointingchariot I]] -<br />
[[The Sixth Dynasty of Josh|Josh VI]] -<br />
[[The Third Machine of scshunt|Scshunt III]] -<br />
[[The First Dynasty of Quirck|Quirck I]] -<br />
[[The Fifth Dynasty of Clucky|Clucky V]] -<br />
[[The Fifth Dynasty of Bucky|Bucky V]] -<br />
[[The Tenth Dynasty of Kevan|Kevan X]] -<br />
[[The Seventh Dynasty of Josh|Josh VII]] -<br />
[[The Eleventh Dynasty of Kevan|Kevan XI]] -<br />
[[The Fourth Dynasty of scshunt|Scshunt IV]] -<br />
[[The First Dynasty of RaichuKFM|RaichuKFM I]] -<br />
[[The First Dynasty of Larrytheturtle|Larrytheturtle I]] -<br />
[[The First Dynasty of Skju|Skju I]] -<br />
''[[The Seventh Metadynasty|Metadynasty VII]]'' -<br />
[[The Fifth Dynasty of Purplebeard|Purplebeard V]] -<br />
[[The First Dynasty of Spitemaster|Spitemaster I]] -<br />
[[The Eighth Dynasty of Josh|Josh VIII]] - <br />
[[The Second Dynasty of RaichuKFM|RaichuKFM II]] -<br />
[[The First Dynasty of The Alien|The Alien I]] -<br />
[[The First Dynasty of Benzene|Benzene I]] -<br />
[[The Third Dynasty of RaichuKFM|RaichuKFM III]] -<br />
[[The Sixth Dynasty of Purplebeard|Purplebeard VI]] -<br />
[[The Twelfth Dynasty of Kevan|Kevan XII]] -<br />
[[The First Dynasty of Ayesdeeef|Ayesdeeef I]] -<br />
[[The Sixth Dynasty of Bucky|Bucky VI]] -<br />
[[The Thirteenth Dynasty of Kevan|Kevan XIII]] -<br />
[[The Ninth Dynasty of Josh|Josh IX]] -<br />
[[The First Dynasty of Mideg|Mideg I]] -<br />
[[The Fourteenth Dynasty of Kevan|Kevan XIV]] -<br />
[[The Third Dynasty of Brendan|Brendan III]] -<br />
[[The Fifteenth Dynasty of Kevan|Kevan XV]] -<br />
[[The First Dynasty of Tantusar|Tantusar I]] -<br />
[[The Tenth Dynasty of Josh|Josh X]] -<br />
[[The Sixteenth Dynasty of Kevan|Kevan XVI]] -<br />
[[The First Dynasty of Thrawn|Thrawn I]] -<br />
[[The Fourth Dynasty of Brendan|Brendan IV]] -<br />
[[The Seventeenth Dynasty of Kevan|Kevan XVII]] -<br />
[[The First Dynasty of Moonroof|Moonroof I]] -<br />
[[The Fourth Dynasty of RaichuKFM|RaichuKFM IV]] -<br />
[[The Second Dynasty of Larrytheturtle|Larrytheturtle II]] -<br />
[[The Fifth Dynasty of Brendan|Brendan V]] -<br />
[[The Eighteenth Dynasty of Kevan|Kevan XVIII]] -<br />
[[The Sixth Dynasty of Brendan|Brendan VI]] -<br />
[[The Fifth Dynasty of RaichuKFM|RaichuKFM V]] -<br />
[[The Nineteenth Dynasty of Kevan|Kevan XIX]] -<br />
[[The Seventh Dynasty of Brendan|Brendan VII]] -<br />
[[The Twentieth Dynasty of Kevan|Kevan XX]] -<br />
[[The First Dynasty of Viv|Viv I]] -<br />
[[The First Dynasty of pokes|Pokes I]] - <br />
[[The First Dynasty of Sphinx|Sphinx I]] -<br />
[[The First Dynasty of Cuddlebeam|Madrid I]] -<br />
[[The Second Dynasty of Pokes|Pokes II]] - <br />
[[The Second Dynasty of Cuddlebeam|Madrid II]] -<br />
''[[The Eighth Metadynasty|Metadynasty VIII]]'' -<br />
[[The First Dynasty of Axemabaro|Axemabaro I]] -<br />
[[The First Dynasty of Diabecko|Diabecko I]] -<br />
[[The Twenty-First Dynasty of Kevan|Kevan XXI]] -<br />
[[The First Coregency of Diabecko and card|Diabecko & Card I]] -<br />
[[The Twenty-Second Dynasty of Kevan|Kevan XXII]] -<br />
[[The First Dynasty of Derrick|Derrick I]] -<br />
[[The First Dynasty of card|Card I]] -<br />
[[The Third Dynasty of Cuddlebeam|Madrid III]] -<br />
[[The Second Dynasty of card|Card II]] -<br />
[[The Twenty-Third Dynasty of Kevan|Kevan XXIII]] -<br />
[[The Third Dynasty of pokes|Pokes III]] -<br />
[[The Twenty-Fourth Dynasty of Kevan|Kevan XXIV]] -<br />
[[The First Dynasty of Trigon|Trigon I]] - <br />
[[The Second Dynasty of Derrick|Derrick II]] -<br />
[[The Twenty-Fifth Dynasty of Kevan|Kevan XXV]] -<br />
[[The Third Dynasty of Derrick|Derrick III]] -<br />
[[The First Dynasty of Farsight|Farsight I]] -<br />
[[The First Dynasty of TyGuy6|TyGuy6 I]] -<br />
[[The Fourth Dynasty of pokes|Pokes IV]] -<br />
[[The Fourth Dynasty of Cuddlebeam|Madrid IV]] -<br />
[[The Second Dynasty of TyGuy6|TyGuy6 II]] -<br />
[[The Twenty-Sixth Dynasty of Kevan|Kevan XXVI]] -<br />
[[The First Dynasty of The Duke of Waltham|The Duke of Waltham I]] -<br />
[[The Eleventh Dynasty of Josh|Josh XI]] -<br />
[[The Sixth Dynasty of Clucky|Clucky VI]] -<br />
[[The First Dynasty of naught|Naught I]] -<br />
''[[The Ninth Metadynasty|Metadynasty IX]]'' -<br />
[[The Twenty-Seventh Dynasty of Kevan|Kevan XXVII]] -<br />
[[The Twelfth Dynasty of Josh|Josh XII]] -<br />
[[The Seventh Dynasty of Clucky|Clucky VII]] -<br />
[[The Thirteenth Dynasty of Josh|Josh XIII]] -<br />
[[The Seventh Dynasty of Bucky|Bucky VII]] -<br />
[[The Fourteenth Dynasty of Josh|Josh XIV]] -<br />
[[The Twenty-Eighth Dynasty of Kevan|Kevan XXVIII]] -<br />
[[The First Dynasty of lemonfanta|Lemonfanta I]] -<br />
[[The Eighth Dynasty of Clucky|Clucky VIII]] -<br />
[[The Fifteenth Dynasty of Josh|Josh XV]] -<br />
[[The First Dynasty of Jumble|Jumble I]] - <br />
[[The Seventh Dynasty of ais523|ais523 VII]] -<br />
[[The Sixteenth Dynasty of Josh|Josh XVI]] -<br />
[[The Twenty-Ninth Dynasty of Kevan|Kevan XXIX]] -<br />
[[The First Dynasty of Trapdoorspyder|Trapdoorspyder I]] -<br />
''[[The Tenth Metadynasty|Metadynasty X]]'' -<br />
[[The Eighth Dynasty of Brendan|Brendan VIII]] -<br />
[[The Ninth Dynasty of Brendan|Brendan IX]] -<br />
[[The First Dynasty of Zack|Zack I]] -<br />
[[The Second Dynasty of Jumble|Jumble II]] -<br />
[[The Seventeenth Dynasty of Josh|Josh XVII]] -<br />
[[The First Dynasty of MadisonSilver|MadisonSilver I]] -<br />
[[The Eighteenth Dynasty of Josh|Josh XVIII]] -<br />
[[The Thirtieth Dynasty of Kevan|Kevan XXX]] -<br />
[[The First Dynasty of lendunistus|Lendunistus I]] -<br />
[[The Ninteenth Dynasty of Josh|Josh XIX]] -<br />
[[The First Dynasty of SingularByte|SingularByte I]] -<br />
[[The Second Dynasty of Trapdoorspyder|Trapdoorspyder II]] -<br />
[[The Eighth Dynasty of Bucky|Bucky XIII]] -<br />
[[The First Dynasty of JonathanDark|JonathanDark I]] -<br />
[[The Third Dynasty of Trapdoorspyder|Trapdoorspyder III]] -<br />
[[The First Dynasty of Habanero|Habanero I]] -<br />
[[The Second Dynasty of JonathanDark|JonathanDark II]]<br />
[[The Third Dynasty of Misty|Misty III]]<br />
|}</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22806Ruleset2023-03-30T12:06:34Z<p>Jumble!: Ascension Address</p>
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<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 Engineers 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Engineer may update it to do so.<br />
<br />
== Engineers ==<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 Engineer may make a blog post making clear their wish to be a Engineer (plural form Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Engineer.<br />
<br />
A Engineer may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.<br />
<br />
===Idle Engineers ===<br />
<br />
If a Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Engineers are not counted as Engineers . The combined term “Idle Engineer” can be used to refer to Engineers who are Idle even in rules that do not treat them as Engineers.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Engineer, then that Idle Engineer is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Engineer Idled in a different Dynasty), the Engineer is given the default value for new Engineers, if such a value exists.<br />
<br />
An Admin may render a Engineer Idle if that Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Engineer if that Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.<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 Engineer, known as the City Architect. If there is no City Architect, 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 Engineer 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 Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Engineer's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Engineer never has a Vote, even if they were a Engineer previously and had cast a valid Vote.<br />
<br />
If a Engineer other than the City Architect casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City Architect. When the City Architect has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the City Architect'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Engineers 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 Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Engineer already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Engineer 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 City Architect may use VETO as a voting icon to cast a Vote on a Proposal; when the City Architect casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City Architect later changes their Vote.<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 Engineers actively disagree as to the interpretation of the Ruleset, or if a Engineer feels that an aspect of the game needs urgent attention, then any Engineer may raise a '''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 Engineer (other than the City Architect) 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 Engineer's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Engineer may be made unidle, and no new player joining requests may be administered..<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 Engineers, it has been open for at least 12 hours, and either the City Architect has Voted FOR it or it has no AGAINST Votes.<br />
* It has a number of FOR Votes greater than 2/3rds of the number of Engineers, and it has been open for at least 24 hours.<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 Engineer 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 Engineer who posted the DoV becomes City Architect, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.<br />
<br />
If the game is in an Interregnum then the new City Architect must either Pass the Mantle (by making a post naming a Engineer who was not the last dynasty’s City Architect, in which case the passing Engineer ceases to be the City Architect and the Engineer so named becomes the City Architect) or start a new dynasty by completing the following Atomic Action:<br />
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City Architect'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 Engineer's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Engineers should vote against any DoV that relies on having broken a fair play rule.<br />
<br />
* A single person should not control more than one non-Idle Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Engineer and any Idle Engineers. This extends to exerting full control over the actions of another Engineer, defined here as the controlled Engineer's game behavior being functionally indistinguishable from if the controlling Engineer was logged into their account and playing through it, over a period of more than a day.<br />
* A Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.<br />
* A Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Engineer should not edit their own blog comments once posted, nor those of any other Engineer.<br />
* A Engineer should not edit the “Entry Date” field of a blog post.<br />
* A Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).<br />
* A Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A Engineer must use their own name in the Dice Roller, when rolling dice.<br />
* A Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Engineer should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Engineer to achieve victory.<br />
* A Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.<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 Engineer or Engineers 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 Engineers and idle Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Engineers are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Engineers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Engineers, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the City Architect has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Engineers have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other Engineers on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the City Architect is not a Engineer.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The City Architect may be recipient of the Mantle, as if they were a Engineer, during an Interregnum, as per the rule Victory and Ascension. The City Architect may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.<br />
<br />
If the Special Case rule “No Collaboration” is Active, any Engineer may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. City Architect may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.<br />
<br />
==No Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the City Architect is not considered a Engineer for the purposes of this rule.<br />
<br />
Engineers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Engineer could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Engineers (or people who are not yet Engineers) also face the same restrictions if they intend to become an active Engineer during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.<br />
<br />
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Engineers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.<br />
<br />
==Mantle Limitations [Active]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Engineers should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Engineer may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Engineers; a Engineer's Alliance defaults to an empty set. A Engineer may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Engineer has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that Engineer may pass the Mantle to a Engineer who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Engineers who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to Engineers who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Engineer 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 Engineer may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Engineer End it again.<br />
<br />
==Bounties [Rare] [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 City Architect 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 City Architect believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Engineer (other than the City Architect) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Engineer may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the City Architect is privately tracking any information about them then they should do likewise at their first opportunity. When a Engineer has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.<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 Engineer 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 Engineer 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 Engineer 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 Engineer 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 Engineers.<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 Engineer's Effective Vote Comment with respect to a given Votable Matter is that Engineer's Comment to that Votable Matter, if any, that contains that Engineer's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.<br />
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Engineers , as well as people who are not Engineers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.<br />
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).<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. Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.<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 Engineers is half the number of Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Engineers it is referring to, it is referring to a Quorum of all Engineers.<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 Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.<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 Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.<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 Engineer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New Engineer is defined as a Engineer who has been a Engineer for fewer than seven days or a Engineer that has unidled in the past seven days after being idle for at least 3 months.<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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Engineer's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Engineer may correct the representations to comply with the Gamestate.<br />
<br />
If a Engineer 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 Engineer, if doing so would not require the correcting Engineer to make any decisions on behalf of the original Engineer.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Engineers 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 Engineer 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 Engineer with such access. Only a Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Engineer with such access, that Votable Matter is Illegal.<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 Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.<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 Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.<br />
* If a rule allows the Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.<br />
* If one or more steps of an Atomic Action were done incorrectly, the Engineer must redo the Atomic Action; for that purpose, the Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)<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 Engineer can spend or pay from only their own values, and a rule that allows Engineers to transfer or pay a numeric value to another Engineer only allows them to transfer that value from themselves to that other Engineer (of their choice unless otherwise stated).<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 Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.<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”).<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 City Architect (including secretly random selections), then that information may only be revealed by the City Architect when the ruleset allows it. If a Engineer should already know such a piece of information (in that the City Architect has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City Architect may repeat it to them.<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, Engineer A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.<br />
* If a dynastic rule has no text and no subrules, any Engineer 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), Engineers 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 Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).<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 />
* Engineers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.<br />
<br />
===Names===<br />
* Within the Ruleset, a word only refers to the name of a Engineer if it is explicitly stated that it refers to a Engineer'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 Engineer's (or prospective Engineer'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 “Engineers may Kick each other” and “Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Engineers may not Kick each other);<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 “Engineers may Punch a Spaceman on Friday” and “Engineers may not Punch Spacemen on Friday”, then Engineers may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Engineer may have another Engineer as a Mentor. Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Engineer who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Engineer requests a Mentor, or a new Engineer has joined the game and has no Mentor, the City Architect should select a Tenured Engineer and ask them to take that Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the City Architect should announce it in a blog post. The City Architect should take care to consider game balance when selecting a potential mentor.<br />
<br />
A relationship between a mentor and a mentee is a Mentorship. A Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no City Architect, any Engineer who has been active in at least three previous dynasties may act as City Architect for the purposes of this rule.<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 Engineer 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 Engineers .<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 “Engineer” and “City Architect”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Engineer (Player)<br />
* City Architect (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>Jumble!https://wiki.blognomic.com/index.php?title=File:Misty3.png&diff=22804File:Misty3.png2023-03-30T01:04:38Z<p>Jumble!: Misty's third Dynasty.</p>
<hr />
<div>== Summary ==<br />
Misty's third Dynasty.</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22771Ruleset2023-03-29T00:57:37Z<p>Jumble!: /* The Grue */ Enacting Anti-Anti-Climax</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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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 Runner 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 Runner if that Runner 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 Runner 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
