Difference between revisions of "Ruleset"
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== Ruleset and Gamestate == | == Ruleset and Gamestate == | ||
− | This is the '''Ruleset''' for BlogNomic; all | + | This is the '''Ruleset''' for BlogNomic; all Meeples 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 | + | 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. | + | 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 | + | If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Meeple may update it to do so. |
− | + | The gamestate tracking page for this dynasty is the [[Board Game Isle Reports]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. | |
− | |||
− | A | + | == Meeples == |
+ | A human with access to the blog who is not already a Meeple may make a blog post making clear their wish to be a Meeple (plural form Meeples); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Meeple. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.) | ||
− | + | A Meeple may only change their name as a result of a Proposal approving the change. | |
− | + | Some Meeples are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Meeples 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. Meeples may be made Admins through Proposal or CFJ. | |
− | + | A Meeple may cease to be a Meeple at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Meeple in this way may not become a Meeple again within the following two weeks. | |
− | + | ===Idle Meeples === | |
− | + | If a Meeple is Idle, this is tracked by their name being removed or concealed in the list of currently active Meeples in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Meeples”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Meeples are not counted as Meeples . The combined term “Idle Meeples” can be used to refer to Meeples who are Idle even in rules that do not treat them as Meeples. | |
− | An Admin may render a | + | If a Proposal contains a provision that targets a specifically named Idle Meeple, then that Idle Meeple is considered to be Unidle solely for the purposes of enacting that specific provision. |
+ | |||
+ | When a Meeple 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 Meeple Idled in a different Dynasty), the Meeple is given the default value for new Meeples, if such a value exists. | ||
+ | |||
+ | An Admin may render a Meeple Idle if that Meeple has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Meeple 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 Meeple 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 Meeple if that Meeple 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 Meeple 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 | + | Idle admins can resolve Votable Matters as a non-idle admin would. |
+ | |||
+ | ===Dormancy=== | ||
+ | If there are fewer than four Meeples (not including the Monarchple), then BlogNomic is on Hiatus. | ||
== Dynasties == | == Dynasties == | ||
− | BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single | + | BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Meeple, known as the Monarchple. If there is no Monarchple, the Dynasty is a Metadynasty. |
− | An Interregnum is the period between dynasties, after a DoV has been enacted and before | + | An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Meeple 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 Monarchple is not a Meeple. | ||
+ | |||
+ | Each Dynasty is tracked by a number. The current Dynasty Number is 232. | ||
+ | |||
+ | The following Meeple is the Monarchple: "Raven1207". | ||
== Votable Matters == | == Votable Matters == | ||
− | A '''Votable Matter''' is a post which | + | A '''Votable Matter''' is a post which Meeples may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory. |
===Votes=== | ===Votes=== | ||
− | Each | + | Each Meeple 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 Meeple‘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-Meeple never has a Vote, even if they were a Meeple previously and had cast a valid Vote. |
− | If a | + | If a Meeple other than the Monarchple casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Monarchple. When the Monarchple 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 Monarchple’s Vote for the purposes of other rules unless otherwise specified. When the Monarchple 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. | + | * 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 | + | * The number of Meeples 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 | + | 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 | + | This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory. |
===Tags=== | ===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 | + | 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 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. | * 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 | + | Any Meeple may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Meeple already has 2 Proposals pending or has already made 3 Proposals that day). |
=== Special Proposal Voting === | === Special Proposal Voting === | ||
− | When a | + | When a Meeple 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 Monarchple may use VETO as a voting icon to cast a Vote on a Proposal; when the Monarchple casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Monarchple later changes their Vote. |
=== Resolution of Proposals === | === Resolution of Proposals === | ||
− | The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin | + | 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 | + | * 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 | + | * 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. | ||
+ | |||
+ | 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, Meeple 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 | + | If two or more Meeples actively disagree as to the interpretation of the Ruleset, or if a Meeple feels that an aspect of the game needs urgent attention, then any Meeple 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: | ||
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* It is Unpopular. | * It is Unpopular. | ||
− | * It | + | * It does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify 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. | 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. | ||
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== Victory and Ascension == | == Victory and Ascension == | ||
− | If a | + | If a Meeple (other than the Monarchple) 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 Meeple’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 Meeple 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 | + | * It has a number of FOR Votes greater than 2/3rds of the number of Meeples, it has been open for at least 12 hours, and either the Monarchple has Voted FOR it or it has no AGAINST Votes. |
− | * It | + | * It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum. |
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. | ||
+ | * 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 Meeple 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 Meeple who posted the DoV becomes Monarchple, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. 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 Monarchple must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Monarchple’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following: | |
+ | * New dynasty-specific terms as outline in the rule “Synonyms” | ||
+ | * A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed) | ||
+ | * Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section | ||
+ | * The name of 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” | ||
+ | * The Monarchple’s Imperial Style, which if specified is a set of nonbinding guidelines that the Monarchple is encouraged to follow, using the terms defined on the wiki page Imperial Styles. | ||
− | If the | + | If it has not been done since the most recent posting of an Ascension Address, the Monarchple or any Meeple (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps: |
− | * | + | * Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists) |
− | * Update the | + | * Increase the current Dynasty Number by 1 |
+ | * Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address. | ||
+ | * Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address. | ||
+ | * Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number | ||
+ | * Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms. | ||
+ | * Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address. | ||
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins. | 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 a | + | The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Meeple’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. Meeples 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 Meeple within BlogNomic, and should announce publicly if they control both a non-Idle Meeple and any Idle Meeples. This extends to exerting full control over the actions of another Meeple, defined here as the controlled Meeple’s game behavior being functionally indistinguishable from if the controlling Meeple was logged into their account and playing through it, over a period of more than a day. | ||
+ | * A Meeple 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 Meeple should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts). | ||
+ | * A Meeple should not edit their own blog comments once posted, nor those of any other Meeple. | ||
+ | * A Meeple should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix. | ||
+ | * A Meeple should not make a DoV primarily to delay the game by putting it into Hiatus. | ||
+ | * A Meeple 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 Meeple 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 Meeple must use their own name in the Dice Roller, when rolling dice. | ||
+ | * A Meeple should not deliberately and unreasonably prolong the performance of a game action once they have started it. | ||
+ | * A Meeple should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Meeple to achieve victory. | ||
+ | * A Meeple 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 Meeple or Meeples 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 Meeples and idle Meeples 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 Meeples are encouraged to commit to upholding them to whatever extent is possible. | ||
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</div> | </div> | ||
= Dynastic Rules = | = Dynastic Rules = | ||
− | == | + | ==Isles of BoardGamia== |
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− | + | Isles of BoardGamia are the 4 major islands(that are each individually known as the “The Island of Kittens”, “Kahuna”, “Forbidden Island”, “Hellapagos”) and 1 minor island(known as “Spirit Island”). Each major island is denoted as a 10 by 10 grid on the gamestate with each square in the grid is denoted as a number from 100X+1 to 100(X+1) [where “X” is 0(if the major island is The Island of Kittens), or 1 (if the major island is Kahuna), or 2(if the major island is Forbidden Island) or 3(if the major island is Hellapagos)]. Additionally, the arrangement of the spaces inside each grid are denoted as the bottommost leftmost space being the lowest value and the topmost rightmost being the highest value and with each a space’s neighbor in the right direction is 1 more than said space and it’s top neighbor being 10 more than said space. Spirit Island is a 1 by 1 grid with the value of it’s space being 0. | |
− | The | + | Each subrule under this rule is known as a Local Rule. The term “Local Rule” is interchangeable with “subrule of Isles of BoardGamia”. An island’s Local Rule is the Local Rule whose name contains the name of that island. |
− | + | Each Meeple has three Tokens: a Small Token, a Medium Token and a Big Token. Each Token has a publicly tracked Position, which is a number that defaults to 1. When a Token's Position is a value that matches a square in the grid of an island named as a major island or a minor island, that Token is said to be “in” that island. | |
− | + | When a Token is in an island, the text of that island’s Local Rule applies to that Token; otherwise, the text of that island’s Local Rule is considered flavour text for that Token. | |
− | + | Variables specified as tracked in an island’s Local Rule are tracked for each Token who is in that Island and are Orphan Variables for Tokens not in that Island. Whenever a Token's Position changes such that they are in a different island, the variables specified as tracked in that island’s Local Rule must be set to their respective default values for that Token unless otherwise stated in that island’s Local Rule. | |
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− | + | ===The Island of Kittens Local Rules=== | |
− | + | Any text in this rule other than this sentence is flavour text. | |
− | === | + | ===Kahuna Local Rules=== |
− | + | Any text in this rule other than this sentence is flavour text. | |
− | + | ===Forbidden Island Local Rules=== | |
− | + | Any text in this rule other than this sentence is flavour text. | |
− | === | + | ===Hellapagos Local Rules=== |
− | |||
− | + | Any text in this rule other than this sentence is flavour text. | |
− | + | ===Spirit Island Local Rules=== | |
− | + | Any text in this rule other than this sentence is flavour text. | |
− | + | ===The Networks=== | |
− | + | Space 0 on Spirit Island is considered adjacent to Space 1 on The Island of Kittens for all Dynastic Rules. Space 100 on The Island of Kittens is considered adjacent to Space 101 on Kahuna for all Dynastic Rules. Space 200 on Kahuna is considered adjacent to Space 201 on Forbidden Island for all Dynastic Rules. Space 300 on Forbidden Island is considered adjacent to Space 301 on Hellapagos for all Dynastic Rules. | |
− | + | ==Sicherman Dice== | |
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− | + | The types of Sicherman Dice are specified in the table below. In order to roll Sicherman Dice of a given type, roll two dice in the Dice Roller whose faces are specified in that table, producing two numbers which are the results of the roll. | |
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− | = | + | {| class="wikitable" |
+ | |- | ||
+ | ! Type !! Faces | ||
+ | |- | ||
+ | | Red Dice || Roll DICE{1,2,3,4,5,6} & Roll DICE{1,2,3,4,5,6} | ||
+ | |- | ||
+ | | Orange Dice || Roll DICE{1,2,2,3,3,4} & Roll DICE{1,3,4,5,6,8} | ||
+ | |- | ||
+ | | Green Dice || Roll DICE{0,1,2,3,4,5} & Roll DICE{2,3,4,5,6,7} | ||
+ | |- | ||
+ | | Blue Dice || Roll DICE{0,1,1,2,2,3} & Roll DICE{2,4,5,6,7,9} | ||
+ | |- | ||
+ | | Purple Dice || Roll DICE{0,2,3,4,5,7} & Roll DICE{2,3,3,4,4,5} | ||
+ | |} | ||
− | Each | + | Each Meeple has a publicly tracked Dice Type, which can be any type of Sicherman Dice, defaulting to Blue Dice. |
− | + | ==Turns and Rounds== | |
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− | + | There is a publicly tracked Turn Order which is a comma-separated list of Meeples, defaulting to an empty list, and a publicly tracked number named Rounds, defaulting to 0. | |
− | + | The Meeple whose name is at the beginning of the Turn Order, if it is not empty, is considered the Current Meeple. While that Meeple is the Current Meeple, they are said to be Taking a Turn. | |
− | + | When a Meeple in the Turn Order becomes idle, they are removed from the Turn Order; any Meeple may update the tracker to reflect this. | |
− | + | Whenever the Turn Order is empty, any Meeple may perform Generate Turns, which is an atomic action with the following steps: | |
+ | * In the Dice Roller, make a single comment with the name of every active Meeple, in any order chosen by the Meeple performing this atomic action, along with a DICE1000 roll next to each name. This comment is known as the Turn List for this instance. | ||
+ | * Restart the steps of this atomic action if there are any duplicate numbers in the roll results for the preceding step. | ||
+ | * Sort the names in the Turn List for this instance in ascending order by roll result associated with that name. | ||
+ | * Add the sorted names from the Turn List for this instance to the Turn Order according to the order determined in the preceding step. | ||
+ | * Add 1 to the Rounds. | ||
− | + | Ending a Turn is an action that applies to the Current Meeple, in which that Meeple’s name is removed from the beginning of the Turn Order, at which point that Meeple is no longer considered the Current Meeple. | |
− | === | + | ===Turn Actions=== |
− | + | If an action is defined as a Turn Action, it may only be taken by the Current Meeple, and may only be taken if they have not already taken that action since their turn last began. Turn Actions may have a numeric Phase (denoted as, for example, a “Phase 1 Turn Action”). Turn Actions may also be defined as Mandatory. | |
