Difference between revisions of "Ruleset"

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(→‎Dynastic Rules: enacting the parts of Fruitful matches that I can)
 
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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Storytellers shall obey it.
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This is the '''Ruleset''' for BlogNomic; all Puzzlers 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.
 
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.
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
 
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 Storyteller may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Puzzler may update it to do so.
  
The gamestate tracking page for this dynasty is the [[Once Upon A Time]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
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The gamestate tracking page for this dynasty is the [[Puzzle Board]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
  
== Storytellers ==
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== Puzzlers ==
A human with access to the blog who is not already a Storyteller may make a blog post making clear their wish to be a Storyteller (plural form Storytellers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Storyteller. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
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A human with access to the blog who is not already a Puzzler may make a blog post making clear their wish to be a Puzzler (plural form Puzzlers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Puzzler. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
A Storyteller may only change their name as a result of a Proposal approving the change.
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A Puzzler may only change their name as a result of a Proposal approving the change.
  
Some Storytellers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Storytellers 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. Storytellers may be made Admins through Proposal or CFJ.
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Some Puzzlers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Puzzlers 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. Puzzlers may be made Admins through Proposal or CFJ.
  
A Storyteller may cease to be a Storyteller at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Storyteller in this way may not become a Storyteller again within the following two weeks.
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A Puzzler may cease to be a Puzzler at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Puzzler in this way may not become a Puzzler again within the following two weeks.
  
===Idle Storytellers ===
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===Idle Puzzlers ===
  
If a Storyteller is Idle, this is tracked by their name being removed or concealed in the list of currently active Storytellers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Storytellers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Storytellers are not counted as Storytellers . The combined term “Idle Storyteller” can be used to refer to Storytellers who are Idle even in rules that do not treat them as Storytellers.
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If a Puzzler is Idle, this is tracked by their name being removed or concealed in the list of currently active Puzzlers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “ Puzzlers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Puzzlers are not counted as Puzzlers . The combined term “Idle Puzzlers” can be used to refer to Puzzlers who are Idle even in rules that do not treat them as Puzzlers.
  
If a Proposal contains a provision that targets a specifically named Idle Storyteller, then that Idle Storyteller is considered to be Unidle solely for the purposes of enacting that specific provision.
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If a Proposal contains a provision that targets a specifically named Idle Puzzler, then that Idle Puzzler is considered to be Unidle solely for the purposes of enacting that specific provision.
  
When a Storyteller 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 Storyteller Idled in a different Dynasty), the Storyteller is given the default value for new Storytellers, if such a value exists.
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When a Puzzler 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 Puzzler Idled in a different Dynasty), the Puzzler is given the default value for new Puzzlers, if such a value exists.
  
An Admin may render a Storyteller Idle if that Storyteller has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Storyteller 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 Storyteller 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 Storyteller if that Storyteller 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 Storyteller who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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An Admin may render a Puzzler Idle if that Puzzler has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Puzzler 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 Puzzler 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 Puzzler if that Puzzler 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 Puzzler 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.
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===Dormancy===
 
===Dormancy===
If there are fewer than four Storytellers (not including the Publisher), then BlogNomic is on Hiatus.
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If there are fewer than four Puzzlers (not including the Puzzle Master), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Storyteller, known as the Publisher. If there is no Publisher, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Puzzler, known as the Puzzle Master. If there is no Puzzle Master, the Dynasty is a Metadynasty.
  
An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Storyteller may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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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 Puzzler 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 Publisher is not a Storyteller.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Puzzle Master is not a Puzzler.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Storytellers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Puzzlers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Storyteller 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 Storyteller'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-Storyteller never has a Vote, even if they were a Storyteller previously and had cast a valid Vote.
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Each Puzzler 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 Puzzler‘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-Puzzler never has a Vote, even if they were a Puzzler previously and had cast a valid Vote.
  
If a Storyteller other than the Publisher casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Publisher. When the Publisher 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 Publisher's Vote for the purposes of other rules unless otherwise specified. When the Publisher 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.
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If a Puzzler other than the Puzzle Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Puzzle Master. When the Puzzle Master has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Puzzle Master’s Vote for the purposes of other rules unless otherwise specified. When the Puzzle Master 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:
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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 Storytellers who are not voting AGAINST it is less than Quorum.
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* The number of Puzzlers 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.
  
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== Proposals ==
 
== Proposals ==
Any Storyteller may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Storyteller already has 2 Proposals pending or has already made 3 Proposals that day).
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Any Puzzler may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Puzzler already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Storyteller 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 Publisher may use VETO as a voting icon to cast a Vote on a Proposal; when the Publisher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Publisher later changes their Vote.
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When a Puzzler 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 Puzzle Master may use VETO as a voting icon to cast a Vote on a Proposal; when the Puzzle Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Puzzle Master later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
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If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
 
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, Storyteller 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.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Puzzler 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 Storytellers actively disagree as to the interpretation of the Ruleset, or if a Storyteller feels that an aspect of the game needs urgent attention, then any Storyteller may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
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If two or more Puzzlers actively disagree as to the interpretation of the Ruleset, or if a Puzzler feels that an aspect of the game needs urgent attention, then any Puzzler 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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== Victory and Ascension ==
 
== Victory and Ascension ==
  
If a Storyteller (other than the Publisher) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
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If a Puzzler (other than the Puzzle Master) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
A Storyteller'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 Storyteller may be made unidle, and no new player joining requests may be administered.
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A Puzzler’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 Puzzler 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 has a number of FOR Votes greater than 2/3rds of the number of Storytellers, it has been open for at least 12 hours, and either the Publisher has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Puzzlers, it has been open for at least 12 hours, and either the Puzzle Master has Voted FOR it or it has no AGAINST Votes.
* It has a number of FOR Votes greater than 2/3rds of the number of Storytellers, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Puzzlers, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
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* It is more than 48 hours old and cannot be Enacted
 
* 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 Storyteller who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
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If a DoV is Failed and it had at least one AGAINST vote, the Puzzler 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 Storyteller who posted the DoV becomes Publisher, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
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When a DoV is Enacted, all other pending DoVs are Failed, the Puzzler who posted the DoV becomes Puzzle Master, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
  
