Difference between revisions of "Ruleset"

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(→‎Artefacts: enacting "More stuff")
(→‎The Haul: enacting "What Was That Noise?")
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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Individuals shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current Dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which complements and clarifies the Ruleset.
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This is the '''Ruleset''' for BlogNomic; all Thieves shall obey it.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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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 set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
Individuals may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Individual may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Thief may update it to do so.
  
== Individuals ==
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The gamestate tracking page for this dynasty is the [[The Garret]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Any human may apply to join BlogNomic (if they are not already an Individual) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an '''Individual''' (plural form '''Individuals'''). An Admin shall add them to the roster in the sidebar, at which moment they become an Individual.
 
  
An Individual may cease to be an Individual at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Individual in this way may not become an Individual again within the following two weeks. An Individual may only change their name as a result of a Proposal approving the change.
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== Thieves ==
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A human with access to the blog who is not already a Thief may make a blog post making clear their wish to be a Thief (plural form Thieves); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Thief. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Individuals are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Individuals 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.
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A Thief may only change their name as a result of a Proposal approving the change.
  
===Idle Individuals===
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Some Thieves are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves 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. Thieves may be made Admins through Proposal or CFJ.
  
Some Individuals are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Individuals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Individuals are not counted as Individuals.
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A Thief may cease to be a Thief at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Thief in this way may not become a Thief again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle Individual, then that Idle Individual is considered to be Unidle solely for the purposes of enacting that specific provision.
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===Idle Thieves ===
  
When an Individual 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 Individual Idled in a different Dynasty), the Individual is given the default value for new Individuals, if such a value exists.
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If a Thief is Idle, this is tracked by their name being removed or concealed in the list of currently active Thieves in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Thieves ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Thieves are not counted as Thieves . The combined term “Idle Thief” can be used to refer to Thieves who are Idle even in rules that do not treat them as Thieves.
  
An Admin may render an Individual Idle if that Individual has asked to become Idle in an entry or comment from the past four days, or if that Individual has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle an Individual if that Individual is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Individual who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current Dynasty.
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If a Proposal contains a provision that targets a specifically named Idle Thief, then that Idle Thief is considered to be Unidle solely for the purposes of enacting that specific provision.
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When a Thief 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 Thief Idled in a different Dynasty), the Thief is given the default value for new Thieves, if such a value exists.
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An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief 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 Thief 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 Thief if that Thief 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 Thief who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
  
 
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.
 
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.
  
Idle Admins can enact and fail Votable Matters.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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===Dormancy===
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If there are fewer than four Thieves (not including the City), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Individual, known as the Director. If there is no Director, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Thief, known as the City. If there is no City, the Dynasty is a Metadynasty.
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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 Thief may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the City is not a Thief.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Individuals may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Thieves may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Individual may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. An Individual’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-Individual never has a Vote, even if they were an Individual previously and had cast a valid Vote.
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Each Thief 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 Thief'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-Thief never has a Vote, even if they were a Thief previously and had cast a valid Vote.
  
If an Individual other than the Director casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Director. When the Director 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 Director’s Vote for the purposes of other rules unless otherwise specified.
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If a Thief other than the City casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City. When the City 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's Vote for the purposes of other rules unless otherwise specified. When the City themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* It has a number of FOR Votes that exceed or equal Quorum.
* 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.
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* 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.  
  
 
A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Individuals who are not voting AGAINST it is less than Quorum.
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* The number of Thieves who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and it is not Popular.
 
* It has been open for voting for at least 48 hours and it is not Popular.
  
 
=== Enacting and Failing ===
 
=== Enacting and Failing ===
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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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.
  
Whenever 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 self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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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.
  
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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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.
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
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===Tags===
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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).
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Individual may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Individual already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Thief may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Thief already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When an Individual casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Director may use VETO as a voting icon to cast a Vote on a Proposal; when the Director casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Director later changes their Vote.
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When a Thief 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 may use VETO as a voting icon to cast a Vote on a Proposal; when the City casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
 
* It has been open for voting for at least 12 hours.
 
* It has been open for voting for at least 12 hours.
* It has not been Vetoed or Self-Killed.
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* It has not been Vetoed or Withdrawn.
  
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It has been Vetoed or Self-Killed.
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* It has been Vetoed or Withdrawn.
  
 
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.
 
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.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Thief A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Individuals actively disagree as to the interpretation of the Ruleset, or if an Individual feels that an aspect of the game needs urgent attention, then any Individual may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
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If two or more Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
Line 102: Line 125:
 
== Victory and Ascension ==
 
== Victory and Ascension ==
  
If an Individual (other than the Director) 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.
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If a Thief (other than the City) 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.
  
Every Individual may cast Votes on that DoV to indicate agreement or disagreement 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]].
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A Thief'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 Thief may be made unidle, and no new player joining requests may be administered.
  
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
 
A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It is Popular, it has been open for at least 12 hours, and either the Director has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, it has been open for at least 12 hours, and either the City has Voted FOR it or it has no AGAINST Votes.
* It is Popular, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Thieves, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
  
 
* It is Unpopular, and it has been open for at least 12 hours.
 
* It is Unpopular, and it has been open for at least 12 hours.
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* It is more than 48 hours old and cannot be Enacted
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If a DoV is Failed and it had at least one AGAINST vote, the Thief who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
If a DoV is Failed and it had at least one AGAINST vote, the Individual who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
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When a DoV is Enacted, all other pending DoVs are Failed, the Thief who posted the DoV becomes City, 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.
  
When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Individual who made the DoV becomes the Director. That Individual may pass the role of Director to another Individual by making a post to that effect, provided they haven’t yet made an Ascension Address for the new Dynasty. Between the enactment of the DoV and the posting of the Ascension Address, no new DoV may be made and BlogNomic is on Hiatus.
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If the game is in an Interregnum then the new City must either Pass the Mantle (by making a post naming a Thief who was not the last dynasty’s City, in which case the passing Thief ceases to be the City and the Thief so named becomes the City) or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City'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).
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* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the City is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
  
The new Director will make an '''Ascension Address''' by posting an entry in the “Ascension Address” category. This should specify the Director’s chosen theme for the new Dynasty, and it may optionally specify that the terms Individual and Director will be replaced with theme-specific terms throughout the entire Ruleset, and/or list a number of dynastic rules to keep. When such an Ascension Address is posted, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
 
  
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but it can be overruled in other matters.
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Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if an Individual’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. Individuals should vote against any DoV that relies on having broken a fair play rule.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Thief'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. Thieves should vote against any DoV that relies on having broken a fair play rule.
  
* A single person should not control more than one non-Idle Individual within BlogNomic, and should announce publicly if they control both a non-Idle Individual and any Idle Individuals.
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* A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
* An Individual 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.
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* A Thief 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.
* An Individual should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* An Individual should not edit their own blog comments once posted, nor those of any other Individual.
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* A Thief should not edit their own blog comments once posted, nor those of any other Thief.
* An Individual should not edit the “Entry Date” field of a blog post.
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* A Thief should not edit the “Entry Date” field of a blog post.
* An Individual should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
* An Individual should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Thief should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
* An Individual should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. An Individual must use their own name in the Dice Roller, when rolling dice.
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* A Thief 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 Thief must use their own name in the Dice Roller, when rolling dice.
* An Individual should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
* An Individual should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.
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* A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
</div>
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* A Thief should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*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 Thief or Thieves to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
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**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.
  
= Dynastic Rules=
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All Thieves and idle Thieves 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 Thieves are encouraged to commit to upholding them to whatever extent is possible.
  
==Researchers and Collectors==
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</div>
 
 
Each Individual is either a Researcher, a Collector or an Outsider, defaulting to being an Outsider. This quality is known as an Individual’s Pursuit. An Outsider may become a Collector at any time.
 
 
 
Each Individual has a Location, which is either a Place or Unknown, defaulting to Unknown.
 
 
 
An Individual’s Pursuit and Location are tracked in a wiki page called “[[Individuals]]”.
 
 
 
If an Individual ceases to be an Individual, all Artefacts they are carrying and in their Collection have their Location set to Unknown.
 
 
 
==Places==
 
 
 
Several significant places are being observed by the Institute.
 
 
 
===Public Places===
 
 
 
An Individual may Travel to any Public Place at any time by updating their Location to this effect. Whenever an Individual Travels to or from a Public Place, they must gain 1 Soul Damage.
 
 
 
*Jerez
 
*Kielce
 
*Rennes
 
*Eindhoven
 
*Bergen
 
*Norwich
 
 
 
===Secure Places===
 
 
 
A Researcher may Travel to any Secure Place at any time by updating their Location to this effect.
 
 
 
*The Institute
 
*The Containment Facility
 
 
 
===Esoteric Places===
 
 
 
Esoteric Places may only be Travelled to or from by methods defined in their descriptions, even if Travelling to a Place would otherwise be allowed.
 
 
 
*The Warp
 
**An Individual may enter The Warp by the use of an Artefact that allows it.
 
**An Individual in The Warp can Swim Out of It to Travel to any Public Place by gaining 1 {{spatial}} Damage.
 
 
 
*The Cathedral
 
**This Place is also a Public Place.
 
**This Place can be Travelled to, but only from Jerez. An Individual in The Cathedral can Travel, but only to Jerez.
 
**A Individual whose {{soul}} Damage is greater than the mean average all Individuals’ {{soul}} Damage cannot enter The Cathedral.
 
 
 
==Artefacts==
 
 
 
Each Artefact has a Name, a Description, a Location, a Protocol and an Effect. Artefacts that exist are listed as subrules of this rule, with their Name as the name of the subrule. An Artefact’s Protocol defines Institute policy on how Researchers should and should not interact with it. An Artefact’s Effect defines what it does and how this may occur. An Artefact’s Description is flavour text.
 
 
 
When an Individual Focuses, they must gain one {{reality}} Damage Token.
 
 
 
An Artefact’s Location may be either a Place, an Individual, a Collection, or Unknown. If an Artefact’s Location is an Individual, it is said to be carried by that Individual, and all Individuals should, for the purposes of its effect or any actions taken, consider its Location to be the Location of the Individual who is carrying it. If an Individual shares a Location with an Artefact that is not being carried by another Individual, they may pick it up by setting its Location to themselves. If an Individual is carrying an Artefact, they may drop it by setting its Location to their own Location. An Individual may be carrying no more than two artefacts at any time.
 