+ | The Current Meeple may not take a particular Turn Action if they have already taken a Turn Action with a higher Phase since their turn last began, or if they have not yet taken a Mandatory Turn Action with a lower Phase since their turn last began. | ||
− | + | If the Current Meeple does not have any Mandatory Turn Actions available to them, or if they have not yet taken any Turn Actions since their turn last began, then they may End a Turn. | |
− | == | + | ===Global Turn Actions=== |
− | + | As a Phase 2 Mandatory Turn Action, a Meeple may roll Sicherman Dice of their own Dice Type, specifying one of their own Tokens in the dice roller comment, and that Token’s Position increases by the total of the two rolled numbers. | |
− | + | ==Squares== | |
− | + | Each square of each major island has a color, defaulting to White (the possible values for colors are the possible random results for the Dice Roller’s COLOR command, as specified in “Random Generators”). This is publicly tracked via setting the background color of that square on the gamestate tracking page. A square of a major island with the color White can be described as a “white square”, and likewise for the other possible colors. | |
− | + | As a daily action, a Meeple can set the color of a white square of their choice to a random color. This action is performed via using the Dice Roller’s COLOR command (specifying the chosen square in the Dice Roller comment), then updating the tracking page (if necessary) to reflect the new color. If the randomly chosen color is White, the color of the square does not change. | |
− | + | ==Meeple Nobility== | |
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− | + | Each of the four Major Islands may have up to one Meeple as its Royal, which is publicly tracked and defaults to no Meeple. Any given Meeple may only ever be the Royal of at most one Major Island; if a Meeple would ever become the Royal of a second island, they instead do not. | |
− | + | The Royal of The Island of Kittens may be referred to as Old Deuteronomy; the Royal of Kahuna may be referred to as Kamehameha; the Royal of Forbidden Island hates being directly referred to; and the Royal of Hellapagos may be referred to as Pericles. | |
− | + | If a Meeple is the Royal of an island, other Meeples are strongly encouraged to always call that Meeple by their regal name as defined in this rule (or, for the Royal of Forbidden Island, Meeples are encouraged to always refer to them in a very roundabout way). Refusing to do so is a terrible display of insolence to royalty, and the other Meeples are encouraged to scold those who do not. | |
− | + | If all four Major Islands have had a Meeple as their Royal for the past 96 hours and none of the Royals have changed in that time, then a Nobility has formed. If a Nobility has formed, no Meeple may take any dynastic actions not defined in this rule. | |
− | + | At any time after a Nobility has formed, the four Royals may play a 4-player online board game on BGA (https://www.boardgamearena.com). It can be any game, but the Royals should all agree on which board game they would like to play beforehand. | |
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− | == | + | ==Winning== |
− | + | A Meeple has achieved victory if all of the following criteria are true for that Meeple: | |
+ | * They are the only Meeple whose Tokens all have a Position of 400. | ||
+ | * They are the Royal of one of the Major Islands. | ||
− | <!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/> | + | <!-- 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;"> | ||
− | = | + | = 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. | |
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− | + | 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 Monarchple 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. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Monarchple 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. | |
− | |||
− | == | + | ==Precondition Unidling== |
− | + | Idle Meeples may submit Proposals as if they were not idle; such proposals are known as Precondition Proposals, and should suggest terms (in the form of amendments to the ruleset and/or gamestate) on which the proposer would be willing to join the current dynasty. The proposer of a Precondition Proposal is not considered to have a vote on that Proposal while they remain idle. | |
− | If | + | If a Precondition Proposal enacts, the enacting admin must unidle its proposer before applying the proposal’s effects. As an exception, this requirement does not apply where such an unidling would be impossible. |
− | + | ==Reinitialisation== | |
− | + | If they have not already done so in the current dynasty, A Meeple may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Monarchple is privately tracking any information about them then they should do likewise at their first opportunity. If a Meeple has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation. | |
− | |||
</div> | </div> | ||
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===Time=== | ===Time=== | ||
− | ;Daily Action: If a game action is a Daily Action, each | + | ;Daily Action: If a game action is a Daily Action, each Meeple 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 | + | ;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Meeple 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. | ;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. | ;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 | + | ;Weekly Action: If a game action is a Weekly Action, each Meeple 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 | + | ;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Meeple per week. |
===Other=== | ===Other=== | ||
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com] | ;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 | + | ;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 Meeples. |
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller. | ;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 Action: An action that is defined only 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. | ;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 | + | ;Dynastic Variable: A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Monarchple is not a dynastic variable.) |
− | ;Commentary: When posting a blog entry, a | + | ;Effective Vote Comment (EVC): A Meeple's Effective Vote Comment with respect to a given Votable Matter is that Meeple's Comment to that Votable Matter, if any, that contains that Meeple's Vote on that Votable Matter. |
− | ;Flavour Text: If a part of the ruleset is defined as being “flavour text”, it | + | ;Commentary: When posting a blog entry, a Meeple 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. |
− | ;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the | + | ;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Meeples , as well as people who are not Meeples 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 Meeples 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. Meeples 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. | ;<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. | ||
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com] | ;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com] | ||
− | + | ;Quorum: Quorum of a subset of Meeples is half the number of Meeples in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Meeples it is referring to, it is referring to a Quorum of all Meeples. | |
− | ;Quorum: Quorum of a subset of | + | ;Reject: To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though that attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it. |
− | ;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or | + | ;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 section of the Ruleset is a rule, including | + | ;Revert: To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state. |
− | ; | + | ;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 Monarchple. |
;Story Post: A Story Post is an entry in the “Story Post” category. | ;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. | ;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 | + | ;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 “Meeples” 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. | ;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki. | ||