Each Cell also has a publicly tracked colour, defaulting to Black. The colour of a cell is not considered to be part of its Value.<br />
<br />
A Runner is said to be “in” a Cell if their Location is the identification of that Cell. To “move” a Runner to a Cell is to set their Location to be the identification of that Cell. If a Cell’s Value is not “-”, it is said to “contain” an instance of that Value.<br />
<br />
Whenever the Gridmaster is required to make a random selection, they may do so in a secretly random manner.<br />
<br />
The Progress Bar is a publicly tracked pair of numbers, known as the Needle and the Maximum. The Gridmaster may, at any time, update the Maximum to be the number of Live Runners, and the Needle to be the number of Live Runners who have a Heading.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. The Gridmaster should then set the Location of the Runner to the requested Cell. If at least one other Runner has this Cell in their Location at the time the message is processed, the Gridmaster should also reply that the Cell is occupied.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners are in the same Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must execute the Status Report action for that Runner as described in the subrule Status Report.<br />
<br />
===The Alpha Sector===<br />
<br />
The Alpha Sector is composed of all cells that are coloured Red.<br />
<br />
===Status Report===<br />
<br />
When the Gridmaster takes the action Status Report, they privately inform the target Runner of the following in a single message, each of which is regarding that Runner and the values at the time the message is sent:<br />
* Location<br />
* Spoor<br />
* Power<br />
* Number-Crunches<br />
* The names of all Runners (if any) who are Nearby that Runner<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they are in a Cell.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If, during the most recent 3 Tick atomic actions (excluding this one), the number of Runners in the Exit has been at least 1 for the entire Tick atomic action, and if one of the Runner currently in the Exit has the highest non-zero Number-Crunches out of all Runners in the Exit, that Runner has achieved victory. (If the Grue achieves victory in this way, the Gridmaster should create a Blogpost to confirm that the Grue has escaped. The Grue’s location should be blanked, and it can never have its location set to a value again, but otherwise its victory is ignored.)<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), select all of the Headings where the Grue would be facing such Runners, and where the orthogonally adjacent Cell to the Grue in the direction of each Heading does not contain “Firewall”, and change the Grue’s Heading to a randomly chosen Heading from this selection. If there are no such selections possible, instead select all of the Headings where the orthogonally adjacent Cell to the Grue in the direction of each Heading does not contain “Firewall”, and change the Grue’s Heading to a randomly chosen Heading from this selection if possible.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction contains a Firewall)<br />
* For each Cell whose value is Battery, and whose identification is the Location of one or more Runners: increase by 1 the Power of each such Runner, then set that Cell’s value to “-”<br />
* If any runner is on a yellow cell, they lose 1 Power. If they do not have any Power, they instead add a junk.c disk to their stack in a random position.<br />
* Blank every Runner’s Heading<br />
* Remove all Yanked Disks from the Heap<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* If no Cells have a value of Battery, or if the number of Runners that are Downloading is greater than 50% of Live Runners, Load a new Stratum<br />
* Execute the Status Report action for each Live Runner as described in the subrule “Status Report”<br />
* Post a blog entry announcing the new Watch Number, the number of Runners that are Downloading, and announcing any Runners whose Locations are cells in the Alpha Sector.<br />
<br />
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.<br />
<br />
If the most recent Tick was more than 24 hours ago, or if the most recent Tick was more than 8 hours ago and only one Live Runner has no Heading, and the Gridmaster has not done so since the most recent Tick, at their earliest convenience they should privately remind every Live Runner who has no Heading that they are in danger of being Derezzed.<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Power==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Loading a new Stratum is an atomic action that is also called Initialise and has the the following steps:<br />
* Increase the Stratum by 1<br />
* For every cell, if it is not green, set the Value of the cell to - and set it to its default color.<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
* If exactly 1 Runner has Activated their copy of the hack.c disk since the last Initialise, select the Features requested by that Runner and add each to the Grid in the order in which they were mentioned in the request. Otherwise:<br />
** Repeat the following DICE4 times: Select a random Feature and add it to the Grid. Weight the random selection such that each feature not selected during the last Initialise action has twice the probability compared to any feature that was selected last time.<br />
** If neither Database nor Access Point was select in the previous step, select one of those two at random and add it to the grid.<br />
* If no Cells have a value of Battery, set the value of a random non-Purple Cell to Battery<br />
* If the Stratum is 6, set the cells D4, D5, E4 and E5 to have the value of Exit.<br />
* Post a blog entry announcing the new Grid’s Features<br />
<br />
If the value or colour of a cell would be modified in the loading of a new stratum but it would be illegal to do so, that modification is skipped for that cell.<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, if there are any Dark Sectors on the Grid, the Gridmaster should change random Cell Values which are orthogonally adjacent to a Dark Sector from Firewall to “-”, until no Dark Sectors exist. (A Dark Sector is a group of orthogonally-connected Cells where none of those Cells have either a value of “Firewall” nor identifications which are the Location of a Runner, and where all the Cells which are outside of that group and orthogonally-adjacent to a Cell in that group have a value of “Firewall”.)<br />
*'''Warped''': Simultaneously move each Live Runner to a different random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk other than junk.c at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
*'''Alpha Sector''': Privately randomly choose a number from 2 to 4 to represent the size of the Alpha Sector: 2 by 2 cells, or 3 by 3 cells, or 4 by 4 cells respectively. Privately randomly choose the location of the Alpha-Sector and colour all cells within the chosen region red. Then, set the value of a random cell within the Alpha Sector to Terminal.<br />
<br />
===Downloading a new Stratum===<br />
<br />
A Runner may Download by privately informing the Gridmaster that they are doing so, and that Runner is considered to be Downloading until the end of the next Tick action. If a Runner has Executed since the most recent Tick, they may not Download. If a runner is Downloading, they may not Execute.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may add a copy of a Disk from the Heap which shares a row or column with your Location to the rightmost end of your own Stack, marking that Disk in the Heap as Yanked if it is not already<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c, this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|-<br />
| gain.c || 1 || If you are in the Alpha Sector, gain 3 capacity, then remove this Disk.<br />
|-<br />
| send.c || 2 || If you are in the Alpha Sector, you may choose junk.c or remove a Disk from the Heap which shares a row or column with your Location, and then add that Disk between any two adjacent Disks in any Runner’s Stack, or add it to the leftmost position of any Runner’s Stack.<br />
|-<br />
| junk.c || 2 || No effect.<br />
|-<br />
| hack.c || 5 || You may pay 3 Power. If you do, privately request the Gridmaster for up to 2 Features, which may both be the same Feature, for the next Initialise action, or request that no Features should be set. If any other Runners have also Activated their copy of this disk since the last Initialise, the Power must still be paid, but the Gridmaster must ignore all requests from this Effect and instead privately inform each Runner who made these requests that their hack has failed due to another hacker in the system.<br />
|-<br />
| save.c || 2 || You may set any two orthogonally adjacent Cells’ colours to green, if they were not Red.<br />
|-<br />
| alph.c || 3 || You may set any two orthogonally adjacent Cells’ colours to red.<br />
|-<br />
| fire.c || 3 || You may set any two orthogonally adjacent Cells’ colours to yellow, if they were not Red.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then a Runner may Activate it if all of the following are true:<br />
*The Disk is in that Runner’s Stack<br />
*It has been less than 24 hours since the triggering event described in the Disk’s Effect last took place<br />
*The Disk has not been Activated since the triggering event described in the Disk’s Effect last took place<br />
<br />
If a disk Effect would report or change one or more values that are privately tracked by the Gridmaster, the Runner who is Activating the disk must privately inform the Gridmaster of the disk being Activated and all values that were chosen as part of the Effect. It is permissible for a Gridmaster to activate a Runner’s disk on their behalf at their private request, or to Execute on that Runner’s behalf at their private request, with the Gridmaster processing that request at their earliest convenience. The effects of such a disk activation should also be handled by the Gridmaster on that Runner’s behalf, using the legal values (if any) that were chosen by the Runner for that effect.<br />
<br />
The suffix of a Disk is the last two characters of its name.<br />
<br />
===Executions===<br />
<br />
Runners are able to Execute, though not if they have already Executed since the most recent Tick. Executing is an atomic action with the following steps:<br />
<br />
*If the Runner has no Terminal in their location, they choose a Disk to activate in either Index 0 or Index 1 in their Stack, and pay an amount of power equal to that Index value plus 1.<br />
*If the Runner has a Terminal in their location, they instead choose a Disk to activate which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal, and pay power equal to the following criteria:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*Whether or not the Runner has a Terminal in their location, they then Activate the chosen Disk.<br />
<br />
===Compression===<br />
<br />
If a Runner has not done so since the most recent Tick, they may spend 3 Power to perform the Compression action.<br />
<br />
The Compression action is an atomic action in which the Runner selects two Disks in their Stack which are adjacent in list position and which may end in any suffix. The Runner combines them into one Disk by removing the names of the two Disks and replacing them with a name in the format “Disk1-Disk2.z”, where “Disk1” is the name of the first disk without the suffix and “Disk2” is the name of the second disk without the suffix. The Capacity of this disk is half of the combined original Capacity of all Disks listed in the new name, rounded down to the nearest integer but no less than 1.<br />
<br />
When a Runner performs the Execute action, they may not Execute a Disk with the suffix “.z” unless they spend an extra 2 Power. If they do so, they may Execute each Disk listed in the name in the order listed in the name, but only pay the Power required for the Index of that “.z” Disk as well as any additional Power required by each Disk’s Effects.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it only contains one Disk, then reduce its capacity by 1, unless reducing the capacity this way would cause the Stack to be Overflowed.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
Each Disk in the Heap may have the condition of Yanked, and defaults to lacking it: a Disk being Yanked is tracked by it being italicised.<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<br />
<br />
Any time the Grue does not have a copy of yank.c in its Stack, the Gridmaster should add a copy of yank.c in its Stack if possible, according to the Stack section of the rules.<br />
<br />
If the Grue’s Location is changed and the Cell in the Grue’s new Location contains a Battery, the Gridmaster should process the Collect action as if requested by the Grue as described in the Power section of the rules.<br />
<br />
Whenever the Grue is Nearby another Runner, the Gridmaster should Derez that Runner and destroy any Disk at index 0 in that Runner’s Stack. The Grue should then add that Runner’s Number-Crunches to its own (without subtracting any of that Runner’s Number-Crunches). A blog post should be made to declare that the Derezzed runner was “eaten by a Grue”.<br />
<br />
The Grue cannot move into any cells with the value of “Exit”. If the Grue ever occupies a cell with the value of “Exit”, the Gridmaster should blank the Grue’s location at the earliest possible convenient time.<br />
<br />
==Short-Distance Comms==<br />
<br />
Any two Runners who are Nearby each other may privately communicate with each other as if the special case rule “No Collaboration” is not active.<br />
<br />
==The Exit==<br />
<br />
The Exit consists of all cells with a value of “Exit”, and all cells with that value have a colour of Purple. Once a cell’s value is set to the value of “Exit”, that cell can never have its value changed, nor its colour changed.<br />
<br />
Each Runner has a non-negative integer called Number-Crunches which is privately tracked by the Gridmaster. A Runner can spend any positive amount of Power to increase their Number-Crunches by that amount by notifying the Gridmaster of the amount of Power they wish to spend, though if that runner is in a non-empty cell, this increase is divided by four (rounded down to the nearest integer).<br />
<br />
When a Runner besides the Grue has achieved victory, the Gridmaster should, at their earliest convenience, post a blogpost announcing that that Runner has escaped.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=The_Grid&diff=22751The Grid2023-03-28T00:20:40Z<p>Jumble!: Executing sell.c</p>
<hr />
<div>⌚ Watch Number = '''20'''<br />
<br />
📶 Stratum = '''5'''<br />
<br />
{{progress bar|2|7}}<br />
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{| class="wikitable" style="border:0px"<br />
|-<br />
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! A<br />
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|}<br />
<br />
{| class="wikitable sortable"<br />
|+Stacks<br />
|-<br />
! Runner || Ping || Capacity || Stack<br />
|-<br />
| Habanero || E7 || 10 || yank.c<br />
|-<br />
| jjm3x3 || - || 10 || yank.c<br />
|-<br />
| lendunistus || B5 || 10 || yank.c<br />
|-<br />
| Misty || A2 || 10 || <br />
|-<br />
| Raven1207 || C4 || 10 || -<br />
|-<br />
| SingularByte || G3 || 9 || yank.c, sell.c, link.c<br />
|-<br />
| Trapdoorspyder || E7 || 10 || yank.c, meet.c<br />
|-<br />
| ''Grue'' || D7 || 10 || yank.c<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Heap<br />
|-<br />
| copy.c, D4<br />
|-<br />
| yank.c, E1<br />
|-<br />
| save.c, A2<br />
|-<br />
| halt.c, C6<br />
|-<br />
| yank.c, A1<br />
|-<br />
| swap.c, F1<br />
|-<br />
| save.c, C5<br />
|-<br />
| wall.c, H1<br />
|-<br />
| find.c, B3<br />
|-<br />
| halt.c, E2<br />
|-<br />
| link.c, F1<br />
|-<br />
| hack.c, H7<br />
|-<br />
| fire.c, A2<br />
|-<br />
| fire.c, G4<br />
|-<br />
| copy.c, G2<br />
|-<br />
|}<br />
<br />
<!--- Idle players<br />
<br />
| Josh || || 10 || -<br />
<br />
| Benbot || || 10 || -<br />
<br />
| Brendan || || 10 || yank.c<br />
<br />
| Chiiika || || 10 || -<br />
<br />
| Darknight || || 10 || -<br />
<br />
| Kevan || G7 || 10 || yank.c<br />
<br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Mentorships&diff=22720Mentorships2023-03-25T18:09:21Z<p>Jumble!: /* Tenured Players */</p>
<hr />
<div>:''This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.''<br />
<br />
==Current Mentorships==<br />
<br />
==Past Mentorships==<br />
* '''Zyborg Mao''' [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.<br />
* '''Bais''' [https://blognomic.com/archive/new_mentorship to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 7th September 2020.<br />
* '''Riggdan''' [https://blognomic.com/archive/mentorship_announcement to be mentored] by '''Kevan''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.<br />
* '''Tofuna''' [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 28th September 2020.<br />
* '''Raven1207''' [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by '''Derrick''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.<br />
* '''Vovix''' [https://blognomic.com/archive/mentoring_announcement to be mentored] by '''pokes''' until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.<br />
*'''robotabc773''' [https://blognomic.com/archive/new_mentorship1 to be mentored] by '''Josh''' until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.<br />
*'''Great_Guy96''' [https://blognomic.com/archive/new_mentorship2 to be mentored] by '''Publius Scribonius Scholasticus''' until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.<br />
*'''Sylav''' [https://blognomic.com/archive/new_mentorship3 to be mentored] by '''Card''' until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.<br />
*'''Coderblaze''' [https://blognomic.com/archive/new_mentorship4 to be mentored] by '''Kevan''' until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.<br />
*'''Lendunistus''' [https://blognomic.com/archive/new_mentorship5 to be mentored] by '''Clucky''' until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020<br />
* '''Zack''' [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by '''Kevan''' until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.<br />
* '''Lemonfanta''' [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by '''Josh''' until the Twenty-Eighth Dynasty of Kevan has ended and the date is past the 23rd of April 2021.<br />
* '''Jason''' [https://blognomic.com/archive/mentorship_announcement_jason to be mentored] by '''pokes''' until the First Dynasty of lemonfanta has ended and the date is past the 13th of May 2021.<br />
* '''Sylkweaver''' [https://blognomic.com/archive/mentorship_announcement_sylkweaver to be mentored] by '''Brendan''' until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.<br />
* '''Casio''' [https://blognomic.com/archive/mentorship_announcement_casio to be mentored] by '''Kevan''' until the First Dynasty of lemonfanta has ended and the date is past the 12th of May 2021.<br />
* '''SupernovaStarbright''' [https://blognomic.com/archive/mentorship_announcement_supernovastarbright to be mentored] by '''Josh''' until the First Dynasty of lemonfanta has ended and the date is past the 6th of June 2021.<br />
* '''Trapdoorspyder''' [https://blognomic.com/archive/trapdoorspyder_mentorship to be mentored] by '''Kevan''' until the Eighth Dynasty of Clucky has ended and the date is past the 15th of June 2021.<br />
* '''Chiiika''' [https://blognomic.com/archive/mentorship_announcement3 to be mentored by] by '''Kevan''' until the Fifteenth Dynasty of Josh has ended and the date is past the 19th of July 2021.<br />
* '''Phil''' [https://blognomic.com/archive/new_mentor_reveal to be mentored by] by '''Clucky''' until the Fifteenth Dynasty of Josh has ended and the date is past the 7th of July 2021.<br />
* '''Utina''' [https://blognomic.com/archive/mentorship_announcement4 to be mentored by] by '''Josh''' until the Sixteenth Dynasty of Josh has ended and the date is past the 4th of October 2021.<br />
* '''Silverwing''' [https://blognomic.com/archive/silverwing#comments to be mentored by] by '''Josh''' until the First Dynasty of Trapdoorspyder has ended and the date is past the 23rd of November 2021.<br />
* '''Tempo''' [https://blognomic.com/archive/mentorship_announcements to be mentored] by '''Josh''' until the Ninth Dynasty of Brendan has ended and the date is past the 18th of January 2022.<br />
* '''Tech''' [https://blognomic.com/archive/mentorship_announcements to be mentored] by '''Brendan''' until the Ninth Dynasty of Brendan has ended and the date is past the 31st of January 2022.<br />