 
 
Individuals and Artefacts with Unknown Locations are never considered to share a Location with any other Individuals or Artefacts.
 
 
 
If a Researcher fails to follow the recommendation of a Protocol they are considered to have Breached it. If a Researcher (the “Transgressor”) has Breached the Protocol for an Artefact within the past 48 hours, any Researcher may set the Transgressor’s Pursuit to Outsider and (if the Transgressor is in a Secure Place) change the Location of all Artefacts carried by the Transgressor to The Containment Facility, and change the Transgressor’s Location to Unknown.
 
 
 
“Carrying” an Artefact and “holding” an Artefact are synonymous.
 
 
 
===The Pencil===
 
 
 
*'''Description:''' A 19cm hexagonal HB pencil with a black-painted body and no manufacturer’s name. Its lead is sharp and it appears unused.
 
*'''Location:''' Unknown
 
*'''Protocol:''' None
 
*'''Effect:''' An Individual carrying the Pencil may Focus to erase from the ruleset any Artefact (except the Pencil) that they share a Location with.
 
 
 
===The Tiepin===
 
 
 
*'''Location:''' Cuddlebeam's Collection
 
*'''Description:''' A small silver clip engraved with roses and thorns. Attaching it to clothing gives the wearer the appearance of a non-specific person from any desired profession.
 
*'''Protocol:''' A Researcher should not carry this Artefact in a Public Place.
 
*'''Effect:''' An Individual carrying the Tiepin may Focus to change their Pursuit to Researcher, Collector or Outsider at any time.
 
 
 
===The Lego Brick===
 
 
 
*'''Description:''' A yellow lego brick.
 
*'''Location:''' Tantusar's collection
 
*'''Protocol:''' None
 
*'''Effect:''' Whenever an Individual transitions from not being in the same Location as this Artefact, to being in the same Location as this Artefact, they gain 1 {{flesh}} Damage. This Artefact is Alive.
 
 
 
===The Satchel===
 
 
 
*'''Description:''' A battered leather satchel with two brass buckles.
 
*'''Location:''' The Individual named The Duke of Waltham
 
*'''Protocol:''' A Researcher should not carry this Artefact while in The Containment Facility.
 
*'''Effect:''' When an Artefact is being recovered, if the carrier of the Satchel is in the selected Location, no die roll is made to determine the Individual who will carry the Artefact: the Satchel carrier gains it instead. The Location of an Individual carrying the Satchel is always considered to be a Public Place for the purposes of recovery rolls.
 
 
 
===The Paperclip===
 
 
 
*'''Description:''' A standard Gem-type 0.75g paper clip, bearing a few small rust spots.
 
*'''Location:''' Tantusar's collection
 
*'''Protocol:''' None
 
*'''Effect:''' If there is more than one Individual who is a Collector, and one specific Collector has a number of {{soul}} Damage Tokens that is greater than zero and greater than that of every other Collector, then an Individual carrying the Paperclip may Focus to perform the following Atomic Action:
 
# Change the Pursuit of that specific Collector to Researcher;
 
# Change the Pursuit of any Individual who is a Researcher to Collector;
 
# And set the Location of the Paperclip to Unknown.
 
 
 
===The Switchcomb===
 
*'''Description:''' A novelty comb that is attached to a switchblade handle. It looks cheaply made, the sort of junk you would see at a tourist trap in a mall.
 
*'''Location:''' Cuddlebeam's Collection
 
*'''Protocol:''' Whenever you enter a Place, use this Artefact on another Individual with at least 2 Artefacts if such an Individual exists in that Place.
 
*'''Effect:''' An Individual carrying the Switchcomb may Focus to target at least one [REDACTED] in a Place they are located in. If the Target is not a Researcher, they drop a random Artefact they are carrying, if they have at least 2 Artefacts.
 
 
 
===The Marble===
 
*'''Description:''' A simple marble, it seems to roll in such a way that it is easy to lose.
 
*'''Location:''' Tantusar’s collection
 
*'''Protocol:''' To not use this Artefact.
 
*'''Effect:''' An Individual carrying the Marble may Focus to gain 1 {{soul}} Damage, set the Marble’s Location to Unknown and set another Artefact’s Location from Unknown to their Location.
 
 
 
===The Bottle of Gin===
 
 
 
*'''Description:''' A bottle of own-brand supermarket gin. It cannot be opened, either by unscrewing the cap or by breaking the glass. The liquid glows with a bluish-purple hue under ultraviolet light.
 
*'''Location:''' Cuddlebeam’s Collection
 
*'''Protocol:''' None.
 
*'''Effect:'''    If an Individual carrying the Bottle of Gin would receive [REDACTED] Damage, they receive an equal amount of [REDACTED] Damage instead.
 
 
 
===The Goggles===
 
 
 
*'''Description:''' A pair of novelty glasses with what appears to be beer in the lenses. It is branded with the logo of a well-known internet search company.
 
*'''Location:''' Cuddlebeam’s Collection
 
*'''Protocol:''' None
 
*'''Effect:''' None.
 
 
 
===The Picture Frame===
 
 
 
*'''Location:'''  The Individual named card
 
*'''Description:''' A 2m diameter metallic ring with arms and legs.
 
*'''Protocol:''' None
 
*'''Effect:''' This Artefact is Alive. As its Behavior it will set the Location all Individuals that share Location with it, to The Warp. An Individual holding the Frame may Focus to send an Individual of their choice at their Location to The Warp.
 
 
 
===The Security Pass===
 
 
 
*'''Description:''' A top-level Institute security pass, with lanyard, hologram and various psychic reflectors.
 
*'''Location:''' The Individual called Josh
 
*'''Protocol:''' A Researcher should never drop this Artefact.
 
*'''Effect:''' A Researcher carrying this Artefact in the Containment Facility may ignore that Location’s restriction on picking items up there. They may also Travel to any Secure Place at any time by updating their own Location to this effect.
 
 
 
===The Lunchbox===
 
 
 
*'''Description:''' A small child’s lunchbox, decorated with Pokémon colours. Dented, with the colours starting to wear off.
 
*'''Location:''' Cuddlebeam's Collection
 
*'''Protocol:''' If a Researcher has the means to destroy this Artefact then they must do so within 24 hours of having gained the capability to do so.
 
*'''Effect:''' An Individual carrying the Lunchbox may, as a daily action, Focus to carry out the Effect of an Artefact in their Collection as if they were carrying it.
 
 
 
===The Left Shoe===
 
 
 
*'''Description:''' A patent leather brogue, tan, EU 42 / US 9.5. Brand new, not broken in.
 
*'''Location:''' Cuddlebeam’s Collection
 
*'''Protocol:''' None
 
*'''Effect:''' The Individual carrying the Left Shoe may Focus to throw it. Once the Left Shoe has been thrown, the Individual who threw it should randomly select a Place (including Unknown, the Warp, and all Individuals’ Collections). The Left Shoe’s Location is set to that Place. Any other Artefacts at that Place are then also relocated to Places at random.
 
 
 
===The Right Shoe===
 
 
 
*'''Description:''' A plimsol in pale blue. EU 38 / US 7.5. Sole is worn through at the toe.
 
*'''Location:''' The Individual called Duke of Waltham
 
*'''Protocol:''' None
 
*'''Effect:''' If ever the Left Shoe and the Right Shoe are in the same Location, any Individual may remove both Artefacts from the ruleset.
 
 
 
===The Glove===
 
 
 
*'''Description:''' A size 8½ brown leather driving glove with light scorch marks.
 
*'''Location:''' Unknown
 
*'''Protocol:''' A Researcher should not use this Artefact in the Containment Facility.
 
*'''Effect:''' An Individual carrying the Glove may Focus to take 4 {{reality}} Damage and set the Location of a Nearby Artefact to themselves. An Artefact is Nearby an Individual if it is in their Location, or in the Collection of a Individual in the same Location as them. (Setting an Artefact’s Location in this way is not considered to be picking it up.)
 
 
 
===The Attendant===
 
  
*'''Description:''' A traveller of ambiguous appearance, never fully glimpsed by Institute surveillance but suspected to be visiting from either the past or the future.
+
= Dynastic Rules =
*'''Location:''' The Duke of Waltham's collection
 
*'''Protocol:''' A Researcher should not Clash with this Artefact.
 
*'''Effect:''' The Attendant is Alive. The Attendant is considered to be an Individual for the purposes of all dynastic rules. The Director may cause the Attendant to perform any action that it could perform as an Individual, but only if a person (who is neither an Individual nor the Director) has privately suggested this to the Director.
 
  
===The Taffy===
+
==The Thieves==
 +
Each Thief has a number of Florins, an inventory list of Possessions, and a Notoriety Level. These are publicly tracked.
  
* '''Description''': A block of taffy that is extraordinarily sticky, but can't be wrapped: any attempt to contain it in paper or plastic fails as it simply sloughs off the material.
+
If something is defined as a Street Action, a Thief can perform that action if they have not already done so since the most recent Haul post was posted.
* '''Location''': card's collection
 
* '''Protocol''': None
 
* '''Effect''': As a Daily Action, if the Individual carrying the Taffy is in a Public Place, they can Focus to Stick the Taffy. When an Individual Sticks the Taffy they must immediately Travel to a different Public Place, ensuring that the comment field in the wiki changelog contains the words "Sticking the Taffy". For the subsequent 72 hours the source and destination locations are considered to be the same location for all dynastic rules.
 
  
===The Sequin Brooch===
+
===Injury===
  
* '''Description''': A piece of plastic costume jewellery that is studded with sequins.
+
Each Thief has a list of publicly-tracked Injuries, from the following possibilities, some having an Effect to those who suffer them:
* '''Location''': card's collection
 
* '''Protocol''': None
 
* '''Effect''': This Artefact is Alive. As its Behaviour it will move to a random Public or Secure Location. If the Sequin Brooch is in the Containment Facility then the rule entitled "Containment" is considered to be flavour text. This effect takes priority over the provisions of the rule entitled "Containment".
 