− | ;Uphold: To | + | ;Uphold: To uphold an attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though that attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it. |
;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. | ;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. | ;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. | ||
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===Official Posts=== | ===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 http://blognomic.com]. Any | + | 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 Meeple 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. |
− | An official post may only be removed as allowed by the Ruleset. | + | 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 Meeple 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. |
− | An official post may be altered by its author if it is less than | ||
− | 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 | + | 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 voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Monarchple to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Monarchple 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 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. | + | 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. |
− | === | + | ====Date and Time Tracking==== |
− | + | A Meeple may amend the Entry Date field of an Official Post that they have authored, or the Monarchple may amend the Entry Date field of any Official Post, only under the following conditions and only in the following ways: | |
− | If a | + | * If the Official Post has been made visible on the blog within the preceding 15 minutes, but it has a timestamp that is greater than one hour old, then the Entry Date field may be amended to reflect the actual time of posting to within 15 minutes, in which case the revised time is considered to be the time at which it was posted; |
+ | * If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted. | ||
− | + | ===Representations of the Gamestate=== | |
− | + | If authorised by the rules as a result of a Meeple’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 Meeple may correct the representations to comply with the Gamestate. | |
− | + | If a Meeple 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 Meeple, if doing so would not require the correcting Meeple to make any decisions on behalf of the original Meeple. | ||
+ | Instead of repeatedly reverting and re-reverting a disputed alteration, however, Meeples 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. | 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. | ||
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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 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 | + | A Meeple may not take any dynastic actions that are contingent on the specific value of an Orphan Variable. |
+ | |||
+ | ===Imperial Tracking=== | ||
+ | |||
+ | The identity of the current dynasty’s Monarchple is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Meeple becomes the Monarchple, that sentence changes to “The following Meeple is the Monarchple: ” followed by that Meeple’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Monarchple this Dynasty.”. | ||
+ | |||
+ | All names after the colon in the last sentence of “Dynasties” are considered to be references to Meeples, and are flavour text for all purposes other than referencing Meeples. If the Monarchple changes their name by proposal, the sentence in question is updated to reflect the new name of the Monarchple. | ||
+ | |||
+ | The identity of the Monarchple is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Monarchple personally. | ||
+ | |||
=== Random Generators === | === Random Generators === | ||
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* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random. | * 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 | + | Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter. |
− | If a | + | 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 Meeple with such access. Only a Meeple with such access may Enact that Votable Matter. If that Votable Matter does not name a Meeple 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. If a selection is explicitly specified as being “secretly” random, the | + | 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 Meeple making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Meeple making this determination may do so using a private method of their choosing, instead of the Dice Roller. |
==Atomic Actions== | ==Atomic Actions== | ||
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* 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. | * 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 | + | * When a Meeple 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 or 72 hours have passed. |
− | * | + | * If a rule allows the Meeple performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed. |
− | * If a | + | * If a Meeple 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 | + | * If one or more steps of an Atomic Action were done incorrectly, the Meeple must redo the Atomic Action; for that purpose, the Meeple 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 Meeple 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. | * 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. | ||
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* 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 | + | * 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 Meeple can spend or pay from only their own values, and a rule that allows Meeples to transfer or pay a numeric value to another Meeple only allows them to transfer that value from themselves to that other Meeple (of their choice unless otherwise stated). |
− | * A | + | * 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 Meeple 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 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”). | + | * 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 Meeples 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. | * 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 Monarchple (including secretly random selections), then that information may only be revealed by the Monarchple when the ruleset allows it. If a Meeple should already know such a piece of information (in that the Monarchple has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Monarchple may repeat it to them. | ||
+ | * A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated. | ||
− | ===Rules and | + | ===Rules and Votable Matters=== |
− | * If a new rule is created by a | + | * 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 | + | * 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 [[# | + | * 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 a dynastic rule has no text and no subrules, any Meeple may delete it from the ruleset. | |
− | * If a dynastic rule has no text and no subrules, any | ||
* 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. | * 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), Meeples may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset. | ||
+ | * If the Monarchple has voted DEFERENTIAL on a Proposal, they are not considered to be a Meeple for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Meeples on the same Proposal are not considered to be valid, but the Meeples who made them still contribute to quorum | ||
===Time=== | ===Time=== | ||
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* 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. | ||
− | * A | + | * A Meeple 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. | ||
− | * | + | * Meeples may correct obvious spelling, punctuation, typographical, and/or formatting 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 Meeples with the corresponding forms of the singular ‘they’. |
+ | * A Meeple 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 Meeple 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 a | + | * Within the Ruleset, a word only refers to the name of a Meeple if it is explicitly stated that it refers to a Meeple's name. |