* '''TABBAT''' is [https://blognomic.com/archive/new_mentorship6 to be mentored] by '''Brendan''' until the First Dynasty of Zack has ended and the date is past the 22nd of February 2022.<br />
* '''GloopyGhost''' is [https://blognomic.com/archive/new_mentorship9 to be mentored] by '''Kevan''' until the Seventeenth Dynasty of Josh has ended and the date is past the 1st of April 2022.<br />
* '''MadisonSilver''' is [https://blognomic.com/archive/mentorship_announcement5 to be mentored] by '''Brendan''' until the Seventeenth Dynasty of Josh has ended and the date is past the 26nd of March 2022.<br />
* '''DragonSlayr15001''' is [https://blognomic.com/archive/new_mentorship8 to be mentored] by '''TyGuy6''' until the Second Dynasty of Jumble has ended and the date is past the 16th of March 2022.<br />
* '''Gozherd''' is [https://blognomic.com/archive/new_mentorship10 to be mentored] by '''Josh''' until the Eighteenth Dynasty of Josh has ended and the date is past the 22nd of May 2022.<br />
* '''Thundershrike''' is [https://blognomic.com/archive/a_new_demiurge_arrives to be mentored] by '''Josh''' until the First Dynasty of Lendunistus has ended and the date is past the 31st of July 2022.<br />
* '''Maldor''' is [https://blognomic.com/archive/new_mentorship11 to be mentored] by '''Brendan''' until the Ninteenth Dynasty of Josh has ended and the date is past the 11th of September 2022.<br />
* '''nixnull''' is [https://blognomic.com/archive/mentorship_established to be mentored] by '''Josh''' until the First Dynasty of SingularByte has ended and the date is past the 6th of October 2022.<br />
* '''Snail''' is [https://blognomic.com/archive/mentorship_established to be mentored] by '''Josh''' until the Second Dynasty of Trapdoorspyder has ended and the date is past the 9th of November 2022.<br />
* '''JonathanDark''' is [https://blognomic.com/archive/johnathandarks_mentorship to be mentored] by '''TyGuy6''' until the Seventh Dynasty of Bucky has ended has ended and the date is past the 4th of December 2022.<br />
* '''Benbot''' is [https://blognomic.com/archive/mentorship_rotation to be mentored] by '''Bucky''' until the Seventh Dynasty of Bucky has ended and the date is past the 3rd of December 2022.<br />
<br />
==Tenured Players==<br />
Players currently willing to act as a Mentor:<br />
<br />
* Kevan<br />
* Josh<br />
* derrick<br />
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there's a particularly large number of new players)<br />
* Brendan<br />
* TyGuy6<br />
* Raven1207<br />
* Misty<br />
<br />
<!-- Historically Available Mentors:<br />
<br />
* card -- someone should ping me on slack if i'm needed for this position since i probably won't be checking the main site as long as this message is here.<br />
* pokes<br />
* Bucky {temporarily}<br />
<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Grid&diff=22651The Grid2023-03-21T01:50:57Z<p>Jumble!: getting a disk via yank</p>
<hr />
<div>⌚ Watch Number = '''10'''<br />
<br />
📶 Stratum = '''3'''<br />
<br />
{{progress bar|4|7}}<br />
<br />
{| class="wikitable" style="border:0px"<br />
|-<br />
! style="background-color:#fff; border:0px" | <br />
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! style="width:50px;" | 8<br />
|-<br />
! A<br />
| style="background-color:black; color: white;" | Terminal<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Terminal<br />
| style="background-color:black; color: white;" | Terminal<br />
|-<br />
! B<br />
| style="background-color:black; color: white;" | Terminal<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
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| style="background-color:black; color: white;" | -<br />
|-<br />
! C<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Battery<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
|-<br />
! D<br />
| style="background-color:black; color: white;" | -<br />
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| style="background-color:black; color: white;" | -<br />
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| style="background-color:black; color: white;" | -<br />
|-<br />
! F<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Terminal<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
|-<br />
! G<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Battery<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
|-<br />
! H<br />
| style="background-color:black; color: white;" | Terminal<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Battery<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | -<br />
| style="background-color:black; color: white;" | Terminal<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Stacks<br />
|-<br />
! Runner || Ping || Capacity || Stack<br />
|-<br />
| Habanero || E7 || 10 || yank.c<br />
|-<br />
| Kevan || F8 || 10 || yank.c<br />
|-<br />
| lendunistus || D1 || 10 || yank.c<br />
|-<br />
| Misty || C1 || 10 || yank.c, sell.c<br />
|-<br />
| Raven1207 || A2 || 10 || -<br />
|-<br />
| SingularByte || G6 || 9 || yank.c, link.c, yank.c<br />
|-<br />
| Trapdoorspyder || G4 || 10 || yank.c<br />
|-<br />
| ''Grue'' || || 10 || yank.c<br />
|-<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! The Heap<br />
|-<br />
| copy.c, D4<br />
|-<br />
| yank.c, E1<br />
|-<br />
| yank.c, C4<br />
|-<br />
| send.c, C4<br />
|-<br />
| hack.c, C4<br />
|-<br />
| save.c, A2<br />
|-<br />
| meet.c, E8<br />
|-<br />
| halt.c, C6<br />
|-<br />
| ''sell.c'', A1<br />
|-<br />
|}<br />
<br />
<!--- Idle players<br />
<br />
| Josh || || 10 || -<br />
<br />
| Benbot || || 10 || -<br />
<br />
| Brendan || || 10 || yank.c<br />
<br />
| Chiiika || || 10 || -<br />
<br />
| Darknight || || 10 || -<br />
<br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22575Ruleset2023-03-08T20:02:42Z<p>Jumble!: /* Disks */ Typo</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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
Each Cell also has a publicly tracked colour, defaulting to Black. The colour of a cell is not considered to be part of its Value.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* For each Cell whose value is Battery, and whose identification is the Location of one or more Runners: increase by 1 the Power of each such Runner, then set that Cell’s value to “-”<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* If no Cells have a value of Battery, Load a new Stratum<br />
* Post a blog entry announcing the new Watch Number, and announcing any Runners whose Locations are cells in the Alpha Sector.<br />
<br />
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Power==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
At any time, a Runner can privately request their current Power value from the Gridmaster, to which the Gridmaster should respond with the Runner’s current Power value.<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Loading a new Stratum is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -, and set them to their default colour.<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
* If exactly 1 Runner has Activated their copy of the hack.c disk since the last Initialise, select the Features requested by that Runner and add each to the Grid in the order in which they were mentioned in the request. Otherwise, repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
* If no Cells have a value of Battery, set the value of a random Cell to Battery<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk other than junk.c at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
*'''Alpha Sector''': Privately randomly choose a number from 2 to 4 to represent the size of the Alpha Sector: 2 by 2 cells, or 3 by 3 cells, or 4 by 4 cells respectively. Privately randomly choose the location of the Alpha-Sector and colour all cells within the chosen region red. Then, set the value of a random cell within the Alpha Sector to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|-<br />
| gain.c || 1 || If you are in the Alpha Sector, gain 3 capacity, then remove this Disk.<br />
|-<br />
| send.c || 2 || If you are in the Alpha Sector, you may add one junk.c disk between any two adjacent disks in any Runner’s Stack, or add it to the leftmost position of any Runner’s Stack.<br />
|-<br />
| junk.c || 2 || No effect.<br />
|-<br />
| hack.c || 5 || You may pay 3 Power. If you do, privately request the Gridmaster for up to 2 Features, which may both be the same Feature, for the next Initialise action, or request that no Features should be set. If any other Runners have also Activated their copy of this disk since the last Initialise, the Power must still be paid, but the Gridmaster must ignore all requests from this Effect and instead privately inform each Runner who made these requests that their hack has failed due to another hacker in the system.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
If a disk Effect would report or change one or more values that are privately tracked by the Gridmaster, the Runner who is Activating the disk must privately inform the Gridmaster of the disk being Activated and all values that were chosen as part of the Effect.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it only contains one Disk, then reduce its capacity by 1, unless reducing the capacity this way would cause the Stack to be Overflowed.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<br />
<br />
Any time the Grue does not have a copy of yank.c in its Stack, the Gridmaster should add a copy of yank.c in its Stack if possible, according to the Stack section of the rules.<br />
<br />
If the Grue’s Location is changed and the Cell in the Grue’s new Location contains a Battery, the Gridmaster should process the Collect action as if requested by the Grue as described in the Power section of the rules.<br />
<br />
Whenever the Grue and another Runner have their Location currently set to the same cell, the Gridmaster should Derez that Runner and destroy any Disk at index 0 in that Runner’s Stack. A blog post should be made to declare that the Derezzed runner was “eaten by a Grue”.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22555Ruleset2023-03-06T02:26:23Z<p>Jumble!: /* Runners */ Enacting "Power Meter"</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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* Post a blog entry announcing the new Watch Number<br />
<br />
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Power==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
If a Runner’s Location is set to a Cell whose value is Battery, the Gridmaster should notify them of this at their earliest convenience if they haven’t already.<br />
<br />
While a Runner’s Location is set to a Cell whose value is Battery, if they haven’t already done so since the last Tick, and haven’t done so for this Battery, they may privately request the Gridmaster to Collect, after which the Gridmaster should perform the following atomic action:<br />
* Increase the Runner’s Power by 1<br />
At any time, a Runner can privately request their current Power value from the Gridmaster, to which the Gridmaster should respond with the Runner’s current Power value.<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Each week as a weekly action, the Gridmaster should, at their earliest convenience, Initialise, which is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
*Repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it is empty.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22554Ruleset2023-03-06T02:24:26Z<p>Jumble!: /* Reinitialisation [Rare] [Inactive] */ Enacting "Press R to Restart"</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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* Post a blog entry announcing the new Watch Number<br />
<br />
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Runners==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
If a Runner’s Location is set to a Cell whose value is Battery, the Gridmaster should notify them of this at their earliest convenience if they haven’t already.<br />
<br />
While a Runner’s Location is set to a Cell whose value is Battery, if they haven’t already done so since the last Tick, and haven’t done so for this Battery, they may privately request the Gridmaster to Collect, after which the Gridmaster should perform the following atomic action:<br />
* Increase the Runner’s Power by 1<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Each week as a weekly action, the Gridmaster should, at their earliest convenience, Initialise, which is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
*Repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it is empty.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Active]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22553Ruleset2023-03-06T02:22:39Z<p>Jumble!: /* Running */ Enacting "This Electric Stream"</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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* Post a blog entry announcing the new Watch Number<br />
<br />
If the most recent Tick was more than 48 hours ago, the Gridmaster may Derez every Live Runner who has no Heading. When a Runner is Derezzed, their Location is set to a blank string and their Power to zero. The Gridmaster may also Derez a Runner at that Runner's request, if they have not already Derezzed that Runner since the most recent Tick.<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Runners==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
If a Runner’s Location is set to a Cell whose value is Battery, the Gridmaster should notify them of this at their earliest convenience if they haven’t already.<br />
<br />
While a Runner’s Location is set to a Cell whose value is Battery, if they haven’t already done so since the last Tick, and haven’t done so for this Battery, they may privately request the Gridmaster to Collect, after which the Gridmaster should perform the following atomic action:<br />
* Increase the Runner’s Power by 1<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Each week as a weekly action, the Gridmaster should, at their earliest convenience, Initialise, which is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
*Repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it is empty.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22552Ruleset2023-03-06T02:22:08Z<p>Jumble!: /* Disks */ Fixing the formatting</p>
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<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 Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* Post a blog entry announcing the new Watch Number<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Runners==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
If a Runner’s Location is set to a Cell whose value is Battery, the Gridmaster should notify them of this at their earliest convenience if they haven’t already.<br />
<br />
While a Runner’s Location is set to a Cell whose value is Battery, if they haven’t already done so since the last Tick, and haven’t done so for this Battery, they may privately request the Gridmaster to Collect, after which the Gridmaster should perform the following atomic action:<br />
* Increase the Runner’s Power by 1<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Each week as a weekly action, the Gridmaster should, at their earliest convenience, Initialise, which is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
*Repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
|-<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
|-<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
|-<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
|-<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
|-<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
|-<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
|-<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it is empty.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=22551Ruleset2023-03-06T02:17:56Z<p>Jumble!: /* Disks */ Enacting "Software Development"</p>
<hr />
<div>{{TOCRight}}<br />
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<div style="padding:8px;background:#ddd;"><br />
<br />
= Core Rules =<br />
<br />
== Ruleset and Gamestate ==<br />
This is the '''Ruleset''' for BlogNomic; all Runners 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Runner may update it to do so.<br />
<br />
== Runners ==<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 Runner may make a blog post making clear their wish to be a Runner (plural form Runners); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Runner.<br />
<br />
A Runner may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Runners are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Runners 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 />
===Idle Runners ===<br />
<br />
If a Runner is Idle, this is tracked by their name being removed or concealed in the list of currently active Runners in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Runners ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Runners are not counted as Runners . The combined term “Idle Runner” can be used to refer to Runners who are Idle even in rules that do not treat them as Runners.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Runner, then that Idle Runner is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Runner 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 Runner Idled in a different Dynasty), the Runner is given the default value for new Runners, if such a value exists.<br />
<br />
An Admin may render a Runner Idle if that Runner has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Runner 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. 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 Runner if that Runner 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 Runner who would be Unidled asked to become (or rendered themselves) 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 Runner, known as the Gridmaster. If there is no Gridmaster, 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 Runner 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 Runners may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Runner 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 Runner'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-Runner never has a Vote, even if they were a Runner previously and had cast a valid Vote.<br />
<br />
If a Runner other than the Gridmaster casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Gridmaster. When the Gridmaster 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 Gridmaster'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Runners 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 Runner may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Runner already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Runner 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 Gridmaster may use VETO as a voting icon to cast a Vote on a Proposal; when the Gridmaster casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Gridmaster 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 Runners actively disagree as to the interpretation of the Ruleset, or if a Runner feels that an aspect of the game needs urgent attention, then any Runner 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 Runner (other than the Gridmaster) 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 Runner'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 Runner 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 Runners, it has been open for at least 12 hours, and either the Gridmaster 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 Runners, 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 Runner 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 Runner who posted the DoV becomes Gridmaster, 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 Gridmaster must either Pass the Mantle (by making a post naming a Runner who was not the last dynasty’s Gridmaster, in which case the passing Runner ceases to be the Gridmaster and the Runner so named becomes the Gridmaster) 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 Gridmaster'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 Runner'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. Runners 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 Runner within BlogNomic, and should announce publicly if they control both a non-Idle Runner and any Idle Runners. This extends to exerting full control over the actions of another Runner, defined here as the controlled Runner's game behavior being functionally indistinguishable from if the controlling Runner was logged into their account and playing through it, over a period of more than a day.<br />
* A Runner 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 Runner should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Runner should not edit their own blog comments once posted, nor those of any other Runner.<br />
* A Runner should not edit the “Entry Date” field of a blog post.<br />