If the game is in an Interregnum then the new Publisher must start a new dynastyby completing the following Atomic Action:
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If the game is in an Interregnum then the new Puzzle Master must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Puzzle Master’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:
* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Publisher's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
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* New dynasty-specific terms as outline in the rule “Synonyms”
* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)
* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section
* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* 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”
* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Publisher is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
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* The Puzzle Master’s Imperial Style, which if specified is a set of nonbinding guidelines that the Puzzle Master 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 Puzzle Master or any Puzzler (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:
 +
* 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.
 +
* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
 +
* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.</blockquote>
  
  
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== 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 Storyteller'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. Storytellers should vote against any DoV that relies on having broken a fair play rule.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Puzzler’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. Puzzlers 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 Storyteller within BlogNomic, and should announce publicly if they control both a non-Idle Storyteller and any Idle Storytellers. This extends to exerting full control over the actions of another Storyteller, defined here as the controlled Storyteller's game behavior being functionally indistinguishable from if the controlling Storyteller was logged into their account and playing through it, over a period of more than a day.
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* A single person should not control more than one non-Idle Puzzler within BlogNomic, and should announce publicly if they control both a non-Idle Puzzler and any Idle Puzzlers. This extends to exerting full control over the actions of another Puzzler, defined here as the controlled Puzzler’s game behavior being functionally indistinguishable from if the controlling Puzzler was logged into their account and playing through it, over a period of more than a day.
* A Storyteller should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Puzzler 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 Storyteller should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Puzzler should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* A Storyteller should not edit their own blog comments once posted, nor those of any other Storyteller.
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* A Puzzler should not edit their own blog comments once posted, nor those of any other Puzzler.
* A Storyteller should not edit the “Entry Date” field of a blog post.
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* A Puzzler should not edit the “Entry Date” field of a blog post.
* A Storyteller should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Puzzler should not make a DoV primarily to delay the game by putting it into Hiatus.
* A Storyteller should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Puzzler 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 Storyteller 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 Storyteller must use their own name in the Dice Roller, when rolling dice.
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* A Puzzler 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 Puzzler must use their own name in the Dice Roller, when rolling dice.
* A Storyteller should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Puzzler should not deliberately and unreasonably prolong the performance of a game action once they have started it.
* A Storyteller should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Storyteller to achieve victory.
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* A Puzzler should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Puzzler to achieve victory.
* A Storyteller should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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* A Puzzler 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 Storyteller or Storytellers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Puzzler or Puzzlers 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.
 
**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.
 
**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 Storytellers and idle Storytellers 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 Storytellers are encouraged to commit to upholding them to whatever extent is possible.
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All Puzzlers and idle Puzzlers 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 Puzzlers are encouraged to commit to upholding them to whatever extent is possible.
  
 
</div>
 
</div>
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= Dynastic Rules =
 
= Dynastic Rules =
  
==The Story==
+
== The Game Board ==
There is a publicly-tracked string named The Story which defaults to an empty string. The Story’s contents are flavor text.
 
 
 
At any time, the Publisher may correct any spelling errors, grammatical errors, typos, uppercasing/lowercasing errors, and add, change, or remove any punctuation as the Publisher deems necessary in the contents of The Story.
 
 
 
===Elements===
 
Elements have a single Type which may be Word or Category. Elements with type Word must be a word in vernacular English and are represented simply by that word. Elements with type Category are the name of Category, and are represented by the string “A/an [the category name]”
 
 
 
There is a publicly-tracked list named Current Elements that may be empty or may contain one or more Elements, defaulting to empty.
 
 
 
===Fragments===
 
A Fragment is a flavor text string of at least 5 and at most 150 words, and must Satisfy all of the Elements in the Current Elements. Storytellers are recommended to use the online word counter at [https://wordcounter.net wordcounter.net] to count the words in a Fragment. As Virtual Story Action called Creative Writing, a Storyteller may send a Fragment to the Publisher.
 
 
 
When the Publisher resolves a Creative Writing, if the Creative Writing is valid and successful, and it was initiated fewer than 48 hours since the most recent Drawing atomic action, the Storyteller who sent the Creative Writing receives 5 points. The Publisher should then privately inform the Storyteller of any points received this way.
 
 
 
If it has been more than 48 hours since the most recent Drawing atomic action, and the Publisher has not received a Creative Writing from a Storyteller, the Publisher should privately communicate to that Storyteller notifying them of this fact if they have not done so already since the most recent Drawing atomic action.
 
 
 
The Publisher is encouraged to publicly track the names of Storytellers who have sent valid Fragments to them since the most recent Drawing.
 
 
 
====Satisfaction====
 
A Fragment Satisfies an Element of type Word if it contains that Word.
 
 
 
A Fragment Satisfies an Element of type Category if it contains the Name of an entry in that Category.
 
 
 
A Fragment Satisfies a Challenge if the statement is true for that Fragment.
 
 
 
===Drawing===
 
Drawing is an atomic action with the following steps:
 
* If at least one Storyteller has a Spark, randomly select a Storyteller who has a Spark. Choose that Spark as a Word Element, then set that Storyteller’s spark to be no spark
 
* Randomly select a Common Word to be a Word Element
 
* If at least one Category is not empty, randomly select a Category that is not empty as a Category Element
 
* Replace the contents of the Current Elements with the Elements chosen in this instance of the Drawing.
 
* Make a Story blog post with the title of "New Drawing: ", or if this is an Ending Drawing the title should be "New Ending Drawing", followed by the current date, and any flavor text of the Publisher’s choosing in the body of the post.
 
 
 
The time which the most recent Drawing was conducted is publicly tracked on the dynastic tracking page.
 
 
 
The most recent Drawing is considered Open until the Publisher has posted a Judging after that Drawing has been Open.
 
 
 
If a game action is a Story Action, each Storyteller able to perform it may take that action only if they have not already done so since the most recent Drawing atomic action.
 
 
 
===Common Words===
 
A Common Word is a word found on [[Oxford 3000]].
 
 
 
==Categories==
 
Categories are collections of similar story elements, such as characters or locations. Each Category itself has a name and a list of items, and each item in a Category consists of a Name, a Description (which describes the item in a Category), and a number named Expiration which defaults to 3. Category Names and Descriptions are flavor text. The contents of each Category are publicly tracked on the dynastic tracking page
 
 
 
As a Weekly Action, a Storyteller may add one entry, which must consist of a Name and Description and the default value for Expiration, to one Category.
 