  
===The Cuppa===
+
{| class="wikitable"
 +
! Injury || Effect
 +
|-
 +
| Body || None.
 +
|-
 +
| Foot || If your Plan is Scout or Leap during a Health Check, it is set to Rest.
 +
|-
 +
| Hand || If your Plan is Standard, Pocket or Scout during a Health Check, it is set to Rest.
 +
|-
 +
| Head || You may not take dynastic actions. Your Plan is always set to Rest during a Health Check.
 +
|}
  
*'''Description:''' It’s a porcelain mug with a seemingly endless supply of tea.
+
===Covert Income===
*'''Location:''' Unknown
 
*'''Protocol:''' None
 
*'''Effect:''' An Individual at Norwich holding this item may as a Daily Action perform a Focus to remove 2 Damage Tokens (neither of which is a {{reality}} token) from themselves.
 
  
===The Transistor Radio===
+
Whenever Florins are gained Covertly by a Thief who has any Pouches, then instead of being added to the Thief’s Florins they are added to a secretly random Pouch held by that Thief, and the City privately informs that Thief of which Pouch they were added to, and its new contents.
  
*'''Description:''' A small AM transistor radio with a silver plastic casing and General Electric branding, circa 1955. Any spoken or sung audio picked up by the radio will occasionally have its words altered to a list of numbers, delivered in the transmitted voice. Some such messages have been decoded to produce geographic coordinates or short sentences.
+
==Possessions==
*'''Location:''' Unknown
+
The following types of Possession exist, each with a Value and some having corresponding Effects:-
*'''Protocol:''' None.
 
*'''Effect:''' Idle Individuals and the Director are encouraged to privately send the carrier of the Transistor Radio their thoughts on possible loopholes in the ruleset.
 
  
===The Sports Cap===
+
{| class="wikitable sortable"
*'''Description''': A snapback with a white brim and a blue six-panel cap. It has the logo of a British football team stitched into the front, but you can’t make out which one as it appears to be constantly resewing itself.
+
|-
*'''Location''': The Individual named Jumble
+
! Possession !! Value !! Effect
*'''Protocol''': None.
+
|-
*'''Effect''': When an Individual is holding this Artefact they may Travel to any Place without paying any associated Damage costs (for Travel, Swimming etc).
+
| Lockpick || 1 || -
 +
|-
 +
| Candlestick || 3 || -
 +
|-
 +
| Gold Ring || 7 || -
 +
|-
 +
| Unappraised Gem || DICE10 || -
 +
|-
 +
| Cloak || 1 || The Eavesdrop Plan gains you 1 Notoriety instead of 2
 +
|-
 +
| Glove || 1 || The Pocket Plan gives you 1DICE3 Florins instead of 1 Florin
 +
|-
 +
| Helm || 3 || If you would acquire a Head Injury, you instead do not
 +
|-
 +
| Loupe || 2 || You may gain 3 additional Florins when selling an Unappraised Gem
 +
|}
  
===Incandescent Injection===
+
At any time a Thief may take an atomic action known as Selling by performing the following steps:
 +
* Identify a Possession in their own Inventory
 +
* Gain Florins and Notoriety equal to its Value
 +
* Perform a Notoriety Check
 +
* In either case, remove the identified possession from their own inventory
  
*'''Description:''' A mysterious, stillborn item from The Warp.
+
===Containers===
*'''Protocol:''' None
+
Each Thief may have a number of Pouches.
*'''Location:''' The Individual named Cuddlebeam
 
*'''Effect:''' This Item is Alive and begins with 10 {{Spatial}} Damage. The holder of this item may focus to Remove 4 {{Reality}} Damage Tokens from an Individual at their Location and grant this item 1 {{Spatial}} Damage. If this item has 13 or more {{Spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.
 
  
===The Soap Bar===
+
A Pouch is a Possession that is used to contain Florins. Each individual Pouch is unique, and must have a name of “X Pouch” (where X is a Pouch Style, or two different Pouch Styles separated by a space) that is not the name of a Pouch currently in any Thief’s inventory. The value of a Pouch is equal to the number of Florins used to create it and must be greater than 0; the value of each individual Pouch is privately tracked by the City. All Pouches have no effect.
  
*'''Description:''' A very slippery bar of soap that is hard to hold onto.
+
As a Street Action, a Thief may Sort their Pouches. Sorting Pouches is an atomic action with the following steps:
*'''Location:''' Unknown
+
* Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value;
*'''Protocol:''' None.
+
* Create 1 to 4 new Pouches in their inventory, spending any number (greater than zero) of Florins for each Pouch, and giving each Pouch a valid name and a valid Value, where the Value of each Pouch equals the number of Florins so spent to create it. These steps may be concatenated into a single wiki edit to obscure the precise sums allocated to each Pouch.
*'''Effect:''' The Location of this Artefact is set to a random Public Location whenever an Individual that is holding it or that has it in their Collection changes Location.
+
* Send a personal message to the City detailing the Pouches destroyed and created, with the new values of the latter.
  
===The Clock===
+
The Pouch Styles are: Amber, Auburn, Battered, Beige, Black, Brown, Buttoned, Cerise, Cloth, Concealed, Crimson, Dirty, Drab, Drawstring, Dusty, Embroidered, Fawn, Frayed, Grey, Hidden, Inkstained, Jute, Khaki, Leather, Mahogany, New, Ochre, Old, Patchwork, Quilted, Ragged, Red, Rough, Scarlet, Scuffed, Sequined, Shabby, Sheepskin, Slim, Small, Tan, Tattered, Threadbare, Torn, Ugly, Umber, Vermilion, Weathered, Worn and Yellow.
  
*'''Description:''' A small clock
+
===Notoriety===
*'''Location:''' Unknown
+
Every Thief has a Level of Notoriety, which can be negative and defaults to -5. A Thief’s Level of Notoriety, Notoriety, and Notoriety Level are all considered to be synonymous with each other. Notoriety may never be higher than 50, and any action that would set Notoriety to a value above 50 instead sets it to 50. Likewise, Notoriety may never be lower than -50 and any action that would set Notoriety to a value below -50 instead sets it to -50.
*'''Protocol:''' None.
 
*'''Effect:''' An Individual that is holding this Artefact can Focus to set their Damage, Artefacts held and in their Collection and Location to the values it had at some point within 72 hours in the past, and then remove The Clock from the Ruleset.
 
  
==Damage==
+
When a Thief performs a Notoriety Check, this is an atomic action performed by the following steps:
  
Individuals can have Damage Tokens (AKA simply “Damage”), tracked on the Individuals wikipage. Not having any of a certain Damage Token is tracked by its absence. The following are the kinds of Damage Tokens and their effects at having a certain amount of that kind of Damage Token (if any):
+
* If their Notoriety is 0 or less, the check automatically succeeds and no further steps are taken for it
 +
* Roll a DICE(51-N) where N is their Notoriety. If result is 1 then check fails, they lose 10 Notoriety, one randomly-selected Pouch (if they have any Pouches) is removed from their inventory, and 50% of their Florins, rounded up, are distributed evenly amongst all other Thieves, with any remaining Florins lost.
  
* Flesh ({{flesh}}): When you have 5 or more {{flesh}} Damage Tokens, you cannot Travel. If you have 10 or more {{flesh}} Damage Tokens, you cannot perform Dynastic Actions except Second Wind.
+
===The Black Market===
* Soul ({{soul}}):
+
As a Street Action, if a Possessions is listed on the table in the rule “Possessions” and has a constant value, a Thief may attempt to Acquire it from the Black Market by performing the following Atomic Action:
* Reality ({{reality}}): When you have 10 or more {{reality}} Damage Tokens, set all of your amounts of other kinds of Damage Tokens to a random amount between 0 and 10 for each, then set your {{reality}} Damage tokens to 0.
 
* Spatial ({{spatial}}): If an Individual has 7 or more {{spatial}} Damage, whenever they Travel, their Location is immediately after set to a random Public Place. If an Individual has 10 or more {{spatial}} Damage, their Location becomes the Warp whenever it is a Location other than the Warp.
 
  
If (and only if) an Individual has had 10 or more {{flesh}} Damage Tokens for the last 72 hours or more, they can perform Second Wind: Lose {{flesh}} Damage Tokens until you have 9, then gain {{soul}} Damage Tokens equal to that amount of {{flesh}} Damage Tokens lost.
+
* Identify the Possession they which to Acquire
 +
* Increase their Notoriety by Three plus its Value
 +
* Perform a Notoriety Check
 +
* Roll a DICE 5, then set the identified Possession’s Black Market Price for this instance of the atomic action to be the result of that roll plus the identified Possession’s value.
 +
* If the Thief has at least the Black Market Price in Florins, reduce their Florins by the Black Market Price and add a copy of the identified possession to the Thief’s inventory.
  
If an Individual or other game object (such as an Artefact) has more than one of a certain type of Damage Token, all of that type may instead be represented by one token followed by the relevant number. (For example, "{{Soul}}x13 {{Flesh}}x4" would be an acceptable representation of an Individual's Damage Tokens.)
+
==The Haul==
 +
The Haul contains a list of Possessions and a number of Florins.
  
An Individual can Grit to lose 1 Flesh Damage and gain 3 Soul Damage.
+
If there is no pending Haul post, the City may perform the following atomic action, known as Burglary:-
  
==Collections==
+
* Perform a Health Check
 +
* Set the Party Might to 0
 +
* Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)
 +
* Roll DICE3 in a secretly random manner. On a 1, select a secretly random Thief and change their Plan to “Lay Low”.
 +
* For each Thief whose Plan is not Rest or Lay Low, reduce that Thief’s Arms by the amount most recently communicated Offer to a minimum of 0. Then increase the Party Might by the amount their Arms were reduced by.
 +
* If the Party Might is greater than or equal to Defense of the Current Target, apply the Loot of the Current Target
 +
* If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target
 +
* Remove all Busted Plans from the table in The Plan
 +
* Make a blog post in the Story Post Votable Matter category, announcing the contents of the Haul and what each Thief’s plan was; this is known as a Haul post
  
Each Individual has a Collection. As a daily action, an Individual may put an Artefact that they are carrying into their Collection by changing its Location to read “x’s Collection”, where x is their own name. Artefacts in Collections are never considered to share a Location with any other Individuals or Artefacts. Individuals may reclaim Artefacts from their Collection as a daily action by Focusing.
+
===Distribution===
 +
A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. Alternatively, their comment may include clear request to punt the haul, but may not include both a request to punt and a distribution in the same comment. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul. Where a Thief says in a comment on a Haul post that they “agree” with another Thief, and offers no distribution in the same comment, this is taken as a suggested distribution that matches the Proposition of the named Thief for that Haul, at the time of the comment (if such a Proposition exists).
  