* A Runner should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Runner 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 Runner 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 Runner must use their own name in the Dice Roller, when rolling dice.<br />
* A Runner should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Runner should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Runner to achieve victory.<br />
* A Runner 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 Runner or Runners 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 Runners and idle Runners 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 Runners are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Basic Grid Rules==<br />
<br />
There is a Grid made up of Cells, where each Cell is a string variable with a default value of “-”, arranged in an 8 x 8 collection which is publicly tracked. The columns of the Grid are labeled with the integers 1 through 8 inclusive in numerical order, and the rows of the Grid are labeled with the letters A - J inclusive in alphabetical order. A specific Cell is identified by its row letter and column number in the Grid in the format “RowColumn”, where Row is the row letter and Column is the column number. e.g. The Cell in the fourth row and second column is identified as “D2”.<br />
<br />
A Cell containing “-” is considered to be Empty.<br />
<br />
===Location===<br />
<br />
There is a string variable named “Location” which is privately tracked by the Gridmaster for each Runner and is either a blank string or contains the identification of a Cell, defaulting to a blank string. At any time, a Runner whose Location is a blank string may privately request the Gridmaster to set their Location to a specific Cell. The Gridmaster should process these requests in the order in which they were received. If no other Runner has this Cell in their Location at the time the message is processed, the Gridmaster sets the Location of the Runner to the requested Cell and replies with an acknowledgement of the request. Otherwise, the Gridmaster replies that the Cell is taken.<br />
<br />
There is a string variable called “Spoor” which is privately tracked by the Gridmaster for each Runner. A Runner’s Spoor is either a blank string or contains the identification of up to three Cells. Whenever a Runner’s Location changes, its former value is added to that Runner’s Spoor at its leftmost point. If this would result in that Runner’s Spoor containing a reference to more than three Cells then the rightmost value is removed from that Runner’s Spoor and is instead set as that Runner’s Ping.<br />
<br />
A Runner’s Ping is a publicly tracked variable which may only hold Cell references, and which defaults to blank.<br />
<br />
At any time, a Runner may privately request a Glance around their current Location from the Gridmaster, to which the Gridmaster replies with that Runner’s current Location, their full Spoor, and the names of all Runners (if any) who are Nearby that Runner.<br />
<br />
====Encounters====<br />
<br />
If multiple Runners share a Location which is a Cell, then those Runners are all considered to be Nearby each other.<br />
<br />
Whenever the set of Runners which are Nearby a Runner changes, the Gridmaster must privately inform that Runner of this.<br />
<br />
==Running==<br />
<br />
Each Runner optionally has a Heading, being a direction of North, South, East or West, and defaulting to not having a Heading: this is tracked privately by the Gridmaster. (Row A is considered to be the North edge of the Grid; Column 1 the West edge.) The Gridmaster may change a Runner’s Heading to match a Heading privately requested by that Runner, so long as no Tick has occurred since that request was made.<br />
<br />
A Runner is Live if they have a Cell as their Location.<br />
<br />
If all Live Runners have a Heading, the Gridmaster may perform the following atomic action, known as a “Tick”:-<br />
<br />
* If the Grue’s Location is in the same row or column as any other Runners (excluding those in the same Cell as it), change the Grue’s Heading to face a secretly random such Runner.<br />
* Simultaneously move every Live Runner one Cell in the Direction of that Runner’s Heading (unless there is not a Cell in that direction from that Runner’s Location or the Cell in that direction has a Value of Firewall)<br />
* Blank every Runner’s Heading<br />
* Set the Grue’s Heading to a secretly random direction from either North, South, East or West.<br />
* Increase the Watch Number by 1<br />
* Post a blog entry announcing the new Watch Number<br />
<br />
==The Watch==<br />
<br />
The Watch Number is a publicly tracked number, starting at 1.<br />
<br />
==Runners==<br />
<br />
Each Runner has a set amount of Power, which is a non-negative integer value privately tracked by the Gridmaster for each Runner.<br />
<br />
If a Runner’s Location is set to a Cell whose value is Battery, the Gridmaster should notify them of this at their earliest convenience if they haven’t already.<br />
<br />
While a Runner’s Location is set to a Cell whose value is Battery, if they haven’t already done so since the last Tick, and haven’t done so for this Battery, they may privately request the Gridmaster to Collect, after which the Gridmaster should perform the following atomic action:<br />
* Increase the Runner’s Power by 1<br />
<br />
==The Lines==<br />
<br />
The Stratum is a publicly tracked non-negative integer value that defaults to 0.<br />
<br />
Each week as a weekly action, the Gridmaster should, at their earliest convenience, Initialise, which is an atomic action with the following steps:<br />
* Increase the Stratum by 1<br />
* Set the Value of all Cells to -<br />
* Privately randomly select 10 Dormant Cells (or as many as can be selected, if fewer than that number exist) and set their Value to Battery (A Cell is Dormant if no Runner has a Location in the same row or column as it, and if no Runner is in the Cells orthogonally and diagonally adjacent to it.)<br />
*Repeat the following DICE4 times: Select a random Feature and add it to the Grid.<br />
*Post a blog entry announcing the new Grid’s Features<br />
<br />
===Features===<br />
<br />
There are certain Features which change the way that a new Grid is generated. When the Gridmaster adds a Feature to the Grid, they carry out the instructions in that Feature, performing any random selections secretly randomly. The list of all Features is as follows:<br />
*'''Energized''': Randomly select 5 Cells and set their Value to Battery.<br />
*'''High-Security''': Select 3 random columns or rows in the Grid, and set the Value of all their Cells to Firewall. Then, select two random Cells from each of the rows or columns selected in the previous step and set their Values to “-”.<br />
*'''Warped''': Set the Location of all Live Runners to a random Cell, and inform each of them of their new Location.<br />
*'''Database''': Repeat the following 5 times: Select a Disk at random and add a new instance of it to the Heap in a random cell.<br />
*'''Access Point''': Set the Value of the Cells in the corners of the Grid to Terminal. Then, randomly select 3 Cells and set their Value to Terminal.<br />
<br />
==Disks==<br />
<br />
There exists a number of Disks, each of which has a name by which it is referred to, a Size, and an Effect. The list of all types of Disk is as follows:<br />
<br />
{| class="wikitable"<br />
|+ Disks<br />
|-<br />
! Name !! Size !! Effect<br />
|-<br />
| yank.c || 2 || You may Push a Disk from the Heap which shares a row or column with your Location.<br />
|-<br />
| link.c || 1 || Trigger: If this Disk is in a Stack and the Disk immediately to the right of this Disk is Activated, this trigger is met. When this Disk is Activated as a result of meeting the trigger, the Disk immediately to the left of this Disk is activated (if such a Disk exists). This Disk, (i.e. link.c), may not be chosen as part of the Execute action.<br />
|-<br />
| halt.c || 3 || You may pay 1 Power. If you do, remove the value of Terminal from a cell of your choice.<br />
|-<br />
| jump.c || 2 || You may set your Location to a cell whose value is Terminal by messaging the Gridmaster stating so.<br />
| -<br />
| swap.c || 2 || Swap the positions of two disks in your stack.<br />
| -<br />
| copy.c || 2 || Choose a disk at position 0 in any stack, and replace the type of any disk in your stack with the chosen disk’s type.<br />
| -<br />
| find.c || 1 || Get the identity and location of every runner within 3 cells of your location, and of the grue irrespective of its location.<br />
| -<br />
| wall.c || 2 || Put the value of Firewall in up to 3 cells with a value of “-” of your choice.<br />
| -<br />
| sell.c || 3 || Destroy any number of disks from your stack, and from the heap in your cell. Gain 1 power for each disk destroyed as a result of this activation.<br />
| -<br />
| flow.c || 3 || Trigger: When someone in your cell activates a disk other than flow.c. this trigger is met. When this disk is activated take 1 power from the runner that activated the disk that triggered this power, or from any Runner in your cell if this disk was activated by any other means. (The Gridmaster must inform you if you successfully took 1 power from them, or if you failed.)<br />
| -<br />
| meet.c || 3 || Trigger: When a runner’s Location is changed such that you now are in the same cell as another runner, this trigger is met. When this Disk is Activated as a result of meeting the trigger, you may activate the disk at index 0 in their stack, making all choices that it requires you to make. This Disk, (i.e. meet.c), may not be chosen as part of the Execute action.<br />
|}<br />
<br />
When a Disk is Activated by a Runner, the Runner follows the instructions in that Disk’s Effect; a Disk’s Effect may only be carried out when it is Activated. If a Disk’s Effect begins with “Trigger:”, then it may be activated by the Runner whose Stack it is in within 24 hours of when the triggering event described in that Disk’s Effect takes place.<br />
<br />
===Terminals===<br />
<br />
Any Runner whose Location is set to a Cell whose value is Terminal is able to Execute, which is an atomic action with the following steps:<br />
*They choose a Disk which is in either their own Stack, or is in the Heap in a Cell whose value is Terminal.<br />
*They pay Power according to the following calculation:<br />
**If the chosen Disk is in their stack, they pay an amount of Power equal to half the Index value, rounded down.<br />
**If the chosen Disk is in the Heap and is in the same Cell as them, they pay 2 Power.<br />
**If the chosen Disk is in the Heap and is in a different Cell than them, they pay 6 Power.<br />
*They Activate the chosen Disk.<br />
<br />
A Runner cannot Execute more than once in a given Tick.<br />
<br />
==The Stack==<br />
<br />
Every Runner has a Stack, which is a publicly tracked ordered list of Disks defaulting to the empty list. Every Stack has a Capacity, which is a non-negative integer defaulting to 10. If the total Size of Disks on a Stack ever exceeds its Capacity, that Stack has Overflowed; the Runner or Gridmaster whose action caused a Stack to Overflow must repeatedly Pop that Stack until it is empty.<br />
<br />
As a Weekly Action, a Runner with an empty Stack may add a copy of yank.c to their Stack.<br />
<br />
When a Stack is Popped, its rightmost Disk is removed and added to the Heap in a Cell of the Popper’s choice (or a random Cell if the Gridmaster Popped it). At any time, a Runner may Pop their Stack.<br />
<br />
When a Disk is Pushed, it is added to a Stack of the Pusher’s choice at the rightmost position and that instance of the Disk is removed from where it was previously being tracked.<br />
<br />
Each Disk in a Stack has an Index. The rightmost Disk in a Stack, if such a disk exists, has an Index of 0. Each other Disk in the Stack has an Index of 1 greater than the Disk to its right.<br />
<br />
==The Heap==<br />
<br />
The Heap is a publicly tracked unordered list of Disks and the respective Cells of the Grid they are currently in, defaulting to the empty list. Every Disk in the Heap is tracked as a pair of its name and Cell (e.g. (yank.c, E4)).<br />
<br />
==The Grue==<br />
<br />
The Grue is an entity that counts as a Runner for the purposes of all dynastic rules. If the Gridmaster is required to notify the Grue of any information, they may instead choose not to do so.<br />
<br />
If the Grue’s Location is a blank string and the Watch Number is 10 or higher, the Gridmaster may set the Grue’s Location to a secretly random Dormant Cell and its Heading to a secretly random direction from either North, South, East or West.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Runners” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
If there are fewer than five Runners, then BlogNomic is on Hiatus.<br />
<br />
==Imperial Deferentials [Active]==<br />
If the Gridmaster has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Runners 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 Runners on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Gridmaster is not a Runner.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Gridmaster may be recipient of the Mantle, as if they were a Runner, during an Interregnum, as per the rule Victory and Ascension. The Gridmaster 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 Collaboration” is Active, any Runner may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Quiet Village]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Gridmaster 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 Collaboration [Active] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Gridmaster is not considered a Runner for the purposes of this rule.<br />
<br />
Runners 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 Runner could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Runners (or people who are not yet Runners) also face the same restrictions if they intend to become an active Runner 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Runners 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]==<br />
The mantle may not be passed, except as a result of a Call for Judgment. (Runners should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Runner may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Runners; a Runner's Alliance defaults to an empty set. A Runner may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Runner 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 Runner may pass the Mantle to a Runner who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Runners 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 Runners who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Runner 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 Runner may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Runner End it again.<br />
<br />
==Bounties [Rare] [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 Gridmaster 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 Gridmaster 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 Runner (other than the Gridmaster) who authored at least one of those votable matters and set that Bounty Notice to closed.<br />
<br />
==Reinitialisation [Rare] [Inactive]==<br />
<br />
If they have not already done so in the current dynasty, a Runner 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 Gridmaster is privately tracking any information about them then they should do likewise at their first opportunity. When a Runner 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 Runner 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 Runner 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 Runner 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 Runner 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 Runners.<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 Runner's Effective Vote Comment with respect to a given Votable Matter is that Runner's Comment to that Votable Matter, if any, that contains that Runner's Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Runner 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. Runners , as well as people who are not Runners 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 Runners 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. Runners 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 Runners is half the number of Runners in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Runners it is referring to, it is referring to a Quorum of all Runners.<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 Runner 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 Runner 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 Runner 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 Runner is defined as a Runner who has been a Runner for fewer than seven days or a Runner 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Runner's action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Runner may correct the representations to comply with the Gamestate.<br />
<br />
If a Runner 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 Runner, if doing so would not require the correcting Runner to make any decisions on behalf of the original Runner.<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Runners 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 Runner 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 Runner with such access. Only a Runner with such access may Enact that Votable Matter. If that Votable Matter does not name a Runner 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 Runner making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Runner 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 Runner 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 Runner performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Runner 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 Runner must redo the Atomic Action; for that purpose, the Runner 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 Runner 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 Runner can spend or pay from only their own values, and a rule that allows Runners to transfer or pay a numeric value to another Runner only allows them to transfer that value from themselves to that other Runner (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 Runner 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”).<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 Gridmaster (including secretly random selections), then that information may only be revealed by the Gridmaster when the ruleset allows it. If a Runner should already know such a piece of information (in that the Gridmaster has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Gridmaster 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, Runner 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 Runner 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), Runners 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 Runner 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 />
* Runners may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Runner 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 Runner if it is explicitly stated that it refers to a Runner'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 Runner's (or prospective Runner'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 “Runners may Kick each other” and “Runners may not Kick each other on Tuesdays” exist, and it is Tuesday, Runners 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 “Runners may Punch a Spaceman on Friday” and “Runners may not Punch Spacemen on Friday”, then Runners may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Runner may have another Runner as a Mentor. Runners 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 Runner who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Runner requests a Mentor, or a new Runner has joined the game and has no Mentor, the Gridmaster should select a Tenured Runner and ask them to take that Runner 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 Gridmaster should announce it in a blog post. The Gridmaster 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 Runner may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Gridmaster, any Runner who has been active in at least three previous dynasties may act as Gridmaster 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 Runner 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 Runners .<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 “Runner” and “Gridmaster”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Runner (Player)<br />
* Gridmaster (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>Jumble!https://wiki.blognomic.com/index.php?title=The_Grid&diff=22543The Grid2023-03-04T14:55:03Z<p>Jumble!: c dot yonk</p>
<hr />
<div>⌚ Watch Number = '''1'''<br />
<br />
📶 Stratum = '''1'''<br />
<br />
{| class="wikitable" style="border:0px"<br />
|-<br />
! style="background-color:#fff; border:0px" | <br />
! style="width:50px;" | 1<br />
! style="width:50px;" | 2<br />