 
 
==Judging==
 
 
 
If, since the most recent Drawing action, the Publisher has received Creative Writings from a quorum of Storytellers, the Publisher can announce a Drawing Deadline by making a story post with:
 
* The title “Drawing Deadline: ”, followed by the date and time 24 hours from the time of the post.
 
* Body text of “Last call for Creative Writings”.
 
 
 
If, since the most recent Drawing action, any of the following are true:
 
* The Publisher has received Creative Writings from all Storytellers.
 
* The Drawing has been open for 24 hours after the Publisher has announced a Drawing Deadline, as measured by the timestamp on the Drawing Deadline story post
 
the Publisher should resolve all unresolved Creative Writings and make a Story Post called a Judging.
 
 
 
The following rules apply to every Judging:
 
* The title of a Judging must be “Judging:” followed by the current date at the time it was posted.
 
* The body of a Judging must be the last sentence from the contents of The Story (or last partial sentence if The Story does not end with a complete sentence) followed by a numbered list containing each Fragment received from successful Creative Writings since the most recent Drawing atomic action, listed in a privately randomly-selected order, but not including the authors of those Fragments.
 
* A Judging is considered Open until the Publisher has posted a comment to it stating that it is Closed.
 
 
 
Creative Writings received by the Publisher while a Judging is Open are invalid.
 
 
 
Storytellers are encouraged to comment on an Open Judgment with the reasons why they like or dislike any of the Fragments in the Judging, but are discouraged from revealing any privately tracked or privately communicated information.
 
 
 
The Publishing atomic action has the following steps:
 
* Post a comment in that Judging indicating that it is Closed.
 
* Perform the Fragment Scoring atomic action on that Judging.
 
* Add the Fragment in that Judging with the highest Total Score, randomly selecting a Fragment among any that are tied for highest Total Score, to the end of The Story, unless it is an Ending Fragment, in which case publicly track it as “The Last Fragment” and do not add it to the end of The Story.
 
* Make a Story post announcing the winning fragment along with any flavor text the Publisher may choose.
 
* Format any part of The Story with any paragraph breaks between sentences that the Publisher deems appropriate.
 
* For the Category that is in the Current Elements, subtract 1 from the Expiration of each entry in that Category that was not contained in any Fragment in that Judging. If that entry’s Expiration is 0 after this operation, remove that entry from that Category.
 
* Perform a Drawing.
 
 
 
=== Scoring ===
 
 
 
In this rule, a Fragment is the entire block of text contained within a list item in the numbered list of the body of an Open Judging post.
 
 
 
As a Virtual Action, a Storyteller may send a Scoring Response to the Publisher for an Open Judging. A Scoring Response must contain a clear description of Score, which is an integer between 1 and 10 inclusive, allocated to Fragments according to the numbered list in that Judging post (e.g. “Give 4 Score to #5 and 6 Score to #1”), and where the sum of all of the allocations of Score in that Scoring Response is exactly 10. Additionally, the author of a Scoring Response cannot allocate any Score to a Fragment that they authored. A Scoring Response may also contain, for each Fragment in that Judging post other than the one which they authored, a guess of which Storyteller wrote that Fragment (only one Storyteller may be guessed by a given Storyteller per Fragment). Idle Storytellers are considered to be Storytellers for the purposes of these guesses.
 
  
Fragment Scoring is an atomic action with the following steps:
+
The Game Board is a publicly tracked 10 by 10 grid of cells. Each cell has an integer Row and Column, which are each between 1 and 10 and correspond to that cell’s position in the game board. Each Cell also has a Content which can be Lemon, Orange, Kiwi, Grape, Cherry, Star or Empty and defaults to Empty. Cells whose Content is Empty are considered to be Empty.  
* For each Fragment in the Judging, sum up the Score for that Fragment from the Scoring Responses received for that Judging while it was Open, using only each Storyteller’s most recent valid Scoring Response. This is the Pending Score for that Fragment.
 
* Set the Total Score for a Fragment to be either one plus the Pending Score for that Fragment (if its author submitted a Scoring Response during the Judging) or half the Pending Score, rounded up (if its author did not submit a Scoring Response during the Judging).
 
* Add the Total Score for each Fragment in that Judging to the Points of the Storyteller who authored that Fragment.
 
* Give each Storyteller one point for each Fragment in the current Judging for which they successfully guessed the author (according to their most recent valid Scoring Response).
 
* For each Storyteller whose most recent valid Scoring Response received by the Publisher was sent 48 hours or less after the the most recent Judging was posted and while it was Open, give that Storyteller 5 Points. The Publisher should privately inform each Storyteller of the Points they received this way.
 
* Privately communicate to each Storyteller their current Points value.
 
  
If, since the most recent Open Judging post, the Publisher has received a valid Scoring Response for an Open Judging from a quorum of Storytellers, the Publisher can announce a Scoring Deadline by making a comment to the current Open Judgement with:
+
Two Cells are Adjacent of they either share the same Column and their Row differs by one, or they share the same Row and their Column’s differ by 1.
* The text “Scoring Deadline. Last call for Scorings”
 
  
If, since the most Open Judging post, any of the following are true:
+
A Cell is Above another Cell if they share the same Column, and the first Cell’s Row is less than the Second cells Row. A Cell is Immediately Above another Cell if it is both above that cell and adjacent to it.
* The publisher has received a valid Scoring Response for an Open Judging from every Storyteller.
 
* The Judging has been open for 24 hours after the Publisher has announced a Scoring Deadline, as measured by the timestamp on the Scoring Deadline comment.
 
at their earliest convenience, the Publish should preform the Publishing atomic action. The Publisher should publicly track the names of Storytellers who have sent valid Scoring Responses for an Open Judging, and may re-use the same tracking gamestate for subsequent Open Judgings as long as the list of Storytellers who sent valid Scoring Responses is reset each time a new Judging is Open.
 
  
== Points ==
+
A Cell is Below another Cell if they share the same Column, and the first Cell’s Row is greater than the Second cells Row. A Cell is Immediately Below another Cell if it is both below that cell and adjacent to it.
  