As a Daily Action, a Collector may add one {{soul}} Damage Token to every Collector whose Collection contains fewer items than their own.
+
If a quorum of Free Thieves have posted equivalent Propositions on a Haul post, the City may perform the atomic action of Distributing it:-
 +
* If the common Proposition was a distribution, move the contents of the Haul to the Thieves in the manner specified by it
 +
* If the common Proposition was a request to punt, roll a DICEX where X is the current number of Florins in the Haul, then remove that many Florins from the Haul. Also for each Possession in the Haul, roll a DICE2 and if the result is a 1, remove it from the Haul.
 +
* For each Free Thief, if a quorum of Free Thieves included the string “Gaol X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is added to the Gaol.
 +
* For each Thief in Gaol, if a quorum of Free Thieves included the string “Free X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is removed from the Gaol.
 +
* For each Thief in Gaol, subtract 1 from their Time Served and subtract 5 from their Notoriety. If a Thief’s Time Served becomes 0, remove that Thief from the Gaol.
 +
* Perform the Action of the Hustle of each Thief, if there are any to perform, doing so by secretly randomly choosing the order of Thieves in which to process each Thief’s Hustle. Any gains or losses are in addition to the previous steps of this instance of this atomic action.
 +
* Set the Current Target to be the Next Target
 +
* If there is a single Target for which a quorum of Free Thieves included the string “Raid X” in a comment on the Haul Post, where X is the name of a Target, then Next Target is set to the name of that Target. Otherwise the Next Target becomes Shop.
 +
* Change the status of the Haul post to enacted.
  
If a Researcher adds an Artefact to their Collection, this act is considered to be a Breach of Protocol for that Artefact (regardless of whether it has a Protocol).
+
If a Haul post has been pending for at least 48 hours and a quorum of Free Thieves have not posted equivalent Propositions it, the City may perform the Distributing atomic action on it, treating the Common Proposition as a Request to Punt
  
==Locating Artefacts==
+
==The Plan==
  
If no Individual has changed Location in the past 16 hours and if an Artefact’s Location is Unknown, any Individual may (as a daily communal action) attempt to recover a lost Artefact by selecting a Public Place with at least one Individual and an Artefact with an Unknown Location (each at random) and applying the following:
+
Each Thief has a Plan, which is privately tracked by the City and defaults to Standard. A Thief may change their plan at any time by privately messaging the City what they want their new plan to be
  
* If any Collectors are in the selected Place, one of them is selected at random to become the Artefact’s Location;
+
Each Plan has a name, which is flavor text used to reference and track the plan, and an effect. The possible plans are tracked in the table below
* Otherwise if any Individuals are in the selected Place, one of them is selected at random to become the Artefact’s Location
 
  
==Alive Artefacts==
+
{| class="wikitable sortable"
 +
! Name || Effect
 +
|-
 +
| Standard || The City adds 1DICE3 Florins to the Haul. On a roll of 1, the City also adds a Possession to the Haul.
 +
|-
 +
| Linger || You gain 2DICE2 Florins Covertly (the dice being rolled in a secretly random manner) and 1 Notoriety
 +
|-
 +
| Scout || You gain 3 Notoriety and the city adds 2DICE5 Florins to the Haul
 +
|-
 +
| Eavesdrop || You gain 2 Notoriety and the city adds a Possession to the Haul
 +
|-
 +
| Leap || You gain a random Injury and the City adds a Possession to the Haul
 +
|-
 +
| Rest || You lose a random Injury if you have any
 +
|-
 +
| Lay Low || Reduce your Notoriety by 3
 +
|-
 +
| Unlock || If you have a Lockpick, the City adds 1DICE6 Florins and a Possession to the Haul, then you lose a Lockpick
 +
|}
  
Artefacts can be Alive, and are by default not Alive. Alive Artefacts can have Damage Tokens, and these are tracked on the Individuals page. An Alive Artefact with seven or more Damage Tokens is considered Incapacitated.
+
When the City is required to "add a Possession" to a Haul, it selects a random type of Possession from the table in the rule "Possessions" and adds one instance of it to the Haul.
  
If an Alive Artefact is not Incapacitated, it cannot be picked up.
+
==Hustles==
  
As a Weekly Communal Action, an Individual or the Director can cause a Roaming. This causes each not-Incapacitated Alive Artefact (in the order they appear in the ruleset) to change its Location to a random Public Place (unless it is in a Secure Place), and then (if it is not now in the Containment Facility) to perform its Behavior (if any) as described in its Effect. The Director is encouraged to perform a Roaming whenever possible.
+
Each Thief has a Hustle, privately tracked by the City and defaulting to “One of Us”. A Hustle has a Description that contains the rules the apply to each Thief that has that Hustle. As a Weekly Action, a Thief may change their Hustle by privately communicating to the City their new Hustle.
  
An Individual may choose to Clash with an Alive Artefact that they share a Location with, by making a die roll which mentions the Artefact and which randomly determines the type of an Attack Token (which may be either {{flesh}} or {{soul}}) and of a Retaliation Token (which may be either {{flesh}} or {{soul}}): upon doing so, the Artefact gains a Damage Token of the Attack type and the Individual gains a Token of the Retaliation Type.
+
In the Description, a Hustle may have an Action, which is performed by the City during the Distributing atomic action, and may also have a Victim, which if present in the Description is the name of a Thief and must be mentioned when privately communicating that Hustle to the City.
  
==Containment==
+
The valid Hustles are listed in the table below:
  
If an Artefact’s Location is the Containment Facility, then its Effect is considered to be flavour text.
+
{| class="wikitable sortable"
 +
! Hustle || Description
 +
|-
 +
| Labourer || You cannot achieve victory. Action: This Thief gains 2 Florins.
 +
|-
 +
| Pickpocket || Action: This Thief gains 1 Florin for each Thief that does not also have this Hustle.
 +
|-
 +
| Informant || Action: Select the Thief with the most Florins among all Thieves other than this one, secretly randomly choosing among ties, and Covertly Transfer the minimum of 3 Florins or the selected Thief’s Florins to this Thief’s Florins.
 +
|-
 +
| Blackmailer || This has a Victim. Action: Perform a Notoriety check for that Victim.
 +
|-
 +
| Racketeer || Action: If this Thief has 1 or more Arms, they Covertly gain 3 Florins.
 +
|}
  
An Individual may not pick up an Artefact in the Containment Facility, unless they are carrying the Security Pass.
+
==Gambling==
  
==Fetal Artefacts==
+
If there is no current Gamble, as a Street Action, a thief can publicly create a Gamble and enter it by spending one Gold Ring.
  
An Individual in the Warp can Begin Diving by gaining 1 {{spatial}} Damage, and are now considered to be Diving until they perform a Dynastic Action. If an Individual has been Diving during the last 48 hours they can Retrieve a Fetal Artefact. The status of being Diving or not is tracked in the Damage column as “{{Dive}}” for being Diving, and its absence for not being Diving.
+
If there is a current Gamble, as a Street Action, a thief not in the Gamble can enter the Gamble by publicly spending one Gold Ring and specifying privately to the City to either defect or cooperate. This closes the Gamble, allowing another to be created.
  
When an Individual retrieves a Fetal Artefact, they add to the Ruleset’s list of Artefacts (subrules of the rule “Artefacts”) a new Artefact as per the following:
+
The first thief to enter the now closed Gamble can then specify privately or publicly whether to defect or cooperate.
  
:Name: X
+
Once both thieves have chosen to defect or cooperate, the City will publish the outcome: If both thieves cooperate, they each get 8 Florins. If only one thief defects, they get 11 Florins, and the other thief gets 3 florins. If both thieves defect, they both get 5 Florins.
:Description: A mysterious, stillborn item from The Warp.
 
:Protocol: None
 
:Location: Z
 
:Effect: Y
 
  
X is a string formed as “A B”, where B is a random word from this this: “Potion, Elixir, Ether, Pill, Panacea, Injection, Cream, Suppository” and A is a random word from: “Magical, Glowing, Incandescent, Frigid, Sparkling, Dark, Shining, Putrid, Transparent, Red, Blue, Yellow, Green, Shimmering”
+
Thieves in Gambles are tracked Publicly, but their choices are not.
  
Y is a string formed as “This Item is Alive and begins with 10 {{spatial}} Damage. The holder of this item may focus to C and grant this item 1 {{spatial}} Damage. If this item has 13 or more {{spatial}} Damage, it is removed from the Ruleset. This is a Fetal Artefact.”, where C is a random string from the following list:
+
==Gaol==
  
* Remove 3 Damage Tokens of their choice from themselves
+
The Gaol is a publicly-tracked list of Thieves and a number named Time Served for each Thief in the Gaol, where Time Served defaults to 3 and is set to this default each time a Thief is newly added to the Gaol; these Thieves are said to be “in Gaol”, and all other Thieves are said to be “Free”.
* Remove 3 Damage Tokens of their choice from an Individual that shares a Location with them, other than themselves.
 
* Set the Location of a random Artefact you own to The Warp.
 
* Remove all {{spatial}} Damage Tokens from an Individual at their Location.
 
* Remove all {{soul}} Damage Tokens from an Individual at their Location.
 
* Remove all {{flesh}} Damage Tokens from an Individual at their Location.
 
* Remove 4 {{reality}} Damage Tokens from an Individual at their Location.
 
* Grant 3 {{spatial}} Damage Tokens to an Alive Artefact at their Location.
 
  
Z is “The Individual named D”, where D is the name of the Individual that Retrieved this Artefact
+
A Thief who is in Gaol may not take dynastic actions, except for the following specific actions:
 +
* If a Thief in Gaol has a Lockpick in their inventory, they may remove it from their inventory and then remove themselves from Gaol.
  
If an Artefact with the name X already exists, remove three {{Spatial}} Damage from that Artefact instead.
+
A Thief in Gaol is always considered to have a Plan of “Rest” and a Hustle of “Labourer”.
  