− | * If a rule would ever have no name, it is instead given the name of the | + | * 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. | * 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 | + | * 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 | + | * 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 | + | * 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 Meeple's (or prospective Meeple's ) new name must be between 3 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: | * If two parts of the Ruleset contradict each other, precedence shall be construed in the following order: | ||
# The Appendix has precedence over any other Rule; | # The Appendix has precedence over any other 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 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 contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules | + | # If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Meeples may Kick each other” and “Meeples may not Kick each other on Tuesdays” exist, and it is Tuesday, Meeples may not Kick each other); |
− | # If two contradicting parts have the same scope, the negative rule applies (e.g. with | + | # 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 “Meeples may Punch a Spaceman on Friday” and “Meeples may not Punch Spacemen on Friday”, then Meeples may not Punch Spacemen on Friday). |
==Mentors== | ==Mentors== | ||
− | A | + | A Meeple may have another Meeple as a Mentor. Meeples who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, 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 Meeple who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, 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 | + | If an unmentored Meeple requests a Mentor, or a new Meeple has joined the game and has no Mentor, the Monarchple should select a Tenured Meeple and ask them to take that Meeple 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 Monarchple should announce it in a blog post. The Monarchple should take care to consider game balance when selecting a potential mentor. |
− | A relationship between a mentor and a mentee is a Mentorship | + | A relationship between a mentor and a mentee is a Mentorship. A Meeple may dissolve a Mentorship they are part of at any time, by announcing this in a blog post. |
− | If there is no | + | If there is no Monarchple, any Meeple who has been active in at least three previous dynasties may act as Monarchple for the purposes of this rule. |
===Things that a mentor must do=== | ===Things that a mentor must do=== | ||
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*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system; | *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; | *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 | + | *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 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 | + | *If they themselves go idle, communicate with their mentee to either continue to support them as an idle Meeple or arrange a handover to another mentor if requested. |
===Things that a mentor should do=== | ===Things that a mentor should do=== | ||
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*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 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 | + | *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 Meeples . |
*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 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. | *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. | ||
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*The mentor should not seek to dissuade the mentee from pursuing other alliances. | *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. | *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 “Meeple” and “Monarchple”. | ||
+ | |||
+ | Each term in this list is synonymous with the term in parentheses | ||
+ | |||
+ | * Meeple (Player) | ||
+ | * Monarchple (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> |
Latest revision as of 17:37, 10 February 2025
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Meeples 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 Meeple may update it to do so.
The gamestate tracking page for this dynasty is the Board Game Isle Reports page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Meeples
A human with access to the blog who is not already a Meeple may make a blog post making clear their wish to be a Meeple (plural form Meeples); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Meeple. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)
A Meeple may only change their name as a result of a Proposal approving the change.
Some Meeples are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Meeples 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. Meeples may be made Admins through Proposal or CFJ.
A Meeple may cease to be a Meeple at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Meeple in this way may not become a Meeple again within the following two weeks.
Idle Meeples
If a Meeple is Idle, this is tracked by their name being removed or concealed in the list of currently active Meeples in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Meeples”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Meeples are not counted as Meeples . The combined term “Idle Meeples” can be used to refer to Meeples who are Idle even in rules that do not treat them as Meeples.
If a Proposal contains a provision that targets a specifically named Idle Meeple, then that Idle Meeple is considered to be Unidle solely for the purposes of enacting that specific provision.
When a Meeple 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 Meeple Idled in a different Dynasty), the Meeple is given the default value for new Meeples, if such a value exists.
An Admin may render a Meeple Idle if that Meeple has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Meeple 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 Meeple 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 Meeple if that Meeple 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 Meeple 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 Meeples (not including the Monarchple), then BlogNomic is on Hiatus.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Meeple, known as the Monarchple. If there is no Monarchple, the Dynasty is a Metadynasty.
An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Meeple 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 Monarchple is not a Meeple.
Each Dynasty is tracked by a number. The current Dynasty Number is 232.
The following Meeple is the Monarchple: "Raven1207".
Votable Matters
A Votable Matter is a post which Meeples may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Votes
Each Meeple 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 Meeple‘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-Meeple never has a Vote, even if they were a Meeple previously and had cast a valid Vote.
If a Meeple other than the Monarchple casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Monarchple. When the Monarchple 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 Monarchple’s Vote for the purposes of other rules unless otherwise specified. When the Monarchple 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 Meeples 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 Meeple may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Meeple already has 2 Proposals pending or has already made 3 Proposals that day).
Special Proposal Voting
When a Meeple 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 Monarchple may use VETO as a voting icon to cast a Vote on a Proposal; when the Monarchple casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Monarchple 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, Meeple 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 Meeples actively disagree as to the interpretation of the Ruleset, or if a Meeple feels that an aspect of the game needs urgent attention, then any Meeple 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 does not specify changes to the gamestate nor ruleset, does not specify that any attempt to perform an action should be upheld or rejected, and does not specify 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 Meeple (other than the Monarchple) 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 Meeple’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 Meeple 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 Meeples, it has been open for at least 12 hours, and either the Monarchple has Voted FOR it or it has no AGAINST Votes.
- It has been open for at least 24 hours and it has a number of FOR Votes that exceed or equal Quorum.