Each Storyteller has number named Points privately tracked by the Publisher, defaulting to 0 until 13 June 2024 00:00 UTC, after which the default for a Storyteller’s Points is the arithmetic mean of all other Storytellers’ Points rounded down to the nearest integer. At any time, a Storyteller may privately request their current Points value from the Publisher.
+
If any cell of the game board is Empty, the game board is considered to be Out Of Date.
  
==Sparks==
+
If the Game Board is Out Of Date any Contestant may perform the following actions:
  
Each Storyteller may have a Spark which is a Common Word, or may have no Spark and by default has no Spark. A Storyteller’s Spark is flavor text, and is publicly tracked. A Storyteller may change their Spark as a Story Action.
+
* If there is an empty cell (cell A) that has a non-empty cell (cell B) immediately above it, move the contents of cell B to cell A
 +
* If there is an empty cell (cell A) such that every cell with a lower column is not empty, every cell above it is empty, and every cell below it is not empty, Fill Cell A.
  
==Proofreading==
+
Filling a Cell consists of performing the following atomic action:
  
A Proofreading is a blog post with the category Story Post - Votable Matter where the contents of the post body only contains instructions on changing the contents of The Story. A Proofreading has the following additional rules:
+
* If the Cell is not Empty, cease performing the atomic action
* A Storyteller may only post a Proofreading as a Story Action.
+
* Roll a FRUIT. If the result is not Tangelo, set the Cell’s content to be the result of the roll. If the result is Tangelo, set the Cell’s content to be Star
* The text of The Story to be changed must be 2-10 contiguous words, and that text must be replaced by 2-10 contiguous English words, which may contain some of the same words that were replaced.
 
* The Publisher may not vote on a Proofreading.
 
* The Publisher does not count when determining quorum for a Proofreading.
 
  
A Proofreading is resolved in the same manner as described in [https://wiki.blognomic.com/index.php?title=Ruleset#Resolution_of_Proposals Resolution of Proposals], by interpreting the term “Proposal” to mean “Proofreading” for the purposes of resolving a Proofreading.
+
These dice rolls may be made in advance when performing Filling a Cell for multiple Empty Cells, but the results of those rolls must be used in order by ascending Row and then by ascending Column (e.g. if the Empty Cells are Row 2 Column 1, Row 1 Column 2, and Row 1 Column 1, the dice rolls to fill those Empty Cells must fill them in the order Row 1 Column 1, Row 2 Column 1, Row 1 Column 2).
  
==Timing Out==
+
== Turns ==
  
The Publisher may render a Storyteller Idle if that Storyteller has not posted an entry or comment in the past 96 hours (4 days), and if the Publisher has also received no Creative Writing or Scoring Response from that Storyteller in the past 96 hours.
+
Turn Order is a publicly tracked list of the names of Puzzlers. If a Puzzler’s name is at the start of the Turn Order list, it is considered to be that Puzzler’s Turn
  
==Credits==
+
If a Puzzler goes Idle, their name is removed from Turn Order
  
When a DoV has been Enacted after the beginning of this dynasty, at any time during the Interregnum the former Publisher before that DoV was Enacted should make a Story Post with the title “Credits:” followed by the current date, and with a body that contains the contents of The Story where the author of each Fragment in The Story should be identified by some means chosen by that former Publisher. This dynastic action is permitted to be carried out during an Interregnum.
+
If the Turn Order list is Empty, any Puzzler may generate a new Turn Order by randomly arranging the names of all Puzzlers and setting that list to be the new Turn Order (Puzzlers may use a private method of their choosing rather than the Dice Roller for this step)
  
==Challenges==
+
During their Turn a Puzzler may set their number of Coins to 3, provided they have not spent any Coins since the start of their most recent Turn.
  
There exists a publicly tracked list of Challenges. Each Challenge is a statement sentence that a Fragment may or may not Satisfy. The statement should be objective, and should only regard either the Fragment itself and/or its relation to the rest of the Story. (So, “The Fragment does not contain the letter ‘e.’” or “The Fragment only contains words already included in the Story.” are valid Challenges, but “The Fragment is relaxing to read.” and “The Fragment contains the name of its author.” are not.)
+
Puzzlers may perform the Rotation action multiple times per turn, provided they spend the requisite number of Coins each time.
  
As a Story Action that can only be performed when there is an open Open Judging, a Storyteller may add a new challenge
+
Any time during a Puzzler’s Turn, if the Game Board is not Out of Date, that Puzzler may perform Collect Match, and may perform it multiple times during their Turn. Collect Match is an atomic action with the following steps:
 +
* Select one Group of Cells that is considered a Match
 +
* Set the Content of those Cells to Empty
 +
* Add 1 to that Puzzler’s Matches
  
When the Publisher posts a new judging, each Storyteller receives one point for every challenge which is Satisfied by the fragment they authored they authored for that challenge (the Publisher should privately inform each Storyteller of the points received this way). Then, any challenge which at least one fragment Satisfied is removed from the list of challenges.
+
At any time during a Puzzler’s Turn, they may remove their name from the start of the Turn Order, at which point it is no longer that Puzzler’s Turn. If it is a Puzzler’s Turn and their Coins have been 0 for the last 6 hours, and it has been at least 6 hours since the Turn Order was last modified, that Puzzler’s name may be removed from the Turn Order by any other Puzzler.
  
==The End==
+
=== Turn Actions ===
  
If the last two words in the story are “The End” the Story is Complete.
+
Turn Actions are atomic actions and have a cost, (which consist of a positive integer number of Coins and optionally a number of some or all of: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars). At any time during a Puzzler’s Turn, that Puzzler may spend the cost of a Turn Action to perform that Turn Action.
  
While there is an Open Judging and The Last Fragment is empty, as a Story Action any Storyteller may call for a Ending Drawing by making a Story blog post where the title contains the phrase “Ending Drawing”. When this post has been made, the next Drawing is considered the Ending Drawing. Fragments received by the Publisher for an Ending Drawing are considered Ending Fragments and must end with the sentence “The End.
+
Turn Actions may not be performed if the Game Board is considered Out of Date.
  