As a daily communal action, any Individual may add 1 Spatial damage to all Fetal Artefacts.
+
At any time, a Free Thief may pay a fine of 15 Florins and then add themselves to the Gaol. This action is known as Surrendering.
  
An Individual, as a Daily Action, can Nurture a Fetal Artefact they are carrying to remove 1 Damage token from it.
+
==Arms==
  
==Redaction==
+
Each Thief has a publicly tracked amount of Arms, which defaults to 0.
  
Certain aspects of the Institute’s research are classified, and blotted out of their written records. While a sentence in the Protocol or Effect of an Artefact contains the string “[REDACTED]”, that sentence is considered to be flavour text.
+
At any time, a Thief may Purchase Arms by performing the following atomic action:
  
At any time, the Director may decide (and privately record) the Secret of any “[REDACTED]” string which appears in the Protocol or Effect of an Artefact: that Secret may be any single word or number that appears in the dynastic ruleset, such that the sentence would make grammatical sense if the “[REDACTED]” string were replaced with it. (The Director’s choice of each Secret should be made by choosing a secretly random word from a list of possible words that occur to them as being usable in the redacted space.) Upon determining such a Secret, the Director should select a secretly random Researcher and inform them of the Secret, and the string that it corresponds to.
+
* Gain Notoriety equal to their Arms plus 1
 +
* Perform a Notoriety Check
 +
* Spend Florins equal to their Arms plus 1 and increase their Arms by 1 (if they are unable to perform this step, it is skipped without increasing their arms
  
At the request of the Individual who was told its Secret, the Director may replace the string “[REDACTED]” in the Protocol or Effect of an Artefact with its Secret.
+
==The Target==
  
==Attainment==
+
Targets have a Name, and Integer Defense, a Loot, and a Trap. Possible Targets are below.
  
An Individual’s Attainment score is a number which measures their success in this world, and which may be negative.
+
The name of the Current Target and Next Target is publicly tracked, as are both by default the Shop.
  
If an Individual is a Researcher, then their Attainment score is five times the number of Artefacts in Secure Places, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.
+
{| class="wikitable sortable"
 +
! Name || Defense || Loot || Trap
 +
|-
 +
| Shop || 0 || None || None
 +
|-
 +
| Underworld || 5 || Add 2DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injury
 +
|-
 +
| Bank || 10 || Add 5DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injuries and gains 5 Notoriety
 +
|-
 +
| Jewelry Store || 5 || Add two unapprised gems to the haul || Each Thief whose plan was not Rest or Lay Low gains 3 Notoriety
 +
|}
 +
Each Thief may privately communicate with the City the amount of Arms they wish to spend on a Haul and may change this at any time. This is known as their Offer.
  
If an Individual is a Collector, then their Attainment score is ten times the number of Artefacts in their Collection, plus three times the number of Artefacts they are carrying, minus the number of Damage tokens they currently have.
+
“Restaurant” is considered to be a synonym for “Shop”, and “Club” a synonym for “Underworld”, when specifying Targets. The City may repeal this paragraph if no comments on a pending Haul post include the terms “Restaurant” or “Club”.
  
If an Individual is an Outsider, then their Attainment score is five minus the number of Damage tokens they currently have.
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 
 
The first Individual to be the sole Individual who has the most Attainment past the 5th of February 2020 at 12:00 UTC has achieved victory.
 
 
 
==Institute Proposals==
 
 
 
If a proposal has the “[Institute]” tag and its effects are confined to one or more of the Agenda Points below, it is an Institute Proposal.
 
 
 
Agenda Points are:-
 
* Making an Outsider into a Researcher, or vice versa
 
* Moving an Artefact from the Institute or from a Researcher to the Containment Facility
 
* Moving an Artefact from the Containment Facility to the Institute or to a Researcher. (This is a High-Risk Agenda Point.)
 
* Setting the Protocol of an Artefact to “None”
 
* Setting the Protocol of an Artefact to be the same as the Protocol of another Artefact
 
* Initiate a Capture with a code number (between 1 and 9999) which has been used by no other Investigations. (This is a High-Cost Agenda Point.)
 
 
 
An Institute Proposal may not contain more than one High-Cost Agenda Point.
 
 
 
Votes from Outsiders and Collectors are ignored, on Institute Proposals. Votes of FOR, DEFERENTIAL and AGAINST from the Director are ignored, on Institute Proposals. An Institute Proposal with no High-Risk Agenda Points is considered Popular if more than half of the Researchers are voting FOR it. An Institute Proposal with one or more High-Risk Agenda Points is considered Popular if three or more Researchers are voting FOR it. An Institute Proposal is considered Unpopular if at least half of the Researchers are voting AGAINST it.
 
 
 
===Captures===
 
 
 
For any Capture which has been Initiated in the previous 48 hours:
 
* Any Researcher (who has not already done so for that Capture) may privately contact the Director naming a single Artefact to be the subject of that Capture;
 
* Any Collector (who has not already done so for that Capture) may privately contact the Director naming a single Artefact they suspect that the Capture is searching for.
 
 
 
If a Capture has been Initiated more than 48 hours ago and not been closed, the Director may close it by performing the following atomic action:
 
* Determine the Capture’s Objective in a secretly random manner, from among all Artefacts named as its subject by Researchers under this rule;
 
* If the Objective is Alive and not Incapacitated, add 7 {{soul}} Damage to it.
 
* If any Collectors named the Objective as their suspicion, and if the Objective’s Location is Unknown: change the Objective’s Location to the Collection of a secretly random one of those Collectors;
 
* If the Objective’s Location is still Unknown: change the Objective’s Location to the Containment Facility
 
* Announce that the Capture has been closed
 
 
 
==Magnetism==
 
 
 
Any Individual moving from an Unknown Place to any other Place for the first time in this Dynasty may, at the same time, randomly select one Artefact whose Location is Unknown and move it to a random Public Place.
 
 
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
 
<div style="padding:8px;background:#bbb;">
 
<div style="padding:8px;background:#bbb;">
  
= Special Case =
+
= Building Blocks =
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in “[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new Dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
+
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
 
 
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
 
 
 
==Tags [Active]==
 
Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. 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 DoVs require the [Victory] tag in order to grant victory to an Individual.
 
 
 
==Atomic Actions [Active]==
 
When an Individual 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 such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 
 
 
An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.
 
 
 
If one or more steps of an Atomic Action were done incorrectly, the Individual must redo the Atomic Action. In redoing an Atomic Action, the Individual uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones. For instance, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Individual 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 all they did was take an illegal step later on, the result of the original dice roll would still be used in the redone step.
 
 
 
If an Individual arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps that they performed of that action and are considered never to have performed that action.
 
 
 
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.
 
 
 
This rule cannot be overruled by the Dynastic Rules.
 
 
 
==Seasonal Downtime [Active]==
 
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the rules titled “Individuals” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 
 
 
==Dormancy [Active]==
 
If there are fewer than five Individuals, BlogNomic is [[#hiatus|on Hiatus]].
 
 
 
==No Orphan Variables [Active]==
 
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.
 
 
 
An Individual may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
 
 
 
==Imperial Deferentials [Active]==
 
If the Director has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Individuals have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases).
 
 
 
==Dynastic Distance [Active]==
 
For the purposes of dynastic rules which do not deal with voting, the Director is not an Individual.
 
  
==The Traitor [Active]==
+
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.
The Traitor for a particular Dynasty may be an Individual (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Director, and the Director should not share this information with Individuals other than the Traitor.
 
  
If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Director may secretly randomly select an Individual (other than the Director) and privately inform them that they are the Traitor for the current Dynasty.
+
When a City specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new City makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
  
A Traitor is under no obligation to honour any informal promises they have made with other Individuals, nor to tell the truth to them, and is encouraged to betray other Individuals in order to achieve victory.
+
==Mantle Limitations==
 
+
The Mantle may not be passed during an Interregnum.
==The Tree [Active]==
 
Each Individual (including idle Individuals) may have a single Recruiter, tracked in the wiki page [[Player Tree]], and being an Individual, an idle Individual or “nobody”. If an Individual has no Recruiter listed, they may update that wiki page to set their Recruiter to any valid value, reflecting the person (if any) that they feel was the most responsible for them joining the game of BlogNomic.
 
  
 
</div>
 
</div>
Line 558: Line 417:
 
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.)
 
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.)
  
;Can
+
===Imperatives===
:“is able to”
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Comment
+
===Time===
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
+
;Daily Action: If a game action is a Daily Action, each Thief able to perform it may take that action once each day, but not more than once every ten hours.
 +
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Thief per day.
 +
;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.
 +
;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.
 +
;Weekly Action: If a game action is a Weekly Action, each Thief able to perform it may take that action once each week, but not more than once every twenty-four hours.
 +
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Thief per week.  
  
;Core Proposal
+
===Other===
: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 Individuals.
+
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;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 Thieves.
 +
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 +
;Dynastic Action: An action that is defined in the Dynastic rules.
 +
;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.
 +
;Effective Vote Comment (EVC): A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Thief 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.
 +
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
 +
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves 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).
 +
;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. Thieves 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.
 +
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 +
;<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.
 +
;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a City may nominate another Thief to become the City in the upcoming dynasty.
 +
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Quorum: Quorum of a subset of Thieves is half the number of Thieves  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
 +
;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.
 +
;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.
 +
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the City.
 +
;Story Post: A Story Post is an entry in the “Story Post” category.
 +
;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.
 +
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Thieves” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 +
;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.
 +
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 +
;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.
 +
;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.
 +
;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.
 +
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  
;Daily Action
+
== Gamestate Tracking ==
:If a game action is a Daily Action, each Individual able to perform it may take that action once each day, but not more than once every ten hours.
 
  
;Daily Communal Action
+
===Official Posts===
:A Daily Communal Action is a Daily Action that can only be performed by one Individual per day.
 
  
;Day
+
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 Thief 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.
: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.
 
  
;Dice
+
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 Thief 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.
:References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 
  
;Dynastic Action
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the City to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the City may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
:An action that is defined in the Dynastic rules.
 
  
;Dynastic Proposal
+
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.
: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.
 
  
;Effective Vote Comment (EVC)
+
===Representations of the Gamestate===
:An Individual’s Effective Vote Comment with respect to a given Votable Matter is that Individual’s Comment to that Votable Matter, if any, that contains that Individual’s Vote on that Votable Matter.
+
If authorised by the rules as a result of a Thief’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Thief may correct the representations to comply with the Gamestate.
  