! style="width:50px;" | 3<br />
! style="width:50px;" | 4<br />
! style="width:50px;" | 5<br />
! style="width:50px;" | 6<br />
! style="width:50px;" | 7<br />
! style="width:50px;" | 8<br />
|-<br />
! A<br />
| Battery<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! B<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! C<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! D<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! E<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! F<br />
| Battery<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! G<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! H<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Stacks<br />
|-<br />
! Runner || Capacity || Stack<br />
|-<br />
| Benbot || 10 || -<br />
|-<br />
| Brendan || 10 || -<br />
|-<br />
| Chiiika || 10 || -<br />
|-<br />
| Darknight || 10 || -<br />
|-<br />
| Habanero || 10 || yank.c<br />
|-<br />
| Josh || 10 || -<br />
|-<br />
| Kevan || 10 || -<br />
|-<br />
| lendunistus || 10 || yank.c<br />
|-<br />
| Raven1207 || 10 || -<br />
|-<br />
| SingularByte || 10 || yank.c<br />
|-<br />
| Trapdoorspyder || 10 || yank.c<br />
|-<br />
| Misty || 10 || yank.c<br />
|-<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! The Heap<br />
| -<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=The_Grid&diff=22537The Grid2023-03-04T03:15:44Z<p>Jumble!: Unidle</p>
<hr />
<div>⌚ Watch Number = '''1'''<br />
<br />
📶 Stratum = '''1'''<br />
<br />
{| class="wikitable" style="border:0px"<br />
|-<br />
! style="background-color:#fff; border:0px" | <br />
! style="width:50px;" | 1<br />
! style="width:50px;" | 2<br />
! style="width:50px;" | 3<br />
! style="width:50px;" | 4<br />
! style="width:50px;" | 5<br />
! style="width:50px;" | 6<br />
! style="width:50px;" | 7<br />
! style="width:50px;" | 8<br />
|-<br />
! A<br />
| Battery<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! B<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! C<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! D<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! E<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! F<br />
| Battery<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! G<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|-<br />
! H<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+Stacks<br />
|-<br />
! Runner || Capacity || Stack<br />
|-<br />
| Benbot || 10 || -<br />
|-<br />
| Brendan || 10 || -<br />
|-<br />
| Chiiika || 10 || -<br />
|-<br />
| Darknight || 10 || -<br />
|-<br />
| Habanero || 10 || yank.c<br />
|-<br />
| Josh || 10 || -<br />
|-<br />
| Kevan || 10 || -<br />
|-<br />
| lendunistus || 10 || -<br />
|-<br />
| Raven1207 || 10 || -<br />
|-<br />
| SingularByte || 10 || yank.c<br />
|-<br />
| Trapdoorspyder || 10 || -<br />
|-<br />
| Misty || 10 || -<br />
|-<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! The Heap<br />
| -<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=22118The Isle of Multa2023-01-28T14:46:36Z<p>Jumble!: </p>
<hr />
<div>Most recent Production of Resources: '''27/01/23 20:06'''<br />
<br />
Current Production of Resources results: '''9, 10'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| None<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Chiiika || 6 || 5 || 2 || 8 || 3 || 4 Brick, 3 Jute || Habanero || Church, Quarry, Mill || - <br />
|-<br />
| Habanero || 8 || 6 || 10 || 2 || 11 || 3 Brick, 2 Jute, 1 Rye, 1 Stone, 1 Iron || Chiiika || Quarry, Farm, Mine || - <br />
|-<br />
| JonathanDark || 8 || 11 || 10 || 6 || 2 || 1 Jute, 2 Brick || Josh || Farm, Mine || - <br />
|-<br />
| Josh || 2 || 6 || 5 || 8 || 10 || 3 Rye, 3 Jute, 1 Brick || JonathanDark || Farm || - <br />
|-<br />
| quirck || 2 || 6 || 8 || 4 || 10 || 1 Rye, 1 Jute, 1 Stone, 2 Brick || - || Quarry, Church, Mill, Mine || Amber<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 1 Rye, 1 Stone, 1 Wood, 1 Brick, 1 Jute || Misty || Farm || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Faction !! Ostracising<br />
|-<br />
| Unaffiliated || -<br />
|-<br />
| Amber || -<br />
|-<br />
| Silver || -<br />
|-<br />
| Purple || -<br />
|-<br />
| Cobalt || -<br />
|-<br />
| Pirates || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 10, 10, 11<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Injured<br />
| <br />
|-<br />
! Victims<br />
| -<br />
|}<br />
<br />
<br />
<!--<br />
Idle players.<br />
<br />
| Bucky || 5 || 11 || 9 || 6 || 8 || 5 Jute, 2 Stone, 1 Wood, 1 Brick || - || - || - <br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Jute || JonathanDark || - || -<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
| Kevan || 2 || 11 || 10 || 6 || 8 || 1 Wood, 2 Jute || - || Church || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 10 || 2 || 2 Rye, 1 Jute, 2 Stone || Raven1207 || - || -<br />
<br />
--><br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!-- Just throwing this comment down here to check something. --></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=22067The Isle of Multa2023-01-24T00:55:58Z<p>Jumble!: Resource time</p>
<hr />
<div>Most recent Production of Resources: ''''''<br />
<br />
Current Production of Resources results: '''8, 11'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| Corsair<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Chiiika || 6 || 10 || 2 || 8 || 11 || 5 Brick, 2 Jute || Habanero || Church || - <br />
|-<br />
| Habanero || 8 || 10 || 6 || 3 || 11 || 3 Brick, 2 Jute, 2 Rye, 1 Stone || Chiiika || Quarry || - <br />
|-<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
|-<br />
| JonathanDark || 8 || 10 || 11 || 6 || 3 || 4 Wood, 2 Jute || - || - || - <br />
|-<br />
| Josh || 10 || 6 || 5 || 8 || 3 || 2 Rye, 2 Jute, 1 Stone || - || - || - <br />
|-<br />
| Kevan || 2 || 11 || 10 || 6 || 3 || 2 Wood || - || Church || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 10 || 2 || 2 Rye, 1 Jute, 2 Stone || Raven1207 || - || - <br />
|-<br />
| quirck || 3 || 5 || 8 || 4 || 11 || 1 Jute, 1 Stone || - || Quarry || -<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 2 Wood, 2 Rye, 1 Stone, 1 Jute || Misty || - || - <br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Faction !! Ostracising<br />
|-<br />
| Unaffiliated || -<br />
|-<br />
| Amber || -<br />
|-<br />
| Silver || -<br />
|-<br />
| Purple || -<br />
|-<br />
| Cobalt || -<br />
|-<br />
| Pirates || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 10, 10, 10, 11|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Injured<br />
|-<br />
| Habanero<br />
|-<br />
! Victims<br />
| -<br />
|}<br />
<br />
<br />
<!--<br />
Idle players.<br />
<br />
| Bucky || 5 || 11 || 9 || 6 || 8 || 5 Jute, 2 Stone, 1 Wood, 1 Brick || - || - || - <br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Jute || JonathanDark || - || -<br />
<br />
--><br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!-- Just throwing this comment down here to check something. --></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=22019The Isle of Multa2023-01-20T01:36:37Z<p>Jumble!: alliance!</p>
<hr />
<div>Most recent Production of Resources: '''19/01/23 4:58'''<br />
<br />
Current Production of Resources results: '''6, 7'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| Thug<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Chiiika || 6 || 10 || 2 || 8 || 11 || 5 Brick, 1 Rye, 2 Jute || - || - || - <br />
|-<br />
| Habanero || 8 || 10 || 6 || 3 || 11 || 3 Brick, 2 Jute, 3 Stone || - || Quarry || - <br />
|-<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
|-<br />
| JonathanDark || 8 || 10 || 11 || 6 || 3 || 4 Wood, 2 Jute || - || - || - <br />
|-<br />
| Josh || 10 || 6 || 5 || 8 || 3 || 2 Rye, 2 Jute, 1 Stone || - || - || - <br />
|-<br />
| Kevan || 2 || 11 || 10 || 6 || 3 || 2 Wood || - || Church || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 10 || 2 || 2 Rye || Raven1207 || - || - <br />
|-<br />
| quirck || 3 || 5 || 8 || 4 || 11 || 1 Jute, 1 Stone || - || Quarry || -<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 2 Wood, 2 Rye, 1 Stone || Misty || - || - <br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Faction !! Ostracising<br />
|-<br />
| Unaffiliated || -<br />
|-<br />
| Amber || -<br />
|-<br />
| Silver || -<br />
|-<br />
| Purple || -<br />
|-<br />
| Cobalt || -<br />
|-<br />
| Pirates || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Injured<br />
| -<br />
|-<br />
! Victims<br />
| -<br />
|}<br />
<br />
<br />
<!--<br />
Idle players.<br />
<br />
| Bucky || 5 || 11 || 9 || 6 || 8 || 5 Jute, 2 Stone, 1 Wood, 1 Brick || - || - || - <br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Jute || JonathanDark || - || -<br />
<br />
--><br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!-- Just throwing this comment down here to check something. --></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=22017The Isle of Multa2023-01-19T16:11:34Z<p>Jumble!: harvest</p>
<hr />
<div>Most recent Production of Resources: '''19/01/23 4:58'''<br />
<br />
Current Production of Resources results: '''6, 7'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| Thug<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Chiiika || 6 || 10 || 2 || 8 || 11 || 5 Brick, 1 Rye, 2 Jute || - || - || - <br />
|-<br />
| Habanero || 8 || 9 || 6 || 3 || 11 || 3 Brick, 2 Jute, 1 Stone || - || Quarry || - <br />
|-<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
|-<br />
| JonathanDark || 8 || 10 || 11 || 6 || 3 || 4 Wood, 2 Jute || - || - || - <br />
|-<br />
| Josh || 10 || 6 || 5 || 8 || 3 || 2 Rye, 2 Jute, 1 Stone || - || - || - <br />
|-<br />
| Kevan || 2 || 11 || 10 || 6 || 3 || 2 Wood || - || Church || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 10 || 2 || 2 Rye || - || - || - <br />
|-<br />
| quirck || 3 || 5 || 8 || 4 || 11 || 1 Jute, 1 Stone || - || Quarry || -<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 2 Wood, 2 Rye, 1 Stone || Misty || - || - <br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Faction !! Ostracising<br />
|-<br />
| Unaffiliated || -<br />
|-<br />
| Amber || -<br />
|-<br />
| Silver || -<br />
|-<br />
| Purple || -<br />
|-<br />
| Cobalt || -<br />
|-<br />
| Pirates || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Injured<br />
| -<br />
|-<br />
! Victims<br />
| -<br />
|}<br />
<br />
<br />
<!--<br />
Idle players.<br />
<br />
| Bucky || 5 || 11 || 9 || 6 || 8 || 5 Jute, 2 Stone, 1 Wood, 1 Brick || - || - || - <br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Jute || JonathanDark || - || -<br />
<br />
--><br />
<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!-- Just throwing this comment down here to check something. --></div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=21973The Isle of Multa2023-01-15T22:40:35Z<p>Jumble!: Harvesting the Crop...???</p>
<hr />
<div>Most recent Production of Resources: '''15/01/23 15:35'''<br />
<br />
Current Production of Resources results: '''6, 9'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| None<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Bucky || 8 || 12 || 9 || 6 || 5 || 5 Jute || - || - || - <br />
|-<br />
| Chiiika || 6 || 9 || 2 || 8 || 12 || 5 Brick || - || - || - <br />
|-<br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Habanero || 8 || 9 || 3 || 6 || 11 || 5 Brick, 1 Jute, 1 Wood || - || - || - <br />
|-<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
|-<br />
| JonathanDark || 8 || 9 || 11 || 6 || 3 || 1 Wood, 1 Jute || - || - || - <br />
|-<br />
| Josh || 9 || 6 || 5 || 8 || 4 || 1 Rye, 1 Jute || - || - || - <br />
|-<br />
| Kevan || - || 11 || 9 || 6 || 8 || 1 Stone, 1 Wood || - || - || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 10 || 2 || 1 Rye || - || - || - <br />
|-<br />
| quirck || 3 || 5 || 8 || 6 || 9 || 1 Stone, 1 Brick || - || - || -<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 1 Wood, 1 Rye || - || - || - <br />
|-<br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Wood || - || - || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=The_Isle_of_Multa&diff=21971The Isle of Multa2023-01-15T22:33:48Z<p>Jumble!: Sowing the Seeds</p>
<hr />
<div>Most recent Production of Resources: '''15/01/23 15:35'''<br />
<br />
Current Production of Resources results: '''6, 9'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Visitor<br />
| None<br />
|-<br />
! Ledger<br />
| -<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Settler<br />
! colspan=5 | Domains<br />
! rowspan=2 | Stockpile<br />
! rowspan=2 | Alliances<br />
! rowspan=2 | Settlement<br />
! rowspan=2 | Faction<br />
|-<br />
! style="background-color:wheat; font-family:monospace" | R<br />
! style="background-color:darkseagreen; font-family:monospace" | J<br />
! style="background-color:slategrey; color:white; font-family:monospace" | S<br />
! style="background-color:sienna; color:white; font-family:monospace" | W<br />
! style="background-color:orangered; color:white; font-family:monospace" | B<br />
|-<br />
| Benbot || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Bucky || 8 || 12 || 9 || 6 || 5 || 5 Jute || - || - || - <br />
|-<br />
| Chiiika || 6 || 9 || 2 || 8 || 12 || 5 Brick || - || - || - <br />
|-<br />
| Darknight || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Habanero || 8 || 9 || 3 || 6 || 11 || 5 Brick, 1 Jute, 1 Wood || - || - || - <br />
|-<br />
| Janet || 10 || 5 || 9 || 6 || 8 || - || - || - || - <br />
|-<br />
| JonathanDark || 8 || 9 || 11 || 6 || 3 || - || - || - || - <br />
|-<br />
| Josh || 9 || 6 || 5 || 8 || 4 || 1 Rye, 1 Jute || - || - || - <br />
|-<br />
| Kevan || - || 11 || 9 || 6 || 8 || 1 Stone, 1 Wood || - || - || - <br />
|-<br />
| Misty || 6 || 8 || 11 || 12 || 2 || - || - || - || - <br />
|-<br />
| quirck || 3 || 5 || 8 || 6 || 9 || 1 Stone, 1 Brick || - || - || -<br />
|-<br />
| Raven1207 || 6 || 8 || 5 || 9 || 10 || 1 Wood, 1 Rye || - || - || - <br />
|-<br />
| SingularByte || 8 || 5 || 3 || 6 || 11 || 1 Wood || - || - || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! The Dice Deck<br />
| 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Monster_Metropolis&diff=20858Monster Metropolis2022-10-04T11:45:22Z<p>Jumble!: Idling 4 players</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=1 rowspan=2 | Baron <br />
! colspan=1 rowspan=2 | Species <br />
! colspan=1 rowspan=2 | Personal Resources Stockpile <br />
! colspan=1 rowspan=2 | Attention (allocation)<br />
! colspan=1 rowspan=2 | Latest Labour Action<br />
! colspan=1 rowspan=2 | Influence<br />
! colspan=8 rowspan=1 | Keep<br />
|-<br />
! colspan=1 rowspan=1 | Exterior<br />
! colspan=3 rowspan=1 | Defensive<br />
! colspan=4 rowspan=1 | Regular<br />
|-<br />
| Bucky || Wyvern ||Migrant (Slime) x 2, Migrant (Wyvern), Migrant (Ghost) x 2, Migrant (Vampire), Migrant (Minotaur), Migrant (Elemental),<br />
Iron Ore x9, Wood (Log) x30, Stone (raw) x 24, Reed Bundle x18, <br />
Royal Gift x 2 <br />
|| 3 (3 Exploitation) ||15th of September 2022, 00:54 || 0 || || || || || || Shack {} || || <br />
|-<br />
| Habanero || ||Migrant (Goblin), Migrant (Wyvern), Migrant (Imp), Migrant (Ghost), Migrant (Phoenix) x 2, Migrant (Minotaur) x 2, Wood (Log) x2 Royal Gift ||3||10th of September 2022, 2:07 || 0 || || || || || || Shack {} || || <br />
|-<br />
| Raven1207 || Elemental || Wood (log) x 11 ||3||1st of October 2022, 20:09 || 0 || || || || || || Shack {} || || <br />
|-<br />
| Trapdoorspyder || Vampire || Migrant (Vampire) x 5, Stone (Uncut) x43 Iron Ore x24, Wood (Log) x9, Coal x36, Iron (Bar) x9, Royal Gift ||5 (Exploitation x5)|| 4th of October 2022, 3:14 || 0 || || || || || Mine {Migrant (Vampire) x2{Bob, Bobby}} || Shack {} || Foreman's Office {Migrant (Vampire) {Bobette}} || <br />
|}<br />
<br />
{| class="wikitable"<br />
! colspan=1 rowspan=2 | Human King <br />
! colspan=1 rowspan=2 | Resources Stockpile <br />
! colspan=8 rowspan=1 | Keep<br />
|-<br />
! colspan=1 rowspan=1 | Exterior<br />
! colspan=3 rowspan=1 | Defensive<br />
! colspan=4 rowspan=1 | Regular<br />
|-<br />
| The King of the Plains || Royal Gift x 6, Plains Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Valley || Royal Gift x 6, Valley Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Forest || Royal Gift x 6, Forest Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Mountain || Royal Gift x 6, Mountain Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Sea || Royal Gift x 6, Sea Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Desert || Royal Gift x 6, Desert Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|-<br />
| The King of the Tundra || Royal Gift x 6, Tundra Crown || || Wall || Wall || Wall || House {2 x Migrant (Human), 2 x Migrant (Elf)} || Shack {} || || <br />
|}<br />
<br />
{| class="wikitable"<br />
! Location || Contents<br />
|-<br />
| Dungeon Stockpile || Migrant (Slime), Migrant (Ghost) x 2, Migrant (Slime) x 3, Migrant (Mimic) x 1, Migrant (Imp) x 2, Migrant (Ghost) x 1,<br />
Wood (Log) x19, Stone (Uncut) x64, Stone (cut) x8, Reed Bundle x14, Iron Ore x17, Coal x14, Iron (Bar) x3<br />
|-<br />
| The Palace ||<br />
Migrant (Demon) x 4<br />
|-<br />
| Inner Slum ||<br />
Migrant (Goblin) x 3, Migrant (Elemental) x 3, Migrant (Wyvern) x 3, Migrant (Phoenix) x 3, Migrant (Vampire) x11, Migrant (Imp), Migrant (Minotaur) , Migrant (Ghost) x3<br />
|-<br />
| Outer Slum ||<br />
|}<br />
<br />
{| class="wikitable"<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Classification || ! colspan=2 rowspan=1 style="background-color:#777; color:#ccc; border:0px" | Species<br />
|-<br />
| Royal || Demon || <br />
|-<br />
| Humanoid || Goblin || Minotaur<br />
|-<br />
| Undead || Ghost || Vampire<br />
|-<br />
| Formless || Slime || Mimic<br />
|-<br />
| Outsider || Imp || Elemental<br />
|-<br />
| Animalistic || Wyvern || Phoenix<br />
|-<br />
| Alien || Elf || Man<br />
|}<br />
<br />
<!--<br />
Idle players:<br />
{| class="wikitable"<br />
! colspan=1 rowspan=2 | Baron <br />
! colspan=1 rowspan=2 | Species <br />
! colspan=1 rowspan=2 | Personal Resources Stockpile <br />
! colspan=1 rowspan=2 | Latest Labour Action<br />
! colspan=8 rowspan=1 | Keep<br />
|-<br />
! colspan=3 rowspan=1 | Defensive<br />
! colspan=5 rowspan=1 | Regular<br />
|-<br />
| SupernovaStarbright || || || 1st of September 2022, 23:59 || || || || || || || || <br />
| Josh || || ||3||1st of September 2022, 23:59 || || || || || || || || <br />
| Brendan || Mimic || ||3||1st of September 2022, 23:59 || || || || || || || || <br />
| Maldor || Phoneix || ||3||1st of September 2022, 23:59 || 0 || || || || || || || || <br />
| Vovix || || ||3|| 1st of September 2022, 23:59 || 0 || || || || || || || || <br />
| lendunistus || || ||3||1st of September 2022, 23:59 || 0 || || || || || || || || <br />
| nixnull || Slime || Migrant (Goblin), Migrant (Wyvern), Migrant (Imp), Migrant (Ghost), Migrant (Phoenix), Migrant (Minotaur), Migrant (Vampire), Migrant (Elemental),<br />
Stone (uncut) x 8, Wood (uncut) x 8, Iron Ore x 4, Reed Bundle x 4<br />
||3 (Exploitation: 3)|| 18th of September 2022, 18:51 || 0 || || || || || || || || <br />
|-<br />
|-<br />
| Darknight || Vampire || Wood (log) x2 ||3||1st of September 2022, 23:59 || 0 || || || || || || Shack {} || || <br />
|-<br />
| SupernovaStarbright || ||Wood (log) x2 ||3||1st of September 2022, 23:59|| 0 || || || || || || Shack {} || || <br />
|-<br />
| thundershrike || ||<br />
Migrant (Goblin), Migrant (Wyvern), Migrant (Phoenix), Migrant (Imp), Migrant (Mimic), Migrant (Vampire),<br />
Stone (uncut) x 31, Stone (cut) x 24, Wood (log) x 13, Coal x 42, Iron Ore x 42, Reed Bundle x 24<br />
||3 (Exploitation: 2, Ablation: 1)|| 2st of October 2022, 00:33 || 0 || || || || || Mine {Migrant (Elemental), Migrant (Slime)} || Shack {} || || <br />
|}<br />
<br />
--><br />
<br />
[[Category:Gamestate Tracking]]</div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20398Workshop2022-07-30T16:31:30Z<p>Jumble!: Idling myself</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | Spare Parts Bin<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | LED Banner Message<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 3 || ₩3,000|| Set || The Dark Lord || Nuclear (96%) || Titanium Holdfast (80%) || Pincers (69%), Inverter Driver (50%), Lead Weight (100%), Taser (69%) || Electric (1%) || -<br />
|-<br />
| chiiika || 2 || ₩6,789|| Workshop || Yvette the Botmistress™️ || Hydrolic (100%) || Echelon Hardcast (80%) || Pincers (90%), Taser (70%), LED Banner (100%) {} || -<br />
|-<br />
| Darknight || 3 || ₩8,200 || Workshop || The Killing Joke || Nitrogen (0%) || Echelon Hardcast (0%) || Flipper (92%), Axe (96%), Spikes (96%)|| - || -<br />
|-<br />
| Lendunistus || 4 || ₩2,981 || Ready || Credit Score: F || Hydrolic (100%) || Titanium Holdfast (100%) || Flipper (100%), Axe (100%), Lead Weight (10%), LED Banner (25%) {} || Flamethrower (80%), Taser (96%) || -<br />
|-<br />
| Raven1207 || 2 || ₩3,800 || Workshop || CrowBot2000 || Hydrolic (60%) || Apex Systems X1500 (100%) || Flamethrower (99%), Axe (100%) || - || -<br />
|-<br />