If the Story is Complete no additional Story Actions can be taken, nor can any actions be taken which modifies the story.
+
The following are Turn Actions:
 +
* Rotation (Cost: 1)
 +
** Do exactly one of the following:
 +
*** Move all of the contents of one row left by 1 Cell, with the contents of the leftmost Cell of that row being moved to the rightmost Cell of that row.
 +
*** Move all of the contents of one row right by 1 Cell, with the contents of the rightmost Cell of that row being moved to the leftmost Cell of that row.
 +
*** Move all of the contents of one column up by 1 Cell, with the contents of the top Cell of that column being moved to the bottom Cell of that column.
 +
*** Move all of the contents of one column down by 1 Cell, with the contents of the bottom Cell of that column being moved to the top Cell of that column.
  
If the Story is Complete the Publisher should at their earliest convivence publish a list of each Storyteller and how many Points that Storyteller has. Upon doing so, the Storyteller with the most points achieves victory.
+
== Coins ==
  
There is a publicly tracked Fragment called The Last Fragment which defaults to empty.
+
Each Puzzler has a publicly tracked number of Coins, defaulting to 3.
  
===Wrap Up===
+
== Matches ==
  
A Wrap Up is a blog post with the category Story Post - Votable Matter where the title begins with the phrase “Wrap Up” and the body only contains instructions for one of the following:
+
Each Puzzler has a publicly tracked number of Matches, defaulting to 0.
* Add the contents of The Last Fragment to the end of The Story.
 
* Add the text “The End.” to the end of The Story.
 
  
A Wrap Up has the following additional rules:
+
Each Puzzler has a publicly tracked number (defaulting to 0) of each of the following: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars.
* A Storyteller may only post a Wrap Up as a Story Action, and only while there is not an Open Judging.
 
* Only one Wrap Up may be Pending at any time. Any Wrap Up that is posted while another is Pending should be closed as Illegal.
 
* The Publisher may not vote on a Wrap Up.
 
* The Publisher does not count when determining quorum for a Wrap Up.
 
  
A Wrap Up is resolved in the same manner as described in [https://wiki.blognomic.com/index.php?title=Ruleset#Resolution_of_Proposals Resolution of Proposals], by interpreting the term “Proposal” to mean “Wrap Up” for the purposes of resolving a Wrap Up.
+
A Group is a set of 3 Cells where the set of Cells in the Group form an unbroken sequence of Adjacent Cells all in the same Row or all in the same Column, and none of those Cells in that Group are Empty. If a Group of Cells all have the same Content, this is considered a Match. For the purposes of determining a Match, a Cell in a Group where that Cell has the Content of Star is considered to have the same Content as any other Cell in that same Group.
  
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 
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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.
 
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 Publisher specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Publisher 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.
+
When a Puzzle Master 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 Puzzle Master 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.
  
==No Private Communication==
+
==Low-Player Mode==
Storytellers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Storyteller could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Storytellers (or people who are not yet Storytellers) also face the same restrictions if they intend to become an active Storyteller during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.
+
The Core Rule Dormancy is flavour text.
  
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.
+
==Everyone’s Playing==
 +
For the purposes of all dynastic and Building Blocks rules, the Puzzle Master is a Puzzler.
  
If information which was not allowed to be discussed is still privately discussed, the Storytellers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
+
==Reinitialisation==
  
==Virtual Actions==
+
If they have not already done so in the current dynasty, A Puzzler 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 Puzzle Master is privately tracking any information about them then they should do likewise at their first opportunity. When a Puzzler has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.
A Virtual Action is a type of action that the Publisher performs on behalf of a Storyteller. A Storyteller may initiate a virtual action by privately communicating to the Publisher their request to do so, along with any additional information needed to carry it out. The Publisher shall resolve the Virtual Action by performing the following Atomic Action:
 
# Determine whether the Virtual Action fails (if it does not fail, it is successful).
 
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Storyteller.
 
 
 
If a Virtual Action fails, the Publisher should tell the Storyteller why. A virtual action may fail for any of these reasons:
 
* Some requirements/prerequisites to perform the action are not met.
 
* The request does not contain all the information needed to resolve the action.
 
* The request is unintelligible, or too vague to interpret unambiguously.
 
* It would require the Publisher to do something they cannot do.
 
* Any other reason specified by the action itself.
 
 
 
Except where otherwise stated by the ruleset, the Publisher must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.
 
 
 
Until a virtual action is resolved, it is pending. A Storyteller may cancel a pending Virtual Action by privately communicating to the Publisher their request to do so.
 
 
 
==Low-Player Mode==
 
The Core Rule Dormancy is flavour text.
 
  
 
</div>
 
</div>
Line 386: Line 287:
  
 
===Time===
 
===Time===
;Daily Action: If a game action is a Daily Action, each Storyteller able to perform it may take that action once each day, but not more than once every ten hours.
+
;Daily Action: If a game action is a Daily Action, each Puzzler 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 Storyteller per day.
+
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Puzzler 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 Storyteller able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
;Weekly Action: If a game action is a Weekly Action, each Puzzler 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 Storyteller per week.  
+
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Puzzler 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 Storytellers.
+
;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 Puzzlers.
 
;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 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 Storyteller's Effective Vote Comment with respect to a given Votable Matter is that Storyteller's Comment to that Votable Matter, if any, that contains that Storyteller's Vote on that Votable Matter.
+
;Effective Vote Comment (EVC): A Puzzler's Effective Vote Comment with respect to a given Votable Matter is that Puzzler's Comment to that Votable Matter, if any, that contains that Puzzler's Vote on that Votable Matter.
;Commentary: When posting a blog entry, a Storyteller 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.
+
;Commentary: When posting a blog entry, a Puzzler 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. Storytellers , as well as people who are not Storytellers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
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;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Puzzlers , as well as people who are not Puzzlers 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 Storytellers 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).
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;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Puzzlers 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. Storytellers 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.
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;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. Puzzlers 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.
 
;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 Storytellers is half the number of Storytellers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Storytellers it is referring to, it is referring to a Quorum of all Storytellers.
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;Quorum: Quorum of a subset of Puzzlers is half the number of Puzzlers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Puzzlers it is referring to, it is referring to a Quorum of all Puzzlers.
 