;Commentary
+
If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
:When posting a blog entry, an Individual 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.
 
  
;Flavour Text
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
:If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. Individuals 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.
+
* 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 Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.
 +
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement.
 +
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.
  
;Gamestate
+
===Orphan Variables===
: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.
 
  
;<span id="hiatus">Hiatus</span>
+
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.
:If BlogNomic is on Hiatus, Dynastic Actions may not be taken, 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.
 
  
;Post
+
A Thief may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
=== Random Generators ===
:A message sent via BlogNomic’s Private Messages system at blognomic.com.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Quorum
+
* The DICE''N'' command can be used to generate a random number between 1 and N.
:Quorum of a subset of Individuals is half the number of Individuals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Individuals it is referring to, it is referring to a Quorum of all Individuals.
+
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
+
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, Orange, Purple, Black.
;Resolve/Resolution
+
* 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.
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
+
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
  
;Rule
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
:Each individually numbered section of the Ruleset is a rule, including sections that are subrules of other rules.
 
  
;Shall
+
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 Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief with such access, that Votable Matter is Illegal.
:“is required to”
 
  
;Should
+
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 Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief making this determination may do so using a private method of their choosing, instead of the Dice Roller.
:“is recommended that”
 
  
;Sibling Rule
+
==Atomic Actions==
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
 
  
;Slack
+
An Atomic Action combines otherwise separate game actions into a single action.
:The BlogNomic Slack is located at blognomic.slack.com. Individuals may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
  
;Slack Channel
+
* 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.
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
+
* When a Thief 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.
 
+
* If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
;Story Post
+
* If a Thief 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.
:A Story Post is an entry in the “Story Post” category.
+
* If one or more steps of an Atomic Action were done incorrectly, the Thief must redo the Atomic Action; for that purpose, the Thief 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 Thief 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.)
 
+
* 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.
;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.
 
 
 
;Subrule
 
:A subrule is a type of rule that is nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
 
 
 
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 
 
 
;TOC: Table of Contents.
 
 
 
;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.
 
 
 
;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.
 
 
 
;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.
 
 
 
;Weekly Action
 
:If a game action is a Weekly Action, each Individual able to perform it may take that action once each week, but not more than once every twenty-four hours.
 
 
 
;Weekly Communal Action
 
:A Weekly Communal action is a Weekly Action that can only be performed by one Individual per week.
 
 
 
;Wiki
 
:The BlogNomic Wiki at http://wiki.blognomic.com
 
 
 
== Gamestate Tracking ==
 
 
 
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 Individual 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.
 
 
 
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 two hours old and either no Individual 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. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
 
 
 
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 Individual 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 Individual is defined as an Individual who has been an Individual for fewer than seven days or an Individual that has unidled in the past seven days after being idle for at least 3 months.
 
 
 
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Individual’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 Individual may correct the representations to comply with the Gamestate.
 
 
 
If an Individual feels that a representation of the gamestate (such as a wiki page) was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules as they were at the time of the alteration, or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed alteration, Individuals are encouraged to raise a Call for Judgement instead.
 
 
 
=== Random Generators ===
 
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
 
 
 
* The DICE''N'' command can be used to generate a random number between 1 and ''N''.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
 
 
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal; and any Proposal that seeks to nominate a change to this rule must first identify an Individual with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
 
 
 
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 DICE roll in the Dice Roller, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Individual making this determination may do so using a private method of their choosing, instead of the Dice Roller.
 
  
 
==Clarifications==
 
==Clarifications==
Line 691: Line 519:
 
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
* Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, an Individual can spend only their own values, and a rule that allows Individuals to transfer a numeric value only allows them to transfer that value from themselves to another Individual (of their choice unless otherwise stated).
+
* 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 Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
* An Individual 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.
+
* 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.
 +
* A Thief 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.
 
* 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.
 
* 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.
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
+
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Thieves are not considered to be legal values for game variables, nor for list items within game variables.
 +
* 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.
 
* 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)
 
* 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)
 
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 +
* If a piece of information is described as being tracked secretly or privately by the City (including secretly random selections), then that information may only be revealed by the City when the ruleset allows it. If a Thief should already know such a piece of information (in that the City has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City may repeat it to them.
  
===Rules and Proposals===
+
===Rules and Votable Matters===
* If a new rule is created by a Proposal and its location is not noted in that Proposal, that new rule is to be placed in the Dynastic Rules.
+
* 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.
* If a wiki page becomes gamestate as a result of a Proposal enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Proposal’s submission (and if the page did not exist at that time, it shall be blanked).
+
* 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).
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Proposal proposing that enacted Proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
+
* 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).
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If the Admin enacting a Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, Individual A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
+
* If a dynastic rule has no text and no subrules, any Thief may delete it from the ruleset.
 +
* 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.
 +
* 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), Thieves may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the City has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Thieves 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 Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the City’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves who are not the City have cast a vote on that proposal.
  
 
===Time===
 
===Time===
Line 710: Line 544:
 
* 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.
 
* 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.
 
* 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.
 
* 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.
* An Individual 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).
+
* A Thief 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).
  
===Spelling===
+
===Spelling and formatting===
 
* 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.
 
* 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.
* The terms “Individual” and “Player” are synonyms.
+
* Thieves may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Thieves with the corresponding forms of the singular “they”.
 +
* A Thief 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.
 +
* A Thief may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
 
===Names===
 
===Names===
* Within the Ruleset, a word only refers to the name of an Individual if it is explicitly stated that it refers to an Individual’s name.
+
* Within the Ruleset, a word only refers to the name of a Thief if it is explicitly stated that it refers to a Thief's name.
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
+
* 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”.
* The names of rules are not themselves rule text and have no effect other than being rule names.
+
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 
* 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”.
 
* 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”.
* When referring to a Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
+
* 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”.
 +
* 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.
 +
* 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.
 +
* When changing their name or joining the game for the first time, a Thief's (or prospective Thief'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.
  
===Prioritisation===
+
==Prioritisation==
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
# The Appendix has precedence over any Rule;
+
# The Appendix has precedence over any other Rule;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
+
# 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;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Individuals may Kick each other” and “Individuals may not Kick each other on Tuesdays” exist, and it is Tuesday, Individuals may not Kick each other.)
+
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Individuals may Punch a Spaceman on Friday” and “Individuals may not Punch Spacemen on Friday”, then Individuals may not Punch Spacemen on Friday.)
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves may not Kick each other);
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
+
# 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 “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).
 +
 
 +
==Mentors==
 +
 
 +
A Thief may have another Thief as a Mentor. Thieves 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 Thief 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.
 +
 
 +
If an unmentored Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the City should select a Tenured Thief and ask them to take that Thief 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 should announce it in a blog post. The City should take care to consider game balance when selecting a potential mentor.
 +
 
 +
A relationship between a mentor and a mentee is a Mentorship. A Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
 +
 
 +
If there is no City, any Thief who has been active in at least three previous dynasties may act as City for the purposes of this rule.
 +
 
 +
===Things that a mentor must do===
 +
 
 +
A mentor must do the following:
 +
 
 +
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 +
*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;
 +
*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
 +
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 +
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Thief or arrange a handover to another mentor if requested.
 +
 
 +
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
 +
 
 +
*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.
 +
*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 Thieves .
 +
*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.
 +
*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.
 +
 
 +
===Things that a mentor should not do===
 +
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.
 +
 
 +
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
 +
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
 +
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
 +
 
 +
== Synonyms ==
 +
 
 +
A dynasty may provide extra theming by using alternative terms for words like “Thief” and “City”.
 +
 
 +
Each term in this list is synonymous with the term in parentheses
 +
 
 +
* Thief (Player)
 +
* City (Emperor)
 +
 
 +
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
  
 
</div>
 
</div>

Revision as of 15:24, 16 May 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Thieves shall obey it.

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 set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.

If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Thief may update it to do so.

The gamestate tracking page for this dynasty is the The Garret page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.

Thieves

A human with access to the blog who is not already a Thief may make a blog post making clear their wish to be a Thief (plural form Thieves); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Thief. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)

A Thief may only change their name as a result of a Proposal approving the change.

Some Thieves are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Thieves 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. Thieves may be made Admins through Proposal or CFJ.

A Thief may cease to be a Thief at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Thief in this way may not become a Thief again within the following two weeks.

Idle Thieves

If a Thief is Idle, this is tracked by their name being removed or concealed in the list of currently active Thieves in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Thieves ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Thieves are not counted as Thieves . The combined term “Idle Thief” can be used to refer to Thieves who are Idle even in rules that do not treat them as Thieves.

If a Proposal contains a provision that targets a specifically named Idle Thief, then that Idle Thief is considered to be Unidle solely for the purposes of enacting that specific provision.

When a Thief 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 Thief Idled in a different Dynasty), the Thief is given the default value for new Thieves, if such a value exists.

An Admin may render a Thief Idle if that Thief has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Thief 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 Thief 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 Thief if that Thief 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 Thief who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.

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.

Idle admins can resolve Votable Matters as a non-idle admin would.

Dormancy

If there are fewer than four Thieves (not including the City), then BlogNomic is on Hiatus.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Thief, known as the City. If there is no City, the Dynasty is a Metadynasty.

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 Thief may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the City is not a Thief.

Votable Matters

A Votable Matter is a post which Thieves may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

Votes

Each Thief 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 Thief'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-Thief never has a Vote, even if they were a Thief previously and had cast a valid Vote.

If a Thief other than the City casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the City. When the City 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's Vote for the purposes of other rules unless otherwise specified. When the City themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.

A Votable Matter is Popular if any of the following are true:

  • It has a number of FOR Votes that exceed or equal Quorum.
  • 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.

A Votable Matter is Unpopular if any of the following are true:

  • The number of Thieves who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

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.

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.

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.

This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.

Tags

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 making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:

  • The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
  • The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
  • The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.

Proposals

Any Thief may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Thief already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a Thief 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 may use VETO as a voting icon to cast a Vote on a Proposal; when the City casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the City later changes their Vote.

Resolution of Proposals

The oldest Pending Proposal may be Enacted by any Admin if all of the following are true:

  • It is Popular.
  • It has been open for voting for at least 12 hours.
  • It has not been Vetoed or Withdrawn.