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 Meeple 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 Meeple who posted the DoV becomes Monarchple, and the game enters an Interregnum. The player who Enacted it updates the rule “Dynasties” as specified in “Imperial Tracking”. 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 Monarchple must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address may be altered by its author if it is less than 4 hours old and the Dynastic Reset action has not yet been performed since the initial posting of that Ascension Address. The Ascension Address should specify the Monarchple’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:
- New dynasty-specific terms as outline in the rule “Synonyms”
- A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)
- Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section
- The name of 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”
- The Monarchple’s Imperial Style, which if specified is a set of nonbinding guidelines that the Monarchple is encouraged to follow, using the terms defined on the wiki page Imperial Styles.
If it has not been done since the most recent posting of an Ascension Address, the Monarchple or any Meeple (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:
- Create a wiki page called “Ruleset X” where X is the current Dynasty Number (replacing its contents if it already exists)
- Increase the current Dynasty Number by 1
- Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.
- Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.
- Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any. If no name is specified, set the gamestate tracking page to be “Gamestate Tracking X” where X is the current dynasty number
- Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
- Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
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 Meeple’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. Meeples 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 Meeple within BlogNomic, and should announce publicly if they control both a non-Idle Meeple and any Idle Meeples. This extends to exerting full control over the actions of another Meeple, defined here as the controlled Meeple’s game behavior being functionally indistinguishable from if the controlling Meeple was logged into their account and playing through it, over a period of more than a day.
- A Meeple 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 Meeple should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
- A Meeple should not edit their own blog comments once posted, nor those of any other Meeple.
- A Meeple should not edit the “Entry Date” field of a blog post, except as permitted by the rule Date and Time Tracking in the Appendix.
- A Meeple should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Meeple 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 Meeple 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 Meeple must use their own name in the Dice Roller, when rolling dice.
- A Meeple should not deliberately and unreasonably prolong the performance of a game action once they have started it.
- A Meeple should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Meeple to achieve victory.
- A Meeple 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 Meeple or Meeples 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 Meeples and idle Meeples 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 Meeples are encouraged to commit to upholding them to whatever extent is possible.
Dynastic Rules
Isles of BoardGamia
Isles of BoardGamia are the 4 major islands(that are each individually known as the “The Island of Kittens”, “Kahuna”, “Forbidden Island”, “Hellapagos”) and 1 minor island(known as “Spirit Island”). Each major island is denoted as a 10 by 10 grid on the gamestate with each square in the grid is denoted as a number from 100X+1 to 100(X+1) [where “X” is 0(if the major island is The Island of Kittens), or 1 (if the major island is Kahuna), or 2(if the major island is Forbidden Island) or 3(if the major island is Hellapagos)]. Additionally, the arrangement of the spaces inside each grid are denoted as the bottommost leftmost space being the lowest value and the topmost rightmost being the highest value and with each a space’s neighbor in the right direction is 1 more than said space and it’s top neighbor being 10 more than said space. Spirit Island is a 1 by 1 grid with the value of it’s space being 0.
Each subrule under this rule is known as a Local Rule. The term “Local Rule” is interchangeable with “subrule of Isles of BoardGamia”. An island’s Local Rule is the Local Rule whose name contains the name of that island.
Each Meeple has three Tokens: a Small Token, a Medium Token and a Big Token. Each Token has a publicly tracked Position, which is a number that defaults to 1. When a Token's Position is a value that matches a square in the grid of an island named as a major island or a minor island, that Token is said to be “in” that island.
When a Token is in an island, the text of that island’s Local Rule applies to that Token; otherwise, the text of that island’s Local Rule is considered flavour text for that Token.
Variables specified as tracked in an island’s Local Rule are tracked for each Token who is in that Island and are Orphan Variables for Tokens not in that Island. Whenever a Token's Position changes such that they are in a different island, the variables specified as tracked in that island’s Local Rule must be set to their respective default values for that Token unless otherwise stated in that island’s Local Rule.
The Island of Kittens Local Rules
Any text in this rule other than this sentence is flavour text.
Kahuna Local Rules
Any text in this rule other than this sentence is flavour text.
Forbidden Island Local Rules
Any text in this rule other than this sentence is flavour text.
Hellapagos Local Rules
Any text in this rule other than this sentence is flavour text.
Spirit Island Local Rules
Any text in this rule other than this sentence is flavour text.
The Networks
Space 0 on Spirit Island is considered adjacent to Space 1 on The Island of Kittens for all Dynastic Rules. Space 100 on The Island of Kittens is considered adjacent to Space 101 on Kahuna for all Dynastic Rules. Space 200 on Kahuna is considered adjacent to Space 201 on Forbidden Island for all Dynastic Rules. Space 300 on Forbidden Island is considered adjacent to Space 301 on Hellapagos for all Dynastic Rules.
Sicherman Dice
The types of Sicherman Dice are specified in the table below. In order to roll Sicherman Dice of a given type, roll two dice in the Dice Roller whose faces are specified in that table, producing two numbers which are the results of the roll.
Type | Faces |
---|---|
Red Dice | Roll DICE{1,2,3,4,5,6} & Roll DICE{1,2,3,4,5,6} |
Orange Dice | Roll DICE{1,2,2,3,3,4} & Roll DICE{1,3,4,5,6,8} |
Green Dice | Roll DICE{0,1,2,3,4,5} & Roll DICE{2,3,4,5,6,7} |
Blue Dice | Roll DICE{0,1,1,2,2,3} & Roll DICE{2,4,5,6,7,9} |
Purple Dice | Roll DICE{0,2,3,4,5,7} & Roll DICE{2,3,3,4,4,5} |
Each Meeple has a publicly tracked Dice Type, which can be any type of Sicherman Dice, defaulting to Blue Dice.
Turns and Rounds
There is a publicly tracked Turn Order which is a comma-separated list of Meeples, defaulting to an empty list, and a publicly tracked number named Rounds, defaulting to 0.