;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.
 
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 
;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 Publisher.
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;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 Puzzle Master.
 
;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.
;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 “Storytellers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
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;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 “Puzzlers” 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.
 
;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.
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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 Storyteller 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.
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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 Puzzler 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 be altered by its author if it is less than 4 hours old and either no Storyteller 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.
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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 Puzzler has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Publisher to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Publisher 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.
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A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Puzzle Master to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Puzzle Master may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
  
 
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.
 
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
  
 
===Representations of the Gamestate===
 
===Representations of the Gamestate===
If authorised by the rules as a result of a Storyteller’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 Storyteller may correct the representations to comply with the Gamestate.
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If authorised by the rules as a result of a Puzzler’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 Puzzler may correct the representations to comply with the Gamestate.
  
If a Storyteller feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
+
If a Puzzler 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.
 
* 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 Storyteller, if doing so would not require the correcting Storyteller to make any decisions on behalf of the original Storyteller.
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* 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 Puzzler, if doing so would not require the correcting Puzzler to make any decisions on behalf of the original Puzzler.
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Storytellers are encouraged to raise a Call for Judgement.
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Instead of repeatedly reverting and re-reverting a disputed alteration, however, Puzzlers 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 Storyteller may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
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A Puzzler may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
 
=== Random Generators ===
 
=== Random Generators ===
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Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
 
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 Storyteller with such access. Only a Storyteller with such access may Enact that Votable Matter. If that Votable Matter does not name a Storyteller with such access, that Votable Matter is Illegal.
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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 Puzzler with such access. Only a Puzzler with such access may Enact that Votable Matter. If that Votable Matter does not name a Puzzler 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 Storyteller making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Storyteller making this determination may do so using a private method of their choosing, instead of the Dice Roller.
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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 Puzzler making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Puzzler 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 Storyteller 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.
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* When a Puzzler performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
* If a rule allows the Storyteller performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
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* If a rule allows the Puzzler performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
* If a Storyteller 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.
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* If a Puzzler 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 Storyteller must redo the Atomic Action; for that purpose, the Storyteller 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 Storyteller 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.)
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* If one or more steps of an Atomic Action were done incorrectly, the Puzzler must redo the Atomic Action; for that purpose, the Puzzler 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 Puzzler 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 “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 Storyteller can spend or pay from only their own values, and a rule that allows Storytellers to transfer or pay a numeric value to another Storyteller only allows them to transfer that value from themselves to that other Storyteller (of their choice unless otherwise stated).
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* 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 Puzzler can spend or pay from only their own values, and a rule that allows Puzzlers to transfer or pay a numeric value to another Puzzler only allows them to transfer that value from themselves to that other Puzzler (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.
 
* 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 Storyteller 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.
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* A Puzzler 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”). For the purposes of this bullet point, the names of Storytellers are not considered to be legal values for game variables, nor for list items within game variables.
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* 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 Puzzlers 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 Publisher (including secretly random selections), then that information may only be revealed by the Publisher when the ruleset allows it. If a Storyteller should already know such a piece of information (in that the Publisher has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Publisher may repeat it to them.
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* If a piece of information is described as being tracked secretly or privately by the Puzzle Master (including secretly random selections), then that information may only be revealed by the Puzzle Master when the ruleset allows it. If a Puzzler should already know such a piece of information (in that the Puzzle Master has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Puzzle Master 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.
 
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.
  
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* 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 Storyteller may delete it from the ruleset.
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* If a dynastic rule has no text and no subrules, any Puzzler 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.
 
* 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), Storytellers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
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* 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), Puzzlers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
* If the Publisher has voted DEFERENTIAL on a Proposal, they are not considered to be a Storyteller for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Storytellers on the same Proposal are not considered to be valid, but the Storytellers who made them still contribute to quorum
+
* If the Puzzle Master has voted DEFERENTIAL on a Proposal, they are not considered to be a Puzzler for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Puzzlers on the same Proposal are not considered to be valid, but the Puzzlers who made them still contribute to quorum
  
 
===Time===
 
===Time===
Line 507: Line 408:
 
* 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 Storyteller may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
+
* A Puzzler 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===
 
===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.
* Storytellers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Storytellers with the corresponding forms of the singular “they”.
+
* Puzzlers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Puzzlers with the corresponding forms of the singular “they”.
* A Storyteller 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 Puzzler 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 Storyteller may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
+
* A Puzzler 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 Storyteller if it is explicitly stated that it refers to a Storyteller's name.
+
* Within the Ruleset, a word only refers to the name of a Puzzler if it is explicitly stated that it refers to a Puzzler'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”.
 
* 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.
Line 523: Line 424:
 
* 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.
 
* 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.
 
* 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 Storyteller's (or prospective Storyteller'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.
+
* When changing their name or joining the game for the first time, a Puzzler's (or prospective Puzzler'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==
 
==Prioritisation==
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# 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 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 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 “Storytellers may Kick each other” and “Storytellers may not Kick each other on Tuesdays” exist, and it is Tuesday, Storytellers may not Kick each other);
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Puzzlers may Kick each other” and “Puzzlers may not Kick each other on Tuesdays” exist, and it is Tuesday, Puzzlers 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 “Storytellers may Punch a Spaceman on Friday” and “Storytellers may not Punch Spacemen on Friday”, then Storytellers may not Punch Spacemen on Friday).
+
# 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 “Puzzlers may Punch a Spaceman on Friday” and “Puzzlers may not Punch Spacemen on Friday”, then Puzzlers may not Punch Spacemen on Friday).
  
 
==Mentors==
 
==Mentors==
  
A Storyteller may have another Storyteller as a Mentor. Storytellers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Storyteller who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
+
A Puzzler may have another Puzzler as a Mentor. Puzzlers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Puzzler who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
  
If an unmentored Storyteller requests a Mentor, or a new Storyteller has joined the game and has no Mentor, the Publisher should select a Tenured Storyteller and ask them to take that Storyteller 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 Publisher should announce it in a blog post. The Publisher should take care to consider game balance when selecting a potential mentor.
+
If an unmentored Puzzler requests a Mentor, or a new Puzzler has joined the game and has no Mentor, the Puzzle Master should select a Tenured Puzzler and ask them to take that Puzzler 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 Puzzle Master should announce it in a blog post. The Puzzle Master should take care to consider game balance when selecting a potential mentor.
  