| SingularByte || 7 || ₩18,200 || Set || Hard Hat || Nuclear (100%) || Frictionless Inquisitor (75%) || Cow Catcher (67%) || - || -<br />
|-<br />
| SupernovaStarbright || 5 || ₩16,388 || Ready || Ducktank || Hydrolic (100%) || Tundra Industries #9 (82%) || Ram (96%), Cow Catcher (50%) || Flipper (50%) || -<br />
|-<br />
| thundershrike || 2 || ₩16,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (0%) || Plate (100%), Flipper (1%), Axe (1%) || -<br />
|- || -<br />
| Trapdoorspyder || 6 || ₩8,615 || Ready || Annoy-o-Tron || Nuclear (96%) || Incisor TRN9P (96%) || Mound-shaped Body (94%), Axe (100%), LED Banner (56%) || - || Jumble<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ House Bots<br />
! Name || Engine || Chassis || Systems || Script<br />
|-<br />
| The Colonel || Petrol (80%) || Frictionless Inquisitor (80%) || Ram (80%) || 1. If the current round is less than 3, turn to face the other way 2. If any of the 2 spaces in front of the Actor are occupied by an Opponent, move forwards 5 times <br />
|-<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%) || -<br />
|-<br />
| Jumble || 5 || ₩18,100 || Workshop || Sunrise || Nitrogen (60%) || Apex Systems X1500 (0%) || Flipper (46%), Axe (50%) || - || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20379Workshop2022-07-28T09:42:12Z<p>Jumble!: uhhhh</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | Spare Parts Bin<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 3 || ₩3,000|| Staging || The Dark Lord || Nuclear (96%) || Titanium Holdfast (80%) || Pincers (69%), Inverter Driver (50%), Lead Weight (100%), Taser (69%) || Electric (1%)<br />
|-<br />
| chiiika || 2 || ₩6,789|| Workshop || Yvette the Botmistress™️ || Hydrolic (100%) || Echelon Hardcast (80%) || Pincers (90%), Taser (70%), LED Banner (100%) {} <br />
|-<br />
| Darknight || 3 || ₩8,200 || Workshop || The Killing Joke || Nitrogen (0%) || Echelon Hardcast (0%) || Flipper (92%), Axe (96%), Spikes (96%)|| -<br />
|-<br />
| Jumble || 5 || ₩18,100 || Set || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (49%), Axe (50%) || -<br />
|-<br />
| Lendunistus || 4 || ₩8,792 || Set || Credit Score: F || Hydrolic (100%) || Incisor TRN9P (100%) || Flipper (100%), Flamethrower (100%), LED Banner (20%) {} || Axe (95%), Taser (96%)<br />
|-<br />
| Raven1207 || 2 || ₩8,500 || Workshop || CrowBot2000 || Hydrolic (60%) || Apex Systems X1500 (0%) || Flamethrower (99%) || -<br />
|-<br />
| SingularByte || 7 || ₩18,200 || Staging || Hard Hat || Nuclear (100%) || Frictionless Inquisitor (75%) || Cow Catcher (67%) || -<br />
|-<br />
| SupernovaStarbright || 5 || ₩14,388 || Set || Ducktank || Hydrolic (100%) || Tundra Industries #9 (97%) || Ram (96%), Cow Catcher (50%) || Flipper (50%)<br />
|-<br />
| thundershrike || 2 || ₩16,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (0%) || Plate (100%), Flipper (1%), Axe (1%) || -<br />
|-<br />
| Trapdoorspyder || 6 || ₩6,615 || Set || Annoy-o-Tron || Nuclear (91%) || Incisor TRN9P (91%) || Mound-shaped Body (89%), Axe (100%), LED Banner (51%) {} || -<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ House Bots<br />
! Name || Engine || Chassis || Systems || Script<br />
|-<br />
| The Colonel || Petrol (80%) || Frictionless Inquisitor (80%) || Ram (80%) || 1. If the current round is less than 3, turn to face the other way 2. If any of the 2 spaces in front of the Actor are occupied by an Opponent, move forwards 5 times <br />
|-<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%) || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Ruleset&diff=20344Ruleset2022-07-25T20:56:53Z<p>Jumble!: /* Viewership Score */ Enacting "Cut The Livestream"</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 Operators 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.<br />
<br />
If the Ruleset does not properly reflect all legal changes that have been made to it, any Operator may update it to do so.<br />
<br />
== Operators ==<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 Operator may make a blog post making clear their wish to be a Operator (plural form Operators); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Operator.<br />
<br />
A Operator may only change their name as a result of a Proposal approving the change.<br />
<br />
Some Operators are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Operators 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 />
===Idle Operators===<br />
<br />
If a Operator is Idle, this is tracked by their name being removed or concealed in the list of currently active Operators in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Operators”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Operators are not counted as Operators. The combined term “Idle Operator” can be used to refer to Operators who are Idle even in rules that do not treat them as Operators.<br />
<br />
If a Proposal contains a provision that targets a specifically named Idle Operator, then that Idle Operator is considered to be Unidle solely for the purposes of enacting that specific provision.<br />
<br />
When a Operator 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 Operator Idled in a different Dynasty), the Operator is given the default value for new Operators, if such a value exists.<br />
<br />
An Admin may render a Operator Idle if that Operator has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Operator 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. 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 Operator if that Operator 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 Operator who would be Unidled asked to become (or rendered themselves) 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 if they were not idle.<br />
<br />
== Dynasties ==<br />
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Operator, known as the Announcer. If there is no Announcer, 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 Operator 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 Operators may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.<br />
<br />
===Votes===<br />
Each Operator 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 Operator’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-Operator never has a Vote, even if they were a Operator previously and had cast a valid Vote.<br />
<br />
If a Operator other than the Announcer casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Announcer. When the Announcer 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 Announcer'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. Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.<br />
<br />
A Votable Matter is '''Unpopular''' if any of the following are true:<br />
* The number of Operators 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 />
<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). Votable Matters require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules, and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than [[#Victory and Ascension|DoVs]] require the “[Victory]” tag in order to grant victory to a Operator.<br />
<br />
If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:<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 Operator may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Operator already has 2 Proposals pending or has already made 3 Proposals that day).<br />
<br />
=== Special Proposal Voting ===<br />
<br />
When a Operator 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 Announcer may use VETO as a voting icon to cast a Vote on a Proposal; when the Announcer casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Announcer 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 Operators actively disagree as to the interpretation of the Ruleset, or if a Operator feels that an aspect of the game needs urgent attention, then any Operator 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 Operator (other than the Announcer) 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 Operator’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]].<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 Operators, it has been open for at least 12 hours, and either the Announcer 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 Operators, 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 Operator 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 Operator who posted the DoV becomes Announcer, 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 Announcer must either Pass the Mantle (by making a post naming a Operator who was not the last dynasty’s Announcer, in which case the passing Operator ceases to be the Announcer and the Operator so named becomes the Announcer) 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 Announcer'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 Operator’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. Operators 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 Operator within BlogNomic, and should announce publicly if they control both a non-Idle Operator and any Idle Operators. This extends to exerting full control over the actions of another Operator, defined here as the controlled Operator’s game behavior being functionally indistinguishable from if the controlling Operator was logged into their account and playing through it, over a period of more than a day.<br />
* A Operator 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 Operator should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).<br />
* A Operator should not edit their own blog comments once posted, nor those of any other Operator.<br />
* A Operator should not edit the “Entry Date” field of a blog post.<br />
* A Operator should not make a DoV primarily to delay the game by putting it into Hiatus.<br />
* A Operator 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 Operator 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 Operator must use their own name in the Dice Roller, when rolling dice.<br />
* A Operator should not deliberately and unreasonably prolong the performance of a game action once they have started it.<br />
* A Operator should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a Operator to achieve victory.<br />
* A Operator 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 />
<br />
All Operators and idle Operators 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 Operators are encouraged to commit to upholding them to whatever extent is possible.<br />
</div><br />
<br />
= Dynastic Rules =<br />
<br />
==Bot Loadout==<br />
Each Operator has an amount of Money, which is publicly tracked and which defaults to ₩10,000. An Operator’s Money can not surpass ₩20,000.<br />
<br />
Each Operator possesses exactly one Bot, whose characteristics are publicly tracked. The characteristics that each Bot must have are as follows:<br />
* A name, which may be freely selected by the Bot’s Operator and which is flavour text;<br />
* An Engine, which is by default an Petrol motor<br />
* A Chassis, which is by default an Apex Systems X1500<br />
* An ordered list of Systems, of which a single Bot may have between none and a number equal to the number of hardpoints on the Bot’s Chassis, defaulting into none<br />
<br />
The Engine, Chassis and each System of each Bot have a publicly tracked Condition rating, being a percentage from 0% to 100%. If a rule refers to the “Effective” quality of any of these items, and that value is numerical, then the value has the item’s Condition percentage applied to it, rounded down (eg. the Effective Cost of a ₩5,000 Engine in 50% Condition is ₩2,500).<br />
<br />
If a Bot has Systems and a Chassis whose combined Consumption exceeds its Engine’s Effective Power Output, the Bot is considered to be Defunct. The Script of a Defunct Bot is always considered to be blank.<br />
<br />
If the Condition of an Engine or Chassis of a Bot is 0%, then that Bot is said to be Trashed. (If the Condition of an Engine, Chassis or System would ever be reduced below 0%, it instead becomes 0%.)<br />
<br />
===Engines===<br />
<br />
A Bot’s Engine has the following characteristics: a fuel type (which also acts as its name), a one-off cost, and a power output. The characteristics of each type of engine can be found below.<br />
<br />
{| class="wikitable"<br />
|+ Engines<br />
! Type || One-off Cost || Power Output<br />
|-<br />
| Electric || ₩2,500 || 240<br />
|-<br />
| Petrol || ₩4,000 || 550<br />
|-<br />
| Nitrogen || ₩5,500 || 900<br />
|-<br />
| Hydrolic || ₩5,000 || 1,100<br />
|-<br />
| Nuclear || ₩9,700 || 1,450<br />
|}<br />
<br />
At any time as an atomic action, an Operator whose Readiness is Workshop may:<br />
*Either increase their money by the effective one-off cost of their engine or add their engine and its condition to their Spare Parts Bin.<br />
*Replace the Engine of their Bot with another of any Condition by paying the Effective One-off Cost of the new Engine. If the new Engine is present in their Spare Parts Bin, they may instead remove it from their Spare Parts Bin.<br />
<br />
===Chassises===<br />
<br />
A Bot’s Chassis has the following characteristics: a model (which also acts as its name), a cost, a number of hardpoints, and a consumption. The characteristics of each type of chassis can be found below.<br />
<br />
{| class="wikitable"<br />
|+ Chassises<br />
|-<br />
! Model || Cost || Hardpoints || Consumption<br />
|-<br />
| Frictionless Inquisitor || ₩1,900 || 1 || 110<br />
|-<br />
| Apex Systems X1500 || ₩2,500 || 2 || 200<br />
|-<br />
| Tundra Industries #9 || ₩3,350 || 2 || 170<br />
|-<br />
| Echelon Hardcast || ₩3,900 || 3 || 440<br />
|-<br />
| Incisor TRN9P || ₩4,210 || 3 || 410<br />
|-<br />
| Camelot CG3 Rampart || ₩5,890 || 4 || 630<br />
|-<br />
| Titanium Holdfast || ₩8,870 || 4 || 480<br />
|}<br />
<br />
At any time as an atomic action, an Operator whose Readiness is Workshop may:<br />
*Either increase their money by the effective one-off cost of their Chassis or add their Chassis and its condition to their Spare Parts Bin.<br />
*Replace the Chassis of their Bot with another of any Condition by paying the Effective One-off Cost of the new Chassis. If the new Chassis is present in their Spare Parts Bin, they may instead choose to remove it from their Spare Parts Bin rather than paying the Effective One-off Cost.<br />
<br />
===Systems===<br />
<br />
A Bot’s Systems can each have the following characteristics: a name, a cost, a consumption, and an effect. The characteristics of each type of System can be found below.<br />
<br />
{| class="wikitable"<br />
|+ Systems<br />
! Name || Cost || Consumption || Effect<br />
|-<br />
| Ram || ₩1,100 || 85 ||Passive: Scratch Damage dealt to opponents by this Bot as a result of Shoving is multiplied by ten. This scratch damage increases tally as if it isn’t scratch damage.<br />
|-<br />
| Flipper || ₩1,600 || 185 || If the Actor is Flipped, it ceases to be Flipped. Otherwise, this counts as a Melee System and the Opponent becomes Flipped.<br />
|-<br />
| Axe || ₩2,200 || 250 || Melee System. The Condition of the Opponent’s Chassis has 25% subtracted, and the Condition of the Opponent’s Engine has 10% subtracted.<br />
|-<br />
| Grinder || ₩1,500 || 200 || Melee System. The Condition of the Opponent’s Exposed System (if it has one) has 25% subtracted.<br />
|-<br />
| Plate || ₩1,000 || 0 || No effect.<br />
|-<br />
| Taser || ₩1,500 || 400 || If the opponent is within six spaces, they take Scratch Damage and the system that loses condition from this scratch damage (or the engine if the chassis loses condition) is affected by Shock damage: it is treated as if it had a condition of 33 fewer percentage points than it actually has (to a minimum of 0) until the end of the Bout. Shock Damage is permitted to stack with itself. Scratch Damage from the Taser increases Tally as if it wasn’t Scratch Damage.<br />
|-<br />
| Mound-Shaped Body || ₩800 || 0 || Passive: If a bot with this system would gain the Flipped status, they do not. Due to being a larger target, any condition loss that any systems of the bot with this system would recieve is also recieved by its chassis.<br />
|-<br />
| Spikes || ₩1,100 || 0 || Passive: Scratch Damage opponents take which is caused by Bumping that involves this bot is multiplied by 15, and increases Tally as if it wasn’t Scratch Damage. This has no effect on damage from shoving.<br />
|-<br />
| Cow Catcher || ₩1,200 || 0 || Passive: When moving into or past an opponents space from any distance away, the excess move beyond the amount that it would take to move adjacent to the opponent is treated as a shove. This effect cannot cause the actor to move futher than their script declared that they would move.<br />
|-<br />
| Grapple || ₩1,400 || 160 || Melee weapon. Scratch Damage from Grapple increases Tally as if it wasn’t Scratch Damage. When used, this system causes Scratch Damage to the opponent and until the end of the bout, the system is treated as if it instead had the effect “Passive: Any time the opponent would move to be more than three spaces away from the bot with this system, the bot with this system moves in that direction until it is three spaces away from the opponent. Reactions that use this system are not resolvable.”<br />
|-<br />
| Targeting Module || ₩1,600 || 150 || Passive: Whenever another System Effect refers to the Exposed System of a Bot, it refers to the frontmost System with the lowest Condition instead (if it is facing the Bot using the Effect) or the rearmost System with the lowest Condition (if it is not).<br />
|-<br />
| Lead Weight || ₩1,300 || 0 || Passive: If a bot with this system would be Shoved, its Shove Power is multiplied by ten times the Condition of this system.<br />
|-<br />
| Back-up Battery || ₩1,300 || 0 || Passive: The Condition of the Engine on this Bot is instead calculated as the Condition of the Engine plus 25% of the Condition of this system, up to a maximum of 100%.<br />
|-<br />
| LED Banner || ₩3,200 || 120 per name (see effect) || Displays the name of every distinct Operator that Bot has defeated in a Bout while using this System; these names are publicly tracked. Has no other effect.<br />
|-<br />
| Nox Tank || ₩800 || 88 || Passive: At the start of a Bout this System’s Condition drops to 0%. If all Bots in a Bout have this System then it has no further effect. This Bot always starts a Bout on the left<br />
|-<br />
| Inverter Driver || ₩2,700 || 310 || Passive: A Bot with this system that is flipped automatically ceases to be flipped at the start of its turn, before its script is run<br />
|-<br />
| Flamethrower || ₩1,900 || 130 || Melee System: The Opponent takes 15% Chassis condition reduction and 5% condition reduction to all Systems, and becomes Scorched<br />
|-<br />
| Pincers || ₩1,100 || 190 || Melee System: The Opponent becomes Loose<br />
|-<br />
| Signal Jammer || ₩900 || 330 || The Opponent becomes Scrambled for the next two turns<br />
|}<br />
<br />
At any time, an Operator whose Readiness is Workshop may add a System of a desired Condition to their Bot by spending its Effective Cost or removing that system from their Spare Parts Bin as long as that system is present in their Spare Parts Bin at that condition. An Operator whose Readiness is not Set may remove a System from their Bot at any time by either increasing their money by 50% of the Effective Cost of the system being removed or adding that system at the appropriate condition to their Spare Parts Bin.<br />
<br />
The list of a Bot’s Systems represent the mounted positions of those systems, listed from front to back. When a System Effect refers to the Exposed System of a Bot, it means its frontmost System (if the Bot is facing the Bot using the Effect) or its rearmost System (if it is not). While a Bot is Flipped, none of its Systems are Exposed.<br />
<br />
While a System has a Condition of 0%, then its Effect is considered to be “No effect.”, and it is skipped when determining the frontmost or rearmost System of a Bot.<br />
<br />
If a System effect is preceded by “Passive:”, then it has no effect when used, and instead applies to a Bot with that System at all times.<br />
<br />
===Spare Parts Bin===<br />
<br />
Each Operator has a Spare Parts Bin, which is a publicly tracked list of Chassisses, Engines, and Systems as well as their conditions.<br />
<br />
==Bouts==<br />
<br />
Operators pit their Bots against each other in Bouts. At any time, each Operator may be engaged in at most one Bout. The number of bouts an Operator’s bot has been engaged in is publicly tracked, and includes announced bouts that include the bot that are yet to be resolved. This publicly tracked value may be referred to as the Bout Count.<br />
<br />
Operators have a Readiness, which is publicly tracked, which may be either Workshop, Ready, Staging, or Set, and which defaults to Workshop.<br />
* When an Operator’s Readiness is Workshop and their Bot is not Trashed, they may set their Readiness to Ready at any time<br />
* When an Operator’s Readiness is Ready and they are named in an Announcement Post then the Announcer should set their Readiness to Staging<br />