The Meeple whose name is at the beginning of the Turn Order, if it is not empty, is considered the Current Meeple. While that Meeple is the Current Meeple, they are said to be Taking a Turn.
When a Meeple in the Turn Order becomes idle, they are removed from the Turn Order; any Meeple may update the tracker to reflect this.
Whenever the Turn Order is empty, any Meeple may perform Generate Turns, which is an atomic action with the following steps:
- In the Dice Roller, make a single comment with the name of every active Meeple, in any order chosen by the Meeple performing this atomic action, along with a DICE1000 roll next to each name. This comment is known as the Turn List for this instance.
- Restart the steps of this atomic action if there are any duplicate numbers in the roll results for the preceding step.
- Sort the names in the Turn List for this instance in ascending order by roll result associated with that name.
- Add the sorted names from the Turn List for this instance to the Turn Order according to the order determined in the preceding step.
- Add 1 to the Rounds.
Ending a Turn is an action that applies to the Current Meeple, in which that Meeple’s name is removed from the beginning of the Turn Order, at which point that Meeple is no longer considered the Current Meeple.
Turn Actions
If an action is defined as a Turn Action, it may only be taken by the Current Meeple, and may only be taken if they have not already taken that action since their turn last began. Turn Actions may have a numeric Phase (denoted as, for example, a “Phase 1 Turn Action”). Turn Actions may also be defined as Mandatory.
The Current Meeple may not take a particular Turn Action if they have already taken a Turn Action with a higher Phase since their turn last began, or if they have not yet taken a Mandatory Turn Action with a lower Phase since their turn last began.
If the Current Meeple does not have any Mandatory Turn Actions available to them, or if they have not yet taken any Turn Actions since their turn last began, then they may End a Turn.
Global Turn Actions
As a Phase 2 Mandatory Turn Action, a Meeple may roll Sicherman Dice of their own Dice Type, specifying one of their own Tokens in the dice roller comment, and that Token’s Position increases by the total of the two rolled numbers.
Squares
Each square of each major island has a color, defaulting to White (the possible values for colors are the possible random results for the Dice Roller’s COLOR command, as specified in “Random Generators”). This is publicly tracked via setting the background color of that square on the gamestate tracking page. A square of a major island with the color White can be described as a “white square”, and likewise for the other possible colors.
As a daily action, a Meeple can set the color of a white square of their choice to a random color. This action is performed via using the Dice Roller’s COLOR command (specifying the chosen square in the Dice Roller comment), then updating the tracking page (if necessary) to reflect the new color. If the randomly chosen color is White, the color of the square does not change.
Meeple Nobility
Each of the four Major Islands may have up to one Meeple as its Royal, which is publicly tracked and defaults to no Meeple. Any given Meeple may only ever be the Royal of at most one Major Island; if a Meeple would ever become the Royal of a second island, they instead do not.
The Royal of The Island of Kittens may be referred to as Old Deuteronomy; the Royal of Kahuna may be referred to as Kamehameha; the Royal of Forbidden Island hates being directly referred to; and the Royal of Hellapagos may be referred to as Pericles.
If a Meeple is the Royal of an island, other Meeples are strongly encouraged to always call that Meeple by their regal name as defined in this rule (or, for the Royal of Forbidden Island, Meeples are encouraged to always refer to them in a very roundabout way). Refusing to do so is a terrible display of insolence to royalty, and the other Meeples are encouraged to scold those who do not.
If all four Major Islands have had a Meeple as their Royal for the past 96 hours and none of the Royals have changed in that time, then a Nobility has formed. If a Nobility has formed, no Meeple may take any dynastic actions not defined in this rule.
At any time after a Nobility has formed, the four Royals may play a 4-player online board game on BGA (https://www.boardgamearena.com). It can be any game, but the Royals should all agree on which board game they would like to play beforehand.
Winning
A Meeple has achieved victory if all of the following criteria are true for that Meeple:
- They are the only Meeple whose Tokens all have a Position of 400.
- They are the Royal of one of the Major Islands.
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 Monarchple 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. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Monarchple 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.
Precondition Unidling
Idle Meeples may submit Proposals as if they were not idle; such proposals are known as Precondition Proposals, and should suggest terms (in the form of amendments to the ruleset and/or gamestate) on which the proposer would be willing to join the current dynasty. The proposer of a Precondition Proposal is not considered to have a vote on that Proposal while they remain idle.
If a Precondition Proposal enacts, the enacting admin must unidle its proposer before applying the proposal’s effects. As an exception, this requirement does not apply where such an unidling would be impossible.
Reinitialisation
If they have not already done so in the current dynasty, A Meeple may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Monarchple is privately tracking any information about them then they should do likewise at their first opportunity. If a Meeple has Reinitialised during the current dynasty, then, for the purposes of determining the validity of limited actions, they are considered to have undertaken no actions in this dynasty prior to their most recent Reinitialisation.
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 Meeple 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 Meeple 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 Meeple 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 Meeple 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 Meeples.
- 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 only 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.
- Dynastic Variable
- A gamestate variable that exists only due to a dynastic rule and is not mentioned in a non-dynastic rule. (In particular, the identity of the Monarchple is not a dynastic variable.)
- Effective Vote Comment (EVC)
- A Meeple's Effective Vote Comment with respect to a given Votable Matter is that Meeple's Comment to that Votable Matter, if any, that contains that Meeple's Vote on that Votable Matter.
- Commentary
- When posting a blog entry, a Meeple 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. Meeples , as well as people who are not Meeples 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 Meeples 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. Meeples 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.
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Quorum
- Quorum of a subset of Meeples is half the number of Meeples in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Meeples it is referring to, it is referring to a Quorum of all Meeples.