A relationship between a mentor and a mentee is a Mentorship. A Storyteller may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
+
A relationship between a mentor and a mentee is a Mentorship. A Puzzler may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
If there is no Publisher, any Storyteller who has been active in at least three previous dynasties may act as Publisher for the purposes of this rule.
+
If there is no Puzzle Master, any Puzzler who has been active in at least three previous dynasties may act as Puzzle Master for the purposes of this rule.
  
 
===Things that a mentor must do===
 
===Things that a mentor must do===
Line 551: Line 452:
 
*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
 
*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 Storyteller or arrange a handover to another mentor if requested.
+
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Puzzler or arrange a handover to another mentor if requested.
  
 
===Things that a mentor should do===
 
===Things that a mentor should do===
Line 557: Line 458:
  
 
*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 Storytellers .
+
*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 Puzzlers .
 
*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.
Line 570: Line 471:
 
== Synonyms ==
 
== Synonyms ==
  
A dynasty may provide extra theming by using alternative terms for words like “Storyteller” and “Publisher”.
+
A dynasty may provide extra theming by using alternative terms for words like “Puzzler” and “Puzzle Master”.
  
 
Each term in this list is synonymous with the term in parentheses
 
Each term in this list is synonymous with the term in parentheses
  
* Storyteller (Player)
+
* Puzzler (Player)
* Publisher (Emperor)
+
* Puzzle Master (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.
 
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 15:17, 12 September 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Puzzlers 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 Puzzler may update it to do so.

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

Puzzlers

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

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

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

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

Idle Puzzlers

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

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

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

An Admin may render a Puzzler Idle if that Puzzler has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Puzzler 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 Puzzler 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 Puzzler if that Puzzler 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 Puzzler 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 Puzzlers (not including the Puzzle Master), then BlogNomic is on Hiatus.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Puzzler, known as the Puzzle Master. If there is no Puzzle Master, 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 Puzzler 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 Puzzle Master is not a Puzzler.

Votable Matters

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

Votes

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

If a Puzzler other than the Puzzle Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Puzzle Master. When the Puzzle Master has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Puzzle Master’s Vote for the purposes of other rules unless otherwise specified. When the Puzzle Master 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 Puzzlers 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 Puzzler may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Puzzler already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a Puzzler 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 Puzzle Master may use VETO as a voting icon to cast a Vote on a Proposal; when the Puzzle Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Puzzle Master 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, Puzzler 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 Puzzlers actively disagree as to the interpretation of the Ruleset, or if a Puzzler feels that an aspect of the game needs urgent attention, then any Puzzler may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

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

  • It is Popular.

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

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

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Puzzler (other than the Puzzle Master) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

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

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

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

If a DoV is Failed and it had at least one AGAINST vote, the Puzzler 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 Puzzler who posted the DoV becomes Puzzle Master, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.

If the game is in an Interregnum then the new Puzzle Master must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Puzzle Master’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 Puzzle Master’s Imperial Style, which if specified is a set of nonbinding guidelines that the Puzzle Master 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 Puzzle Master or any Puzzler (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:

  • 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.
  • Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
  • Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.


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 Puzzler’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. Puzzlers 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 Puzzler within BlogNomic, and should announce publicly if they control both a non-Idle Puzzler and any Idle Puzzlers. This extends to exerting full control over the actions of another Puzzler, defined here as the controlled Puzzler’s game behavior being functionally indistinguishable from if the controlling Puzzler was logged into their account and playing through it, over a period of more than a day.
  • A Puzzler 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 Puzzler should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Puzzler should not edit their own blog comments once posted, nor those of any other Puzzler.
  • A Puzzler should not edit the “Entry Date” field of a blog post.
  • A Puzzler should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Puzzler 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 Puzzler 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 Puzzler must use their own name in the Dice Roller, when rolling dice.
  • A Puzzler should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Puzzler should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Puzzler to achieve victory.
  • A Puzzler 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 Puzzler or Puzzlers 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 Puzzlers and idle Puzzlers 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 Puzzlers are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Game Board

The Game Board is a publicly tracked 10 by 10 grid of cells. Each cell has an integer Row and Column, which are each between 1 and 10 and correspond to that cell’s position in the game board. Each Cell also has a Content which can be Lemon, Orange, Kiwi, Grape, Cherry, Star or Empty and defaults to Empty. Cells whose Content is Empty are considered to be Empty.

Two Cells are Adjacent of they either share the same Column and their Row differs by one, or they share the same Row and their Column’s differ by 1.

A Cell is Above another Cell if they share the same Column, and the first Cell’s Row is less than the Second cells Row. A Cell is Immediately Above another Cell if it is both above that cell and adjacent to it.

A Cell is Below another Cell if they share the same Column, and the first Cell’s Row is greater than the Second cells Row. A Cell is Immediately Below another Cell if it is both below that cell and adjacent to it.

If any cell of the game board is Empty, the game board is considered to be Out Of Date.

If the Game Board is Out Of Date any Contestant may perform the following actions:

  • If there is an empty cell (cell A) that has a non-empty cell (cell B) immediately above it, move the contents of cell B to cell A
  • If there is an empty cell (cell A) such that every cell with a lower column is not empty, every cell above it is empty, and every cell below it is not empty, Fill Cell A.

Filling a Cell consists of performing the following atomic action:

  • If the Cell is not Empty, cease performing the atomic action
  • Roll a FRUIT. If the result is not Tangelo, set the Cell’s content to be the result of the roll. If the result is Tangelo, set the Cell’s content to be Star

These dice rolls may be made in advance when performing Filling a Cell for multiple Empty Cells, but the results of those rolls must be used in order by ascending Row and then by ascending Column (e.g. if the Empty Cells are Row 2 Column 1, Row 1 Column 2, and Row 1 Column 1, the dice rolls to fill those Empty Cells must fill them in the order Row 1 Column 1, Row 2 Column 1, Row 1 Column 2).