* When an Operator’s Readiness is Staging then they may set it to Set at any time<br />
* When an Operator’s Readiness is Set and they are participating in a Bout then the Announcer should set their Readiness to Workshop<br />
<br />
Operator changes to any of a Bot’s physical hardware components (i.e. anything defined in the rule Bot Loadout) may only be made when the Operator’s Readiness is Workshop. Operator changes to a Bot’s software (i.e. anything defined in the rule BotScript) can only be made when the Operator’s Readiness is Workshop, Ready or Staging.<br />
<br />
If, at any point during a Bout, one of the participating Operators has had their Readiness set to Set for the last 48 hours and the other has not changed their Readiness from Staging since the Announcement Post for that Bout, then the Operator whose Readiness is Staging forfeits the match and the other Operator is the Winner for that Bout.<br />
<br />
As a Daily Action, the Announcer may Announce any number of upcoming Bouts, by randomly select two Operators using the Selection Criteria in this rule for each Bout and making a post Announcing their names.<br />
<br />
The Selection Criteria for selecting bots to engage in a bout is:<br />
*If an Operator has a higher Bout Count than any other Operator, they may not be selected by the Announcer, except if there are no other available Operators to select.<br />
*If an Operator has a Readiness that is not Ready, it may not be selected by the Announcer.<br />
*The random selection of eligible Operators is weighted towards Operators with a smaller Bout Count - for each eligible Operator, subtract the current Bout Count for that Operator from the highest Bout Count of all eligible Operators then add 1 to get the weighting that the random selection will use.<br />
<br />
Whenever the Announcer is required to randomly generate an outcome as part of administering a Bout they may do so privately.<br />
<br />
===The Arena===<br />
<br />
Bouts take place in the Arena, which is mapped as an infinite row of spaces from left (i.e. from minus infinity) to right (i.e. to infinity). The spaces 1 to 19 are considered In Bounds. Each Bot in the Arena may face either left or right. When a Bout begins, the bots are randomly assigned to one of two starting locations: one bot is placed in space 4 and the other bot in space 16, both facing each other. All of this is tracked privately by the Announcer.<br />
<br />
The Arena for each individual Bout may have differences in configuration, as set out in the rule Configuration. The specific Arena configuration for each Bout must be detailed in the Announcement for that Bout.<br />
<br />
During a Bout, the Announcer runs the Script of each Bot in turn, starting with the Bot on the left. and announcing its final Tallies and the Winner (if any). The current turn of a bout increases each time a bot’s script is run to completion (even if the result is no action). Each time X turns have passed since the last time the current round increased or was set to 1, where X is equal to the number of bots in the bout, the current round increases by 1. Both turns and rounds start at 1 in a bout.<br />
<br />
Relative to each Bot’s Script, the Bot who is performing the Script may be referred to as the Actor, and any other Bot participating in a Bout with the Actor may be referred to as an Opponent.<br />
<br />
===Ending a Bout===<br />
A Bout can be Ended by any of the following conditions being met:<br />
* TKO: One or more of the Bots participating in that Bout are Trashed<br />
* Domination: Sixty turns have elapsed without a TKO taking place, and one Bot has a Tally that is higher than its Opponent by at least 10%<br />
*Ring-out: One of more of the Bots participating in the Bout are not In Bounds<br />
<br />
After it has ended, each Bout must have a Winner. The Winner of a Bout is determined based on how the Bout ended, as follows:<br />
* TKO or Ring-out: If, at the end of a turn, every Bot in the Bout except one is either Trashed or not In Bounds, then that one Bot is the Winner. If all Bots in the Bout are Trashed or not In Bounds then the average Condition of its components is used as a tiebreaker, with the highest result being the Winner. If this still results in a tie then the Winner is determined secretly-randomly.<br />
* Domination: Each Bot in a Bout has a Tally, which is privately tracked by the Announcer and which starts the Bout at zero. Whenever an action by a Bot in a Bout causes the Condition of another Bot’s Engine, Chassis or System to be reduced by any means other than [[#Scratch Damage|Scratch Damage]], the Tally of the Bot that took the action, for that Bout, increases by the same amount. If, after sixty rounds, one Bot has a Tally that is higher than its Opponent by at least 10% then that Bot is the Winner. If sixty rounds have elapsed without a Bot Winning through Tally then Sudden Death occurs instead.<br />
*Sudden Death: In Sudden Death, the Announcer continues to process turns as normal until the Bout ends due to TKO, with the following changes: all Condition losses are doubled, and each turn, before any moves are processed, one space in the arena - starting with the leftmost, followed by the rightmost, and then moving inwards one square at a time, alternating from one side to the other - Detonates, with any Bot who is on a square when it Detonates taking 50% Chassis damage.<br />
<br />
When a Bout has Ended, the Announcer posts an entry to the blog summarising the events of the Bout and its Winner. The Winner of the Bout gains ₩2,000 and, if it is not already, the Readiness of all Operators to have participated in that Bout are set to Workshop. Once this summary post has been posted, that Bout is considered to be fully concluded and may have no further impact on the gamestate.<br />
<br />
===Scratch Damage===<br />
When rules state that a Bot takes Scratch Damage, this is interpreted as losing 1 condition percentage point from its frontmost system, or its chassis if it has no frontmost system.<br />
<br />
===Configuration===<br />
Prior to Announcing a Bout, the Announcer must generate the Configuration for that Bout. This is an atomic action with the following steps:<br />
<br />
* Set the Configuration for that Bout to be is a single row of infinite squares, with those numbered from 1 on the left to 19 at the right being in bounds and all others being out of bounds.<br />
* Randomly determine between zero and two Configuration Variations.<br />
* For each Configuration Variation thus selected, follow its instructions and add them to the Configuration.<br />
<br />
Potential Configuration Variations are as follows:<br />
<br />
* Physical Obstacles: Add between 2 and 6 squares above or below existing squares in the Configuration. Label them with letters in alphabetical order from left to right, starting with A; all such squares are In Bounds. A Bot can only be shoved from a Square on the same row as itself. If a Shove is taking place and, during the resolution of that Shove, the Opponent passes through a square that has another square above or below it, instead of being moved backwards, it is moved into one of the squares above or below it (at random if both are present) and is flipped, and then the Shove immediately ends. When a Bot is in a square that is labelled with a letter and moves forwards or backwards, and there isn’t another lettered square that it can move into, it instead moves into the next numbered square in the direction of travel.<br />
* Trap panels: Add between 1 and 3 trap panels on random squares, each of which may randomly be one of: flip panel, flame panel, explosion panel, shock panel. When a Bot ends its turn on a trap panel it subtracts 5% from its Chassis and Engine, and gains a Status as follows: flip panels give Flipped, flame panels give Scorched, explosion panel gives Loose, and shock panel gives Scrambled. Trap panels are not considered when a Script tests whether a square is empty.<br />
* Bumper sides: When a Bot would go out of bounds, it is instead set to a random square, subtracts 20% Chassis condition, and becomes flipped.<br />
* House bot: There are up to three publicly tracked House Bots, which may be created by the Announcer at any time, which may have any of the Components available to Operator Bots (starting each Bout at 80% Condition), which must have a Bot Value of no more than ₩8,000, and whose Script is publicly tracked. Select one of them at random. In this Bout, square 20 is also In Bounds, and the right-hand-most Bot starts on square 17 rather than square 16; the selected House Bot starts in square 10, facing in a random direction. The House Bot may not the the Winner of the Bout and is not considered for the purposes of any clause in the rule Ending a Bout. House Bots are considered to be present when a line of Script checks whether a square is empty.<br />
<br />
==BotScript==<br />
<br />
Each Bot has a Script, being a list of up to ten Triggers, each Trigger having a corresponding Reaction. Up to two Triggers may also be optionally combined into a single Trigger. This is formatted as “A and B”, where A is the first Trigger being combined and B is the second one. Combined triggers are accompanied by a single Reaction as normal. Bots’ Scripts are tracked privately by the Announcer.<br />
<br />
An Operator may change their Bot’s Script at any time by privately informing the Announcer of this.<br />
<br />
Triggers are:-<br />
<br />
* “If the X space(s) [in front of / behind the] Actor are empty…”, where X is a positive integer.<br />
* “If [the space / any of the X spaces] [in front of / behind the] Actor are occupied by an Opponent…”, where X is a positive integer.<br />
* “If the Actor [has / does not have] Y…”, where Y is any Status.<br />
* “If the Opponent [has / does not have] Y…” where Y is any Status.<br />
* “If the current [turn / round] is X [or [less / more]]..”, where X is any positive integer.<br />
* “If the Opponent [has / does not have] Z…”, where Z is any system.<br />
<br />
Possible Reactions are:-<br />
<br />
* “...move forwards X times”, where X is a positive integer<br />
* “...move backwards X times”, where X is a positive integer<br />
* “...turn to face the other way”<br />
* “...use the following System:” followed by the name of a System that the Actor has. If it’s a Melee System and the Opponent’s Bot is not in any of the three spaces immediately in front of the reacting Bot, then the System’s Effect is instead not used.<br />
* "...evade"<br />
<br />
A Reaction is considered Resolvable if:<br />
* it attempts to move or turn the Actor<br />
* it attempts to use a System the Actor has and the System’s Effect is not “No effect.”<br />
* it is an evade<br />
<br />
To run a Script, the Announcer reads through its list from top to bottom until they find a Trigger which is true for the Bot in question and its corresponding Reaction is Resolvable: upon finding one, they apply the corresponding effect, and this ends the run of the Script. If they reach the end of the Script and no Triggers are true, nothing happens as a result.<br />
<br />
A Bot can only move into an empty space: if an individual move step would take the Bot into an occupied space, the Bot remains in its position instead and takes [[#Scratch Damage|Scratch Damage]]. If the occupied space was occupied by a Bot, that Bot also takes Scratch Damage. This act of moving into a bot in this way, or being moved into in this way, is referred to as Bumping. If a Bot ever ends its turn in a space that is not In Bounds, they are said to have Fallen Out of Bounds and take Scratch Damage.<br />
<br />
When a System is used as part of a Script then, provided that any criteria specified in that System’s Effect or elsewhere in the ruleset are all met, its Effect is applied to the Opponent in its current Bout.<br />
<br />
If a line in a script is no longer a legal entry but may be legally represented by other wording without changing the meaning it had at the time of being provided to the announcer, the announcer should strive to treat it as if it had that legal wording if possible. If an illegal entry cannot be treated as if it was legal in that way, it should be ignored. In either case, the operator who submitted the script should be informed at the earliest convenience.<br />
<br />
===When Push Comes to Shove===<br />
When an actor has an opponent in a space adjacent to it and and its reaction is to move into or beyond that opponent’s space, the existing reaction ceases to take effect and instead a Shove occurs.<br />
<br />
A Shove is resolved as follows:<br />
* The Shove Power of the actor and opponent is calculated, where Shove Power is Effective Power Output minus 50% of the consumption of the chassis and every system on the bot.<br />
* For every 50 that the Shove Power of the Actor exceeds the Shove Power of the Opponent, both the Actor and Opponent move in the direction that the Actor stated they were moving in by 1 space, up to the number of spaces the Actor’s script stated they were moving.<br />
* Scratch Damage is taken by both the Actor and the Opponent.<br />
<br />
The Shove Power of a bot is halved if they are shoving (or being shoved by) a bot they are facing away from.<br />
<br />
===Evasion===<br />
When a Bot evades, it moves out of the direct line of attack, requiring its opponent to compensate. The evading Bot is not considered to be present in any space until the start of its next Turn; except for the purposes of checking for Melee and Taser spaces (in both of which cases the number of squares checked is reduced by one), Sudden Death detonations and being In Bounds.<br />
<br />
If multiple Bots occupy the same space, they both take Scratch Damage and move one space forwards.<br />
<br />
==Statuses==<br />
<br />
Statuses are states of being that a Bot may have during a bout. Each Status has a name, which is flavor text, and an effect. The following are all statuses that a bot may have:<br />
* Flipped: When an Actor is Flipped, any step in its Script that results in it moving or using a System is ignored, unless that step would also result in them ceasing to be Flipped. If a Bot is Flipped, it will cease to be Flipped after 3 turns have passed. When a Bot ceases to be Flipped, it can not be Flipped again for one turn. A Bot cannot become Flipped while it is Flipped.<br />
* Scorched: When an Actor is Scorched, whenever it would use a System it takes scratch damage to that system and to its Chassis<br />
* Loose: When an Actor is Loose, half (rounded up) of any Condition loss incurred by the Chassis or System of that Bot is also applied to that Bot’s Engine.<br />
* Scrambled: When a Bot becomes Scrambled, the Announcer randomises the order of its Script. When it ceases to be Scrambled its Script regains its standard order.<br />
<br />
==Income==<br />
<br />
As a Weekly Communal Action, any Operator or Announcer may increase all Operator’s Money by 3,000.<br />
<br />
==Showboating==<br />
If a Bot wins a Bout while using an LED Banner that displays the name of quorum or more Operators then the operator of that Bot has achieved Victory.<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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.<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. 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]==<br />
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Operators” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.<br />
<br />
==Dormancy [Active]==<br />
While BlogNomic is Dormant, this fact is tracked in the sidebar of the blog. If BlogNomic is Dormant, then it is on Hiatus.<br />
<br />
The criteria for Dormancy are:<br />
* That there are four or fewer Operators; or<br />
* That of the Operators, two or fewer of them have posted an Official Post or made an edit to the gamestate tracking page as part of a defined dynastic action during the past seven days.<br />
<br />
If either criterion is met and BlogNomic is not Dormant, any admin may make BlogNomic Dormant by updating the sidebar to that effect. If neither criterion is met and BlogNomic is Dormant, any admin may remove BlogNomic’s Dormant status by updating the sidebar to that effect.<br />
<br />
==Imperial Deferentials [Inactive]==<br />
If the Announcer has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Operators 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 Operators on the same Proposal are not considered to be valid.<br />
<br />
==Dynastic Distance [Active]==<br />
For the purposes of dynastic rules which do not deal with voting, the Announcer is not a Operator.<br />
<br />
==Malign Emperors [Inactive] [Rare]==<br />
The Announcer may be recipient of the Mantle, as if they were a Operator, during an Interregnum, as per the rule Victory and Ascension. The Announcer 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 Collaboration” is Active, any Operator may set it to Inactive. (The combo is too strong.)<br />
<br />
==Dynastic Tracking [Active]==<br />
The gamestate tracking page for this dynasty is the [[Workshop]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. An Announcer 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 Collaboration [Inactive] [Rare]==<br />
<br />
If “Dynastic Distance” is also active, the Announcer is not considered a Operator for the purposes of this rule.<br />
<br />
Operators 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 Operator could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle Operators (or people who are not yet Operators) also face the same restrictions if they intend to become an active Operator 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.<br />
<br />
If information which was not allowed to be discussed is still privately discussed, the Operators 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] [Rare]==<br />
The mantle may not be passed. (Operators should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.)<br />
<br />
==Alliances [Inactive] [Rare]==<br />
<br />
Each Operator may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other Operators; a Operator’s Alliance defaults to an empty set. A Operator may change their Alliance as a daily action. <br />
<br />
If "Mantle Limitations" is also active, and if a Operator 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 Operator may pass the Mantle to a Operator who was named in their Alliance at the posting time of their Declaration of Victory.<br />
<br />
If “No Collaboration” is active, it does not apply to communications between Operators 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 Operators who have each other’s names in their Alliance.<br />
<br />
==Event Types [Active]==<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 Operator 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 Operator may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any Operator End it again.<br />
<br />
==Bounties [Rare][Inactive]==<br />
A Bounty Notice is a post in the Story Posts category which broadly requests a single mechanical or ruleset change. A Bounty Notice may be Open or Closed, being Open by default and being when set to the ‘Closed’ category in the post backend.<br />
<br />
This sentence names, at the end of this sentence after a colon, a single dynastic resource or variable, which is the Bounty Reward Variable for this dynasty: Qubits<br />
<br />
The Announcer may post a Bounty Notice, close an open Bounty Notice, or change the Bounty Reward Variable in this rule at any time.<br />
<br />
If the Announcer believes that an enacted votable matter satisfies the demand of an open Bounty Notice then they may iterate the Bounty Reward Variable of that votable matter’s author by a single step (unless that author was themselves) and set that Bounty Notice to closed.<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 Operator 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 Operator 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 Operator 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 Operator 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 Operators.<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 Operator’s Effective Vote Comment with respect to a given Votable Matter is that Operator’s Comment to that Votable Matter, if any, that contains that Operator’s Vote on that Votable Matter.<br />
;Commentary: When posting a blog entry, a Operator 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. Operators, as well as people who are not Operators 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 Operators 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. Operators 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 Operators is half the number of Operators in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Operators it is referring to, it is referring to a Quorum of all Operators.<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 Operator 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 Operator 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 Operator 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 Operator is defined as a Operator who has been a Operator for fewer than seven days or a Operator 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 />