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:

  • It is Unpopular.
  • It has been Vetoed or Withdrawn.

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.

When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Thief A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.

Calls for Judgement

If two or more Thieves actively disagree as to the interpretation of the Ruleset, or if a Thief feels that an aspect of the game needs urgent attention, then any Thief may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

  • It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

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.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Thief (other than the City) 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.

A Thief'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 on Hiatus, no Idle Thief may be made unidle, and no new player joining requests may be administered.

A Pending DoV may be Enacted by any Admin if any of the following are true:

  • It has a number of FOR Votes greater than 2/3rds of the number of Thieves, it has been open for at least 12 hours, and either the City has Voted FOR it or it has no AGAINST Votes.
  • It has a number of FOR Votes greater than 2/3rds of the number of Thieves, and it has been open for at least 24 hours.

A Pending DoV may be Failed by any Admin if any of the following are true:

  • It is Unpopular, and it has been open for at least 12 hours.
  • It is more than 48 hours old and cannot be Enacted

If a DoV is Failed and it had at least one AGAINST vote, the Thief who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.

When a DoV is Enacted, all other pending DoVs are Failed, the Thief who posted the DoV becomes City, 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.

If the game is in an Interregnum then the new City must either Pass the Mantle (by making a post naming a Thief who was not the last dynasty’s City, in which case the passing Thief ceases to be the City and the Thief so named becomes the City) or start a new dynasty by completing the following Atomic Action:

  • Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the City'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).
  • Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
  • Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
  • Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
  • Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the City is encouraged to follow, using the terms defined on the wiki page Imperial Styles.


Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Thief'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. Thieves should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle Thief within BlogNomic, and should announce publicly if they control both a non-Idle Thief and any Idle Thieves. This extends to exerting full control over the actions of another Thief, defined here as the controlled Thief's game behavior being functionally indistinguishable from if the controlling Thief was logged into their account and playing through it, over a period of more than a day.
  • A Thief 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.
  • A Thief should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Thief should not edit their own blog comments once posted, nor those of any other Thief.
  • A Thief should not edit the “Entry Date” field of a blog post.
  • A Thief should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Thief should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Thief 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 Thief must use their own name in the Dice Roller, when rolling dice.
  • A Thief should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Thief should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Thief to achieve victory.
  • A Thief should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
  • 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 Thief or Thieves to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • 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.

All Thieves and idle Thieves 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 Thieves are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Thieves

Each Thief has a number of Florins, an inventory list of Possessions, and a Notoriety Level. These are publicly tracked.

If something is defined as a Street Action, a Thief can perform that action if they have not already done so since the most recent Haul post was posted.

Injury

Each Thief has a list of publicly-tracked Injuries, from the following possibilities, some having an Effect to those who suffer them:

Injury Effect
Body None.
Foot If your Plan is Scout or Leap during a Health Check, it is set to Rest.
Hand If your Plan is Standard, Pocket or Scout during a Health Check, it is set to Rest.
Head You may not take dynastic actions. Your Plan is always set to Rest during a Health Check.

Covert Income

Whenever Florins are gained Covertly by a Thief who has any Pouches, then instead of being added to the Thief’s Florins they are added to a secretly random Pouch held by that Thief, and the City privately informs that Thief of which Pouch they were added to, and its new contents.

Possessions

The following types of Possession exist, each with a Value and some having corresponding Effects:-

Possession Value Effect
Lockpick 1 -
Candlestick 3 -
Gold Ring 7 -
Unappraised Gem DICE10 -
Cloak 1 The Eavesdrop Plan gains you 1 Notoriety instead of 2
Glove 1 The Pocket Plan gives you 1DICE3 Florins instead of 1 Florin
Helm 3 If you would acquire a Head Injury, you instead do not
Loupe 2 You may gain 3 additional Florins when selling an Unappraised Gem

At any time a Thief may take an atomic action known as Selling by performing the following steps:

  • Identify a Possession in their own Inventory
  • Gain Florins and Notoriety equal to its Value
  • Perform a Notoriety Check
  • In either case, remove the identified possession from their own inventory

Containers

Each Thief may have a number of Pouches.

A Pouch is a Possession that is used to contain Florins. Each individual Pouch is unique, and must have a name of “X Pouch” (where X is a Pouch Style, or two different Pouch Styles separated by a space) that is not the name of a Pouch currently in any Thief’s inventory. The value of a Pouch is equal to the number of Florins used to create it and must be greater than 0; the value of each individual Pouch is privately tracked by the City. All Pouches have no effect.

As a Street Action, a Thief may Sort their Pouches. Sorting Pouches is an atomic action with the following steps:

  • Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value;
  • Create 1 to 4 new Pouches in their inventory, spending any number (greater than zero) of Florins for each Pouch, and giving each Pouch a valid name and a valid Value, where the Value of each Pouch equals the number of Florins so spent to create it. These steps may be concatenated into a single wiki edit to obscure the precise sums allocated to each Pouch.
  • Send a personal message to the City detailing the Pouches destroyed and created, with the new values of the latter.

The Pouch Styles are: Amber, Auburn, Battered, Beige, Black, Brown, Buttoned, Cerise, Cloth, Concealed, Crimson, Dirty, Drab, Drawstring, Dusty, Embroidered, Fawn, Frayed, Grey, Hidden, Inkstained, Jute, Khaki, Leather, Mahogany, New, Ochre, Old, Patchwork, Quilted, Ragged, Red, Rough, Scarlet, Scuffed, Sequined, Shabby, Sheepskin, Slim, Small, Tan, Tattered, Threadbare, Torn, Ugly, Umber, Vermilion, Weathered, Worn and Yellow.

Notoriety

Every Thief has a Level of Notoriety, which can be negative and defaults to -5. A Thief’s Level of Notoriety, Notoriety, and Notoriety Level are all considered to be synonymous with each other. Notoriety may never be higher than 50, and any action that would set Notoriety to a value above 50 instead sets it to 50. Likewise, Notoriety may never be lower than -50 and any action that would set Notoriety to a value below -50 instead sets it to -50.

When a Thief performs a Notoriety Check, this is an atomic action performed by the following steps:

  • If their Notoriety is 0 or less, the check automatically succeeds and no further steps are taken for it
  • Roll a DICE(51-N) where N is their Notoriety. If result is 1 then check fails, they lose 10 Notoriety, one randomly-selected Pouch (if they have any Pouches) is removed from their inventory, and 50% of their Florins, rounded up, are distributed evenly amongst all other Thieves, with any remaining Florins lost.

The Black Market

As a Street Action, if a Possessions is listed on the table in the rule “Possessions” and has a constant value, a Thief may attempt to Acquire it from the Black Market by performing the following Atomic Action:

  • Identify the Possession they which to Acquire
  • Increase their Notoriety by Three plus its Value
  • Perform a Notoriety Check
  • Roll a DICE 5, then set the identified Possession’s Black Market Price for this instance of the atomic action to be the result of that roll plus the identified Possession’s value.
  • If the Thief has at least the Black Market Price in Florins, reduce their Florins by the Black Market Price and add a copy of the identified possession to the Thief’s inventory.

The Haul

The Haul contains a list of Possessions and a number of Florins.

If there is no pending Haul post, the City may perform the following atomic action, known as Burglary:-

  • Perform a Health Check
  • Set the Party Might to 0
  • Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)
  • Roll DICE3 in a secretly random manner. On a 1, select a secretly random Thief and change their Plan to “Lay Low”.
  • For each Thief whose Plan is not Rest or Lay Low, reduce that Thief’s Arms by the amount most recently communicated Offer to a minimum of 0. Then increase the Party Might by the amount their Arms were reduced by.
  • If the Party Might is greater than or equal to Defense of the Current Target, apply the Loot of the Current Target
  • If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target
  • Remove all Busted Plans from the table in The Plan
  • Make a blog post in the Story Post Votable Matter category, announcing the contents of the Haul and what each Thief’s plan was; this is known as a Haul post

Distribution

A Thief may respond to a Haul post with a comment that includes a single suggested distribution of the contents of the Haul among one, some or all of the Thieves. Such responses must unambiguously identify where every element of the Haul’s contents would go. Alternatively, their comment may include clear request to punt the haul, but may not include both a request to punt and a distribution in the same comment. The most recent such response made by a Thief on a Haul post is known as their Proposition for that Haul. Where a Thief says in a comment on a Haul post that they “agree” with another Thief, and offers no distribution in the same comment, this is taken as a suggested distribution that matches the Proposition of the named Thief for that Haul, at the time of the comment (if such a Proposition exists).

If a quorum of Free Thieves have posted equivalent Propositions on a Haul post, the City may perform the atomic action of Distributing it:-

  • If the common Proposition was a distribution, move the contents of the Haul to the Thieves in the manner specified by it
  • If the common Proposition was a request to punt, roll a DICEX where X is the current number of Florins in the Haul, then remove that many Florins from the Haul. Also for each Possession in the Haul, roll a DICE2 and if the result is a 1, remove it from the Haul.
  • For each Free Thief, if a quorum of Free Thieves included the string “Gaol X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is added to the Gaol.
  • For each Thief in Gaol, if a quorum of Free Thieves included the string “Free X” in a comment on the Haul Post, where X is the name of that Thief, then that Thief is removed from the Gaol.
  • For each Thief in Gaol, subtract 1 from their Time Served and subtract 5 from their Notoriety. If a Thief’s Time Served becomes 0, remove that Thief from the Gaol.
  • Perform the Action of the Hustle of each Thief, if there are any to perform, doing so by secretly randomly choosing the order of Thieves in which to process each Thief’s Hustle. Any gains or losses are in addition to the previous steps of this instance of this atomic action.
  • Set the Current Target to be the Next Target
  • If there is a single Target for which a quorum of Free Thieves included the string “Raid X” in a comment on the Haul Post, where X is the name of a Target, then Next Target is set to the name of that Target. Otherwise the Next Target becomes Shop.
  • Change the status of the Haul post to enacted.