Turns

Turn Order is a publicly tracked list of the names of Puzzlers. If a Puzzler’s name is at the start of the Turn Order list, it is considered to be that Puzzler’s Turn

If a Puzzler goes Idle, their name is removed from Turn Order

If the Turn Order list is Empty, any Puzzler may generate a new Turn Order by randomly arranging the names of all Puzzlers and setting that list to be the new Turn Order (Puzzlers may use a private method of their choosing rather than the Dice Roller for this step)

During their Turn a Puzzler may set their number of Coins to 3, provided they have not spent any Coins since the start of their most recent Turn.

Puzzlers may perform the Rotation action multiple times per turn, provided they spend the requisite number of Coins each time.

Any time during a Puzzler’s Turn, if the Game Board is not Out of Date, that Puzzler may perform Collect Match, and may perform it multiple times during their Turn. Collect Match is an atomic action with the following steps:

  • Select one Group of Cells that is considered a Match
  • Set the Content of those Cells to Empty
  • Add 1 to that Puzzler’s Matches

At any time during a Puzzler’s Turn, they may remove their name from the start of the Turn Order, at which point it is no longer that Puzzler’s Turn. If it is a Puzzler’s Turn and their Coins have been 0 for the last 6 hours, and it has been at least 6 hours since the Turn Order was last modified, that Puzzler’s name may be removed from the Turn Order by any other Puzzler.

Turn Actions

Turn Actions are atomic actions and have a cost, (which consist of a positive integer number of Coins and optionally a number of some or all of: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars). At any time during a Puzzler’s Turn, that Puzzler may spend the cost of a Turn Action to perform that Turn Action.

Turn Actions may not be performed if the Game Board is considered Out of Date.

The following are Turn Actions:

  • Rotation (Cost: 1)
    • Do exactly one of the following:
      • Move all of the contents of one row left by 1 Cell, with the contents of the leftmost Cell of that row being moved to the rightmost Cell of that row.
      • Move all of the contents of one row right by 1 Cell, with the contents of the rightmost Cell of that row being moved to the leftmost Cell of that row.
      • Move all of the contents of one column up by 1 Cell, with the contents of the top Cell of that column being moved to the bottom Cell of that column.
      • Move all of the contents of one column down by 1 Cell, with the contents of the bottom Cell of that column being moved to the top Cell of that column.

Coins

Each Puzzler has a publicly tracked number of Coins, defaulting to 3.

Matches

Each Puzzler has a publicly tracked number of Matches, defaulting to 0.

Each Puzzler has a publicly tracked number (defaulting to 0) of each of the following: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars.

A Group is a set of 3 Cells where the set of Cells in the Group form an unbroken sequence of Adjacent Cells all in the same Row or all in the same Column, and none of those Cells in that Group are Empty. If a Group of Cells all have the same Content, this is considered a Match. For the purposes of determining a Match, a Cell in a Group where that Cell has the Content of Star is considered to have the same Content as any other Cell in that same Group.


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 Puzzle Master 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 Puzzle Master 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.

Low-Player Mode

The Core Rule Dormancy is flavour text.

Everyone’s Playing

For the purposes of all dynastic and Building Blocks rules, the Puzzle Master is a Puzzler.

Reinitialisation

If they have not already done so in the current dynasty, A Puzzler 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 Puzzle Master is privately tracking any information about them then they should do likewise at their first opportunity. When a Puzzler has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.

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 Puzzler 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 Puzzler 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 Puzzler 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 Puzzler 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 Puzzlers.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Puzzler's Effective Vote Comment with respect to a given Votable Matter is that Puzzler's Comment to that Votable Matter, if any, that contains that Puzzler's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Puzzler 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. Puzzlers , as well as people who are not Puzzlers 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 Puzzlers 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. Puzzlers 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 Puzzlers is half the number of Puzzlers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Puzzlers it is referring to, it is referring to a Quorum of all Puzzlers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Puzzle Master.
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 “Puzzlers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Puzzler 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 Puzzler has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

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

Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.

Representations of the Gamestate

If authorised by the rules as a result of a Puzzler’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 Puzzler may correct the representations to comply with the Gamestate.

If a Puzzler 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 Puzzler, if doing so would not require the correcting Puzzler to make any decisions on behalf of the original Puzzler.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Puzzlers 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 Puzzler may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

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

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, 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 Puzzler with such access. Only a Puzzler with such access may Enact that Votable Matter. If that Votable Matter does not name a Puzzler 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 Puzzler making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Puzzler 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 Puzzler performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Puzzler performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Puzzler 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 Puzzler must redo the Atomic Action; for that purpose, the Puzzler 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 Puzzler 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 Puzzler can spend or pay from only their own values, and a rule that allows Puzzlers to transfer or pay a numeric value to another Puzzler only allows them to transfer that value from themselves to that other Puzzler (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 Puzzler 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 Puzzlers 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 Puzzle Master (including secretly random selections), then that information may only be revealed by the Puzzle Master when the ruleset allows it. If a Puzzler should already know such a piece of information (in that the Puzzle Master has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Puzzle Master 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 Puzzler 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), Puzzlers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Puzzle Master has voted DEFERENTIAL on a Proposal, they are not considered to be a Puzzler for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Puzzlers on the same Proposal are not considered to be valid, but the Puzzlers 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 Puzzler 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.
  • Puzzlers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Puzzlers with the corresponding forms of the singular “they”.
  • A Puzzler 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 Puzzler 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 Puzzler if it is explicitly stated that it refers to a Puzzler'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 Puzzler's (or prospective Puzzler'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:
  1. The Appendix has precedence over any other Rule;
  2. If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
  3. If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Puzzlers may Kick each other” and “Puzzlers may not Kick each other on Tuesdays” exist, and it is Tuesday, Puzzlers may not Kick each other);
  5. If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Puzzlers may Punch a Spaceman on Friday” and “Puzzlers may not Punch Spacemen on Friday”, then Puzzlers may not Punch Spacemen on Friday).

Mentors

A Puzzler may have another Puzzler as a Mentor. Puzzlers who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Puzzler who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.

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

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

If there is no Puzzle Master, any Puzzler who has been active in at least three previous dynasties may act as Puzzle Master 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 Puzzler 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 Puzzlers .
  • 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 “Puzzler” and “Puzzle Master”.

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

  • Puzzler (Player)
  • Puzzle Master (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.