<br />
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a Operator’s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Operator may correct the representations to comply with the Gamestate.<br />
<br />
If a Operator 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 Operator, if doing so would not require the correcting Operator to make any decisions on behalf of the original Operator.<br />
<br />
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Operators are encouraged to raise a Call for Judgement.<br />
<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 Operator 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 Operator with such access. Only a Operator with such access may Enact that Votable Matter. If that Votable Matter does not name a Operator 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 Operator making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Operator 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 Operator 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 Operator performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.<br />
* If a Operator 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 Operator must redo the Atomic Action; for that purpose, the Operator 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 Operator 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 Operator can spend or pay from only their own values, and a rule that allows Operators to transfer or pay a numeric value to another Operator only allows them to transfer that value from themselves to that other Operator (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 Operator 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”).<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 Announcer (including secretly random selections), then that information may only be revealed by the Announcer when the ruleset allows it. If a Operator should already know such a piece of information (in that the Announcer has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Announcer 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, Operator 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 Operator 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), Operators 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 Operator 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 />
* Operators may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.<br />
* A Operator 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 Operator if it is explicitly stated that it refers to a Operator’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 Operator’s (or prospective Operator’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 “Operators may Kick each other” and “Operators may not Kick each other on Tuesdays” exist, and it is Tuesday, Operators 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 “Operators may Punch a Spaceman on Friday” and “Operators may not Punch Spacemen on Friday”, then Operators may not Punch Spacemen on Friday).<br />
===Archives===<br />
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 />
==Mentors==<br />
<br />
A Operator may have another Operator as a Mentor. Operators 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 Operator who has requested a change on their own behalf, from this list at any time.<br />
<br />
If an unmentored Operator requests a Mentor, or a new Operator has joined the game and has no Mentor, the Announcer should select a Tenured Operator and ask them to take that Operator 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 Announcer should announce it in a blog post. The Announcer 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 Operator may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.<br />
<br />
If there is no Announcer, any Operator who has been active in at least three previous dynasties may act as Announcer 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, Discord, and end-of-dynasty notifications through the Facebook group or Twitter;<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 Operator 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 Operators.<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 “Operator” and “Announcer”.<br />
<br />
Each term in this list is synonymous with the term in parentheses<br />
<br />
* Operator (Player)<br />
* Announcer (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>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20341Workshop2022-07-25T18:09:13Z<p>Jumble!: eh</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | Spare Parts Bin<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 2 || ₩3,021 || Set || The Dark Lord || Nuclear (96%) || Titanium Holdfast (67%) || Pincers (40%), Inverter Driver (50%), Lead Weight (10%), Taser (50%) || Electric (1%), Plate (1%)<br />
|-<br />
| chiiika || 2 || ₩9|| Staging || Yvette the Botmistress™️ || Hydrolic (100%) || Echelon Hardcast (77%) || Flamethrower(75%), Taser (65%), LED Banner (100%) {} || -<br />
|-<br />
| Darknight || 3 || ₩5,200 || Set || The Killing Joke || Nitrogen (100%) || Echelon Hardcast (100%) || Flipper (96%), Axe (100%), Spikes (100%)|| -<br />
|-<br />
| Jumble || 4 || ₩15,100 || Ready || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (49%), Axe (50%) || -<br />
|-<br />
| Lendunistus || 3 || ₩10,426 || Workshop || Credit Score: F || Nitrogen (100%) || Tundra Industries #9 (96%) || Axe (95%), Taser (96%) || -<br />
|- <br />
| Raven1207 || 2 || ₩5,500 || Workshop || CrowBot2000 || Hydrolic (60%) || Apex Systems X1500 (0%) || Flamethrower (99%) || -<br />
|-<br />
| SingularByte || 6 || ₩13,200 || Set || Hard Hat || Nuclear (100%) || Frictionless Inquisitor (75%) || Cow Catcher (67%) || -<br />
|-<br />
| SupernovaStarbright || 4 || ₩9,250 || Workshop || Ducktank || Hydrolic (100%) || Tundra Industries #9 (97%) || Ram (96%), Flipper (50%) || Petrol Engine (90%), Apex Systems X1500 Chassis (75%)<br />
|-<br />
| thundershrike || 2 || ₩13,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (0%) || Plate (100%), Flipper (1%), Axe (1%) || -<br />
|-<br />
| Trapdoorspyder || 5 || ₩12,900 || Workshop || Annoy-o-Tron || Nitrogen (91%) || Apex Systems X1500 (0%) || Mound-shaped Body (89%), Axe(100%) || -<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ House Bots<br />
! Name || Engine || Chassis || Systems || Script<br />
|-<br />
| The Colonel || Petrol (80%) || Frictionless Inquisitor (80%) || Ram (80%) || 1. If the current round is less than 3, turn turn to face the other way 2. If any of the 2 spaces in front of the Actor are occupied by an Opponent, move forwards 5 times <br />
|-<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%) || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20321Workshop2022-07-22T20:59:12Z<p>Jumble!: oi!</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | Spare Parts Bin<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩17,946 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%) || -<br />
|-<br />
| chiiika || 1 || ₩2,060 || Workshop || Yvette the Botmistress™️ || Nitrogen (90%) || Tundra Industries #9 (45%) || Flipper (70%), Taser (65%) || -<br />
|-<br />
| Darknight || 2 || ₩2,200 || Ready || The Killing Joke || Nitrogen (100%) || Echelon Hardcast (100%) || Flipper (96%), Axe (100%), Spikes (100%)|| -<br />
|-<br />
| Jumble || 4 || ₩12,100 || Set || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (50%), Axe (50%) || -<br />
|-<br />
| Lendunistus || 3 || ₩5,426 || Staging || Credit Score: F || Nitrogen (100%) || Tundra Industries #9 (96%) || Axe (96%), Taser (96%) || -<br />
|- <br />
| Raven1207 || 2 || ₩2,500 || Set || CrowBot2000 || Hydrolic (60%) || Apex Systems X1500 (100%) || Flamethrower (100%) || -<br />
|-<br />
| SingularByte || 5 || ₩8,200 || Staging || Hard Hat || Nuclear (100%) || Frictionless Inquisitor (75%) || Cow Catcher (68%) || -<br />
|-<br />
| SupernovaStarbright || 4 || ₩4,250 || Staging || Ducktank || Hydrolic (100%) || Tundra Industries #9 (100%) || Ram (99%), Flipper (50%) || Petrol Engine (90%), Apex Systems X1500 Chassis (75%)<br />
|-<br />
| thundershrike || 2 || ₩10,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (0%) || Plate (100%), Flipper (1%), Axe (1%) || -<br />
|-<br />
| Trapdoorspyder || 5 || ₩9,900 || Staging || Annoy-o-Tron || Nitrogen (91%) || Apex Systems X1500 (91%) || Mound-shaped Body (99%), Axe(100%) || -<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ House Bots<br />
! Name || Engine || Chassis || Systems || Script<br />
|-<br />
| The Colonel || Petrol (80%) || Frictionless Inquisitor (80%) || Ram (80%) || 1. If the current round is less than 3, turn turn to face the other way 2. If any of the 2 spaces in front of the Actor are occupied by an Opponent, move forwards 5 times <br />
|-<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%) || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20305Workshop2022-07-21T20:02:21Z<p>Jumble!: Local Silly Person Doesn't Make Any Changes</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
! colspan=1 rowspan=2 style="background-color:#777; color:#ccc; border:0px" | Spare Parts Bin<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩17,946 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%) || -<br />
|-<br />
| chiiika || 1 || ₩5,560 || Workshop || Yvette the Botmistress™️ || Nitrogen (100%) || Tundra Industries #9 (66%) || Flipper (67%), Taser (63%) || -<br />
|-<br />
| Darknight || 2 || ₩2,200 || Set || The Killing Joke || Nitrogen (100%) || Echelon Hardcast (100%) || Flipper (99%), Axe (100%), Spikes (100%)|| -<br />
|-<br />
| Jumble || 3 || ₩12,100 || Ready || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (50%), Axe (50%) || -<br />
|-<br />
| Lendunistus || 2 || ₩7,426 || Workshop || Credit Score: F || Nitrogen (100%) || Tundra Industries #9 (100%) || Axe (97%), Taser (99%) || -<br />
|- <br />
| Raven1207 || 1 || ₩5,000 || Workshop || CrowBot2000 || Hydrolic (60%) || Apex Systems X1500 (0%) || Axe (100%), Ram (100%) || -<br />
|-<br />
| SingularByte || 4 || ₩6,200 || Set || Hard Hat || Nuclear (100%) || Frictionless Inquisitor (75%) || Cow Catcher (98%) || -<br />
|-<br />
| SupernovaStarbright || 3 || ₩4,250 || Ready || Ducktank || Hydrolic (100%) || Tundra Industries #9 (100%) || Ram (99%), Flipper (50%) || Petrol Engine (90%), Apex Systems X1500 Chassis (75%)<br />
|-<br />
| thundershrike || 2 || ₩10,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (0%) || Plate (100%), Flipper (1%), Axe (1%) || -<br />
|-<br />
| Trapdoorspyder || 4 || ₩9,900 || Ready || Annoy-o-Tron || Nitrogen (91%) || Apex Systems X1500 (91%) || Mound-shaped Body (99%), Axe(100%) || -<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ House Bots<br />
! Name || Engine || Chassis || Systems || Script<br />
|-<br />
| The Colonel || Petrol (80%) || Frictionless Inquisitor (80%) || Ram (80%) || 1. If the current round is less than 3, turn turn to face the other way 2. If any of the 2 spaces in front of the Actor are occupied by an Opponent, move forwards 5 times <br />
|-<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%) || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20241Workshop2022-07-16T20:20:32Z<p>Jumble!: winning streak! winning streak!</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩17,946 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|-<br />
| chiiika || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Darknight || 0 || ₩16,500 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 2 || ₩12,100 || Set || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%)<br />
|-<br />
| Lendunistus || 1 || ₩17,946 || Workshop || Credit Score: F || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|- <br />
| Raven1207 || 0 || ₩5,000 || Workshop || CrowBot2000 || Hydrolic (100%) || Apex Systems X1500 (100%) || Axe (100%), Ram (100%)<br />
|-<br />
| SingularByte || 2 || ₩9,400 || Workshop || Hard Hat || Hydrolic (90%) || Frictionless Inquisitor (75%) || Cow Catcher (99%)<br />
|-<br />
| SupernovaStarbright || 2 || ₩10,600 || Staging|| Duck-Boat of Doom || Petrol (90%) || Apex Systems X1500 (75%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 1 || ₩10,868 || Staging || Min-mox || Nitrogen (100%) || Incisor TRN9P (26%) || Plate (100%), Flipper (1%), Axe (1%)<br />
|-<br />
| Trapdoorspyder || 2 || ₩5,900 || Staging || Annoy-o-Tron || Nitrogen (91%) || Apex Systems X1500 (91%) || Mound-shaped Body (99%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20222Workshop2022-07-15T16:09:11Z<p>Jumble!: Can we go for 3?</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩17,946 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩16,500 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 2 || ₩12,100 || Ready || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩12,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%)<br />
|-<br />
| Lendunistus || 1 || ₩17,946 || Workshop || Credit Score: F || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|- <br />
| Raven1207 || 0 || ₩7,500 || Workshop || CrowBot2000 || Hydrolic (100%) || Apex Systems X1500 (0%) || Axe (100%), Ram (100%)<br />
|-<br />
| SingularByte || 1 || ₩9,400 || Ready || Hard Hat || Hydrolic (100%) || Frictionless Inquisitor (100%) || Cow Catcher (100%)<br />
|-<br />
| SupernovaStarbright || 2 || ₩10,600 || Workshop || Duck-Boat of Doom || Petrol (90%) || Apex Systems X1500 (75%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 1 || ₩10,868 || Workshop || Min-mox || Nitrogen (100%) || Incisor TRN9P (26%) || Plate (100%), Flipper (1%), Axe (1%)<br />
|-<br />
| Trapdoorspyder || 1 || ₩7,385 || Workshop || Annoy-o-Tron || Petrol (91%) || Apex Systems X1500 (91%) || Plate (100%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20206Workshop2022-07-14T20:33:54Z<p>Jumble!: ready set go!</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩11,446 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩10,000 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 1 || ₩3,600 || Set || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩6,024 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%)<br />
|-<br />
| Lendunistus || 1 || ₩11,446 || Workshop || Credit Score: F || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|- <br />
| Raven1207 || 0 || ₩1,000 || Workshop || CrowBot2000 || Hydrolic (100%) || Apex Systems X1500 (0%) || Axe (100%), Ram (100%)<br />
|-<br />
| SingularByte || 1 || ₩3,600 || Workshop || Hard Hat || Hydrolic (100%) || Frictionless Inquisitor (100%) || Plate (100%)<br />
|-<br />
| SupernovaStarbright || 1 || ₩4,100 || Ready || Duck-Boat of Doom || Petrol (100%) || Apex Systems X1500 (100%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 0 || ₩2,368 || Ready || Min-mox || Nitrogen (100%) || Incisor TRN9P (26%) || Plate (100%), Flipper (1%), Axe (1%)<br />
|-<br />
| Trapdoorspyder || 0 || ₩885 || Ready || Annoy-o-Tron || Petrol (91%) || Apex Systems X1500 (91%) || Plate (100%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20199Workshop2022-07-14T17:13:54Z<p>Jumble!: Again! Again!</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩9,946 || Workshop || Raven1207.2 || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩10,000 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 1 || ₩2,100 || Ready || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩4,524 || Workshop || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Plate (1%)<br />
|-<br />
| Lendunistus || 1 || ₩9,946 || Workshop || Credit Score: F || Electric (1%) || Frictionless Inquisitor (0%) || Plate (1%)<br />
|- <br />
| Raven1207 || 0 || ₩0|| Workshop || CrowBot2000 || Hydrolic (100%) || Apex Systems X1500 (0%) || Plate (100%), Axe (100%), Ram (100%)<br />
|-<br />
| SingularByte || 1 || ₩2,100 || Workshop || Hard Hat || Hydrolic (100%) || Frictionless Inquisitor (100%) || Plate (100%)<br />
|-<br />
| SupernovaStarbright || 1 || ₩2,600 || Workshop || Duck-Bot of Doom || Petrol (100%) || Apex Systems X1500 (100%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 0 || ₩2,368 || Ready || Min-mox || Nitrogen (100%) || Incisor TRN9P (26%) || Plate (100%), Flipper (1%), Axe (1%)<br />
|-<br />
| Trapdoorspyder || 0 || ₩885 || Workshop || Annoy-o-Tron || Petrol (91%) || Apex Systems X1500 (91%) || Plate (100%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20185Workshop2022-07-14T10:37:42Z<p>Jumble!: ready!</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩9,946 || Staging|| Raven1207.2 || Electric (1%) || Frictionless Inquisitor (1%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩10,000 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 0 || ₩100 || Set || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩2,534 || Set || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Axe (100%), Flipper (1%)<br />
|-<br />
| Lendunistus || 0 || ₩9,946 || Staging || Credit Score: F || Electric (1%) || Frictionless Inquisitor (1%) || Plate (1%)<br />
|- <br />
| Raven1207 || 0 || ₩10,000 || Workshop || CrowBot2000 || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| SingularByte || 1 || ₩2,100 || Staging || Hard Hat || Hydrolic (100%) || Frictionless Inquisitor (100%) || Plate (100%)<br />
|-<br />
| SupernovaStarbright || 1 || ₩1,600 || Staging || Duck-Bot of Doom || Petrol (100%) || Apex Systems X1500 (100%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Trapdoorspyder || 0 || ₩885 || Workshop || Annoy-o-Tron || Petrol (91%) || Apex Systems X1500 (91%) || Plate (100%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20171Workshop2022-07-14T01:38:26Z<p>Jumble!: </p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩9,946 || Staging|| Raven1207.2 || Electric (1%) || Frictionless Inquisitor (1%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩10,000 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 0 || ₩100 || Ready || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩2,540 || Set || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Plate (1%), Axe (100%)<br />
|-<br />
| Lendunistus || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|- <br />
| Raven1207 || 0 || ₩10,000 || Workshop || CrowBot2000 || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| SingularByte || 0 || ₩10,000 || Workshop || Single Bite || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| SupernovaStarbright || 0 || ₩1,600 || Ready || Duck-Bot of Doom || Petrol (100%) || Apex Systems X1500 (100%) || Ram (100%), Flipper (50%)<br />
|-<br />
| thundershrike || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Trapdoorspyder || 0 || ₩885 || Workshop || Annoy-o-Tron || Petrol (91%) || Apex Systems X1500 (91%) || Plate (100%), Axe(100%)<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!https://wiki.blognomic.com/index.php?title=Workshop&diff=20168Workshop2022-07-13T23:22:39Z<p>Jumble!: Changed the name again, also made the bot not trashed</p>
<hr />
<div>{| class="wikitable"<br />
! colspan=4 style="background-color:#2bd2f4; border:0px" | Operator<br />
! colspan=4 style="background-color:#d8050b; color:#fff; border:0px" | Bot<br />
|-<br />
! style="background-color:#2bd2f4; border:0px" | Name<br />
! style="background-color:#2bd2f4; border:0px" | Bout Count<br />
! style="background-color:#2bd2f4; border:0px" | Money<br />
! style="background-color:#2bd2f4; border:0px" | Readiness<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Name<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Engine<br />
! style="background-color:#d8050b; color:#fff; border:0px" | Chassis<br />
! style="background-color:#d8050b; color:#fff; border:0px" | System<br />
|-<br />
| Brendan || 1 || ₩9,946 || Staging|| Raven1207.2 || Electric (1%) || Frictionless Inquisitor (1%) || Plate (1%)<br />
|-<br />
| Darknight || 0 || ₩10,000 || Workshop || The Killing Joke || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Jumble || 0 || ₩100 || Workshop || Sunrise || Nitrogen (100%) || Apex Systems X1500 (60%) || Flipper (60%), Axe (50%)<br />
|-<br />
| Kevan || 1 || ₩2,540 || Set || Tincutter || Petrol (100%) || Apex Systems X1500 (50%) || Plate (1%), Axe (100%)<br />
|-<br />
| Lendunistus || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|- <br />
| Raven1207 || 0 || ₩10,000 || Workshop || CrowBot2000 || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| SingularByte || 0 || ₩10,000 || Workshop || Single Bite || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| SupernovaStarbright || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| thundershrike || 0 || ₩10,000 || Workshop || - || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|-<br />
| Trapdoorspyder || 0 || ₩10,000 || Workshop || Annoy-o-Tron || Petrol (0%) || Apex Systems X1500 (0%) || -<br />
|}<br />
<br />
[[Category:Gamestate Tracking]]<br />
<br />
<!--<br />
Idle players:<br />
| wdtefv || ₩10,000 || In the Workshop || - || Petrol || Apex Systems X1500 || -<br />
--></div>Jumble!