If a Haul post has been pending for at least 48 hours and a quorum of Free Thieves have not posted equivalent Propositions it, the City may perform the Distributing atomic action on it, treating the Common Proposition as a Request to Punt

The Plan

Each Thief has a Plan, which is privately tracked by the City and defaults to Standard. A Thief may change their plan at any time by privately messaging the City what they want their new plan to be

Each Plan has a name, which is flavor text used to reference and track the plan, and an effect. The possible plans are tracked in the table below

Name Effect
Standard The City adds 1DICE3 Florins to the Haul. On a roll of 1, the City also adds a Possession to the Haul.
Linger You gain 2DICE2 Florins Covertly (the dice being rolled in a secretly random manner) and 1 Notoriety
Scout You gain 3 Notoriety and the city adds 2DICE5 Florins to the Haul
Eavesdrop You gain 2 Notoriety and the city adds a Possession to the Haul
Leap You gain a random Injury and the City adds a Possession to the Haul
Rest You lose a random Injury if you have any
Lay Low Reduce your Notoriety by 3
Unlock If you have a Lockpick, the City adds 1DICE6 Florins and a Possession to the Haul, then you lose a Lockpick

When the City is required to "add a Possession" to a Haul, it selects a random type of Possession from the table in the rule "Possessions" and adds one instance of it to the Haul.

Hustles

Each Thief has a Hustle, privately tracked by the City and defaulting to “One of Us”. A Hustle has a Description that contains the rules the apply to each Thief that has that Hustle. As a Weekly Action, a Thief may change their Hustle by privately communicating to the City their new Hustle.

In the Description, a Hustle may have an Action, which is performed by the City during the Distributing atomic action, and may also have a Victim, which if present in the Description is the name of a Thief and must be mentioned when privately communicating that Hustle to the City.

The valid Hustles are listed in the table below:

Hustle Description
Labourer You cannot achieve victory. Action: This Thief gains 2 Florins.
Pickpocket Action: This Thief gains 1 Florin for each Thief that does not also have this Hustle.
Informant Action: Select the Thief with the most Florins among all Thieves other than this one, secretly randomly choosing among ties, and Covertly Transfer the minimum of 3 Florins or the selected Thief’s Florins to this Thief’s Florins.
Blackmailer This has a Victim. Action: Perform a Notoriety check for that Victim.
Racketeer Action: If this Thief has 1 or more Arms, they Covertly gain 3 Florins.

Gambling

If there is no current Gamble, as a Street Action, a thief can publicly create a Gamble and enter it by spending one Gold Ring.

If there is a current Gamble, as a Street Action, a thief not in the Gamble can enter the Gamble by publicly spending one Gold Ring and specifying privately to the City to either defect or cooperate. This closes the Gamble, allowing another to be created.

The first thief to enter the now closed Gamble can then specify privately or publicly whether to defect or cooperate.

Once both thieves have chosen to defect or cooperate, the City will publish the outcome: If both thieves cooperate, they each get 8 Florins. If only one thief defects, they get 11 Florins, and the other thief gets 3 florins. If both thieves defect, they both get 5 Florins.

Thieves in Gambles are tracked Publicly, but their choices are not.

Gaol

The Gaol is a publicly-tracked list of Thieves and a number named Time Served for each Thief in the Gaol, where Time Served defaults to 3 and is set to this default each time a Thief is newly added to the Gaol; these Thieves are said to be “in Gaol”, and all other Thieves are said to be “Free”.

A Thief who is in Gaol may not take dynastic actions, except for the following specific actions:

  • If a Thief in Gaol has a Lockpick in their inventory, they may remove it from their inventory and then remove themselves from Gaol.

A Thief in Gaol is always considered to have a Plan of “Rest” and a Hustle of “Labourer”.

At any time, a Free Thief may pay a fine of 15 Florins and then add themselves to the Gaol. This action is known as Surrendering.

Arms

Each Thief has a publicly tracked amount of Arms, which defaults to 0.

At any time, a Thief may Purchase Arms by performing the following atomic action:

  • Gain Notoriety equal to their Arms plus 1
  • Perform a Notoriety Check
  • Spend Florins equal to their Arms plus 1 and increase their Arms by 1 (if they are unable to perform this step, it is skipped without increasing their arms

The Target

Targets have a Name, and Integer Defense, a Loot, and a Trap. Possible Targets are below.

The name of the Current Target and Next Target is publicly tracked, as are both by default the Shop.

Name Defense Loot Trap
Shop 0 None None
Underworld 5 Add 2DICE5 Florins to the Haul Each Thief whose plan was not Rest or Lay Low gains a random Injury
Bank 10 Add 5DICE5 Florins to the Haul Each Thief whose plan was not Rest or Lay Low gains a random Injuries and gains 5 Notoriety
Jewelry Store 5 Add two unapprised gems to the haul Each Thief whose plan was not Rest or Lay Low gains 3 Notoriety

Each Thief may privately communicate with the City the amount of Arms they wish to spend on a Haul and may change this at any time. This is known as their Offer.

“Restaurant” is considered to be a synonym for “Shop”, and “Club” a synonym for “Underworld”, when specifying Targets. The City may repeal this paragraph if no comments on a pending Haul post include the terms “Restaurant” or “Club”.


Building Blocks

Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.

Potential Building Blocks rules can be found at the Building Blocks page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.

When a City specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new City makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.

Mantle Limitations

The Mantle may not be passed during an Interregnum.

Appendix

Keywords

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.)

Imperatives

Can
“is able to”
Shall
“is required to”
Should
“is recommended that”

Time

Daily Action
If a game action is a Daily Action, each Thief able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Thief per day.
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.
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.
Weekly Action
If a game action is a Weekly Action, each Thief able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Thief per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
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 Thieves.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
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.
Effective Vote Comment (EVC)
A Thief's Effective Vote Comment with respect to a given Votable Matter is that Thief's Comment to that Votable Matter, if any, that contains that Thief's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Thief 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.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Thieves , as well as people who are not Thieves but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Thieves 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).
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. Thieves 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.
Gamestate
Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
Hiatus
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.
Pass the Mantle
Passing the Mantle is a mechanism by which, during an Interregnum, a City may nominate another Thief to become the City in the upcoming dynasty.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Thieves is half the number of Thieves in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Thieves it is referring to, it is referring to a Quorum of all Thieves.
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.
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.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the City.
Story Post
A Story Post is an entry in the “Story Post” category.
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.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Thieves” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
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.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
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.
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.
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.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Thief may post to the blog at any time, but may only make official posts to the blog when the 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.

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 Thief 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.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the City to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the City may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.

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.

Representations of the Gamestate

If authorised by the rules as a result of a Thief’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Thief may correct the representations to comply with the Gamestate.

If a Thief feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • 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 Thief, if doing so would not require the correcting Thief to make any decisions on behalf of the original Thief.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Thieves are encouraged to raise a Call for Judgement. 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.

Orphan Variables

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.

A Thief may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, MSeekera, Orange, Purple, Black.
  • 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.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.

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 Thief with such access. Only a Thief with such access may Enact that Votable Matter. If that Votable Matter does not name a Thief with such access, that Votable Matter is Illegal.

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 Thief making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Thief making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

An Atomic Action combines otherwise separate game actions into a single action.

  • 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.
  • When a Thief 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.
  • If a rule allows the Thief performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Thief arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Thief must redo the Atomic Action; for that purpose, the Thief 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 Thief 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.)
  • 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.

Clarifications

Numbers and Variables

  • 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.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • 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 Thief can spend or pay from only their own values, and a rule that allows Thieves to transfer or pay a numeric value to another Thief only allows them to transfer that value from themselves to that other Thief (of their choice unless otherwise stated).
  • 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.
  • A Thief 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.
  • 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.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Thieves are not considered to be legal values for game variables, nor for list items within game variables.
  • 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.
  • 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)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the City (including secretly random selections), then that information may only be revealed by the City when the ruleset allows it. If a Thief should already know such a piece of information (in that the City has already told them it, or vice versa, and there is no way that the information could have been changed since then), the City may repeat it to them.

Rules and Votable Matters

  • 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.
  • 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).
  • Where a 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).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If a dynastic rule has no text and no subrules, any Thief may delete it from the ruleset.
  • 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.
  • 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), Thieves may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the City has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more Thieves 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 Thieves on the same Proposal are not considered to be valid. If there are six or fewer Thieves, then the City’s vote of DEFERENTIAL on a proposal is only affected by this rule if all Thieves who are not the City have cast a vote on that proposal.

Time

  • For the purpose of all rules, time in BlogNomic is in UTC.
  • 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.
  • 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.
  • A Thief 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).

Spelling and formatting

  • 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.
  • Thieves may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Thieves with the corresponding forms of the singular “they”.
  • A Thief 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.
  • A Thief may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.

Names

  • Within the Ruleset, a word only refers to the name of a Thief if it is explicitly stated that it refers to a Thief's name.
  • 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”.
  • The names of rules and wiki pages (other than the Ruleset) are flavour text.
  • 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”.
  • 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”.
  • 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.
  • 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.
  • When changing their name or joining the game for the first time, a Thief's (or prospective Thief'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.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any other Rule;
  2. 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;
  3. If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Thieves may Kick each other” and “Thieves may not Kick each other on Tuesdays” exist, and it is Tuesday, Thieves may not Kick each other);
  5. 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 “Thieves may Punch a Spaceman on Friday” and “Thieves may not Punch Spacemen on Friday”, then Thieves may not Punch Spacemen on Friday).

Mentors

A Thief may have another Thief as a Mentor. Thieves 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 Thief 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.

If an unmentored Thief requests a Mentor, or a new Thief has joined the game and has no Mentor, the City should select a Tenured Thief and ask them to take that Thief 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 should announce it in a blog post. The City should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. A Thief may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no City, any Thief who has been active in at least three previous dynasties may act as City for the purposes of this rule.

Things that a mentor must do

A mentor must do the following:

  • Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
  • 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;
  • 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
  • If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
  • If they themselves go idle, communicate with their mentee to either continue to support them as an idle Thief or arrange a handover to another mentor if requested.

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • 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.
  • 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 Thieves .
  • 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.
  • 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.

Things that a mentor should not do

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.

  • The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
  • The mentor should not seek to dissuade the mentee from pursuing other alliances.
  • A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.

Synonyms

A dynasty may provide extra theming by using alternative terms for words like “Thief” and “City”.

Each term in this list is synonymous with the term in parentheses

  • Thief (Player)
  • City (Emperor)

When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.