- Reject
- To reject an attempt to take an action is to retroactively declare the attempt to have been unsuccessful, and to declare that all attempted game actions taken after that attempt were attempted as though that attempt had been unsuccessful. An attempt to take an action can be rejected even if it were originally legal. The opposite of rejecting an attempt to take an action is upholding it.
- 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.
- Revert
- To Revert an action or change is both to fully reverse the effects of that change having occurred, and also to consider that change to have not occurred at all. To Revert a document or piece of tracked gamestate to a specific prior state means to return that item to that state, considering the actions that may have changed it since the time of that state to have not occurred. Reverting the gamestate to a specific state does not imply upholding that state.
- 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 Monarchple.
- 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 “Meeples” 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 attempt to take an action is to retroactively declare the attempt to have been successful, and to declare that all attempted game actions taken after that attempt were attempted as though that attempt had been successful. An attempt to take an action can be upheld even if it were originally illegal (in which case the retroactive change is made by pretending, for the purpose of calculating the results of that change, that the action was legal). The opposite of upholding an attempt to take an action is rejecting it.
- 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 Meeple 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 Meeple 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 voting icons in any of its comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Monarchple to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Monarchple 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.
Date and Time Tracking
A Meeple may amend the Entry Date field of an Official Post that they have authored, or the Monarchple may amend the Entry Date field of any Official Post, only under the following conditions and only in the following ways:
- If the Official Post has been made visible on the blog within the preceding 15 minutes, but it has a timestamp that is greater than one hour old, then the Entry Date field may be amended to reflect the actual time of posting to within 15 minutes, in which case the revised time is considered to be the time at which it was posted;
- If an Official Post is older than 7 days but needs to remain Sticky on the front page of the Blog then its Entry Date may be edited to the time of the edit, to within a minute, with the original date and time at which it was posted added to the Commentary or flavour text field of that post, in which case the original time of posting remains the time at which it was posted.
Representations of the Gamestate
If authorised by the rules as a result of a Meeple’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 Meeple may correct the representations to comply with the Gamestate.
If a Meeple 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 Meeple, if doing so would not require the correcting Meeple to make any decisions on behalf of the original Meeple.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Meeples 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 Meeple may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
Imperial Tracking
The identity of the current dynasty’s Monarchple is tracked in the last sentence of the Core Rule “Dynasties”. Whenever a Meeple becomes the Monarchple, that sentence changes to “The following Meeple is the Monarchple: ” followed by that Meeple’s name in quotes. Whenever a Metadynasty starts, that sentence changes to “There is no Monarchple this Dynasty.”.
All names after the colon in the last sentence of “Dynasties” are considered to be references to Meeples, and are flavour text for all purposes other than referencing Meeples. If the Monarchple changes their name by proposal, the sentence in question is updated to reflect the new name of the Monarchple.
The identity of the Monarchple is considered to be a gamestate variable that belongs to the game of BlogNomic as a whole, rather than belonging to the Monarchple personally.
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, Magenta, 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 Meeple with such access. Only a Meeple with such access may Enact that Votable Matter. If that Votable Matter does not name a Meeple 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 Meeple making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Meeple 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 Meeple 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 or 72 hours have passed.
- If a rule allows the Meeple performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
- If a Meeple 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 Meeple must redo the Atomic Action; for that purpose, the Meeple 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 Meeple 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 Meeple can spend or pay from only their own values, and a rule that allows Meeples to transfer or pay a numeric value to another Meeple only allows them to transfer that value from themselves to that other Meeple (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 Meeple 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 Meeples 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 Monarchple (including secretly random selections), then that information may only be revealed by the Monarchple when the ruleset allows it. If a Meeple should already know such a piece of information (in that the Monarchple has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Monarchple may repeat it to them.
- A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.
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 Meeple 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), Meeples may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
- If the Monarchple has voted DEFERENTIAL on a Proposal, they are not considered to be a Meeple for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Meeples on the same Proposal are not considered to be valid, but the Meeples who made them still contribute to quorum
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 Meeple 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.
- Meeples may correct obvious spelling, punctuation, typographical, and/or formatting 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 Meeples with the corresponding forms of the singular ‘they’.
- A Meeple 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 Meeple 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 Meeple if it is explicitly stated that it refers to a Meeple'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 Meeple's (or prospective Meeple's ) new name must be between 3 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:
- The Appendix has precedence over any other 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 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 contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Meeples may Kick each other” and “Meeples may not Kick each other on Tuesdays” exist, and it is Tuesday, Meeples may not Kick each other);
- 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 “Meeples may Punch a Spaceman on Friday” and “Meeples may not Punch Spacemen on Friday”, then Meeples may not Punch Spacemen on Friday).
Mentors
A Meeple may have another Meeple as a Mentor. Meeples who are willing to act as a Mentor, and who meet the criteria set out in the Tenured Players section of the aftermentioned page, 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 Meeple who has requested a change on their own behalf, or may remove the name of any Tenured Player who no longer meets the criteria set out in the Tenured Players section of the Mentorships page, 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 Meeple requests a Mentor, or a new Meeple has joined the game and has no Mentor, the Monarchple should select a Tenured Meeple and ask them to take that Meeple 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 Monarchple should announce it in a blog post. The Monarchple should take care to consider game balance when selecting a potential mentor.
A relationship between a mentor and a mentee is a Mentorship. A Meeple may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
If there is no Monarchple, any Meeple who has been active in at least three previous dynasties may act as Monarchple 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 Meeple 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 Meeples .
- 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 “Meeple” and “Monarchple”.
Each term in this list is synonymous with the term in parentheses
- Meeple (Player)
- Monarchple